Passive Cargo

Development areas for Allegiance core (IGC) design.
Evincar
Posts: 1139
Joined: Fri Mar 02, 2007 4:00 am
Location: The darkest side of the sun

Post by Evincar »

what about a team of sbs unable to enter a sector because there is a lxy scout with 6 enhances scanner suites in cargo on each of the alephs? think what you want, it has a HUGE effect on gameplay. or what about 150 mps figbombers? or 400 mps interceptors (not dreg, reg ints i mean).

that the dev team can do it hardly suprises me (altought it would require quite a lot of work), that it is possible... well... that´s another story
Classifiable up to Trolleomorphism.
Kuromimi
Posts: 75
Joined: Mon Sep 12, 2005 7:00 am
Location: Lansing, Michigan

Post by Kuromimi »

I'll re-bring up my idea for "Ballast" cargo

Cargo that does the special action of... weighing alot.

Make a cargo item weigh a bit more than the heaviest thing you could put in an interceptor (including cargo for other ships)
Put it in your cargo when you plan to ram something. Not a crazy mod, and people do this anyway with other items. You would think loading heavy junk into cargo wouldn't require research or lots of thinking as to what item weighs the most in a core.
BobtheHobo
Posts: 117
Joined: Fri Mar 30, 2007 11:05 pm

Post by BobtheHobo »

Grimmwolf, at the time I posted this I hadn't fully thought it out and believed this could be accomplished without a code change, my mistake.

Evincar, it would of course need balancing, if scouts get the option of additional scanners maybe stealths get to use sig dampening devices or some such. An int or figbomber which allocated most of its cargo space to additional thrusters wouldn't be able to pack much ammo or missiles.
Last edited by BobtheHobo on Wed Jul 04, 2007 11:49 pm, edited 1 time in total.
Image
Will nan for food.
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

maybe something of the negative aspect - Armor reduction. Takes away from sig but also takes away from armor. Could also be a 'different type' of armor

And perhaps also have it cost money for the more unbalancing things, or only available to specific craft which would cost money.
Image
ImageImage
TheBored
Posts: 4680
Joined: Thu Jun 24, 2004 7:00 am
Location: At my desk staring at my monitor...

Post by TheBored »

fishbone wrote:QUOTE (fishbone @ Jul 4 2007, 07:56 AM) Thanks Gap. You don't know how tired I am of hearing, "...but that would require a code change." This community has a gift in that they have a game where they can change the actual source. I'm not suggesting frivilous code changes should be done, but when there is good cause - don't fear to change it, experiment, and improve it.
The problem is that if the phrase "requires a code change" is applied to a suggestion, it is almost always rejected because people want to leave the game as is. I'm sure that when I joined, I would have thought this to be an awesome idea. Now, I just want to keep Allegiance as it is. Small changes are okay, but something like this changes gameplay on a level that I am not comfortable with.

TB
Image
spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

I don't see how it would break the game - The items would be core dependant - if the core dev didn't want that item in their core, then it would not be there.

There is a way to do it without a code change, but it may get somewhat annoying. Rather than having just one craft option, the core could have several craft options - 'Heavy armor fig' 'High Scan Scout' 'Low Sig Scout' or whatever. But you would then have a list of available craft a mile long. Maybe only have those craft available at certain stations, like Capitol Ships, but I don't know if that is possible
Image
ImageImage
beeman
Posts: 630
Joined: Sat Nov 18, 2006 3:01 am
Location: Huntsville, AL

Post by beeman »

TheBored wrote:QUOTE (TheBored @ Jul 4 2007, 07:41 PM) The problem is that if the phrase "requires a code change" is applied to a suggestion, it is almost always rejected because people want to leave the game as is. I'm sure that when I joined, I would have thought this to be an awesome idea. Now, I just want to keep Allegiance as it is. Small changes are okay, but something like this changes gameplay on a level that I am not comfortable with.

TB
I know, my friend. You are what I consider an Allegiance "Conservative". Absolutely no negative connotation with that term. I have a large part of me that is of the mindset, "if it ain't broke -don't fix it." And Alleg. is far from broke - the best game I have played. BUT I also see some things I would like changed. Maybe I'm too new and don't understand what the changes would mean to the game. But there are some things that I definitely think should change. Therefore I consider myself an Allegiance "Moderate". I've discussed with you the launch animation thing I think should change (let's not spam this thread with that, though). Also, I'm all for graphics upgrades. My mindset is at the rate of computer advances, why hold the game back for those who will not upgrade from their 8088 processors and 32MB video cards? I'm not saying to make the graphics upgrades extreme - make them so a certain low (but not obsolete) level of technology can run them.

Bottom line is that the community benefits from the Allegiance Conservatives, Moderates, Liberals, and all in the mix. Everyone's viewpoints should keep the game improving without screwing it up.

Sorry for the soapbox....peace!
Image
"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
Post Reply