Ideas....

Development areas for Allegiance core (IGC) design.
Virex
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Post by Virex »

I can get the idea of a figbomber or a PT bomber. But what would you do with a scoutbomber? You're going to be hunted all the time and you're so bloody noisy that you can't use it like a stealthy scout. Besides, if you're bombing, you've got 10 nans flaying your ass, so you don't need the scan range.
SWAT
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Post by SWAT »

i know i know....... /blush.gif" style="vertical-align:middle" emoid=":blush:" border="0" alt="blush.gif" />

how about....

drone naners
Mount: Naner level 1....ONLY (to prevent over strength)
Last edited by SWAT on Sat May 31, 2008 2:20 pm, edited 1 time in total.
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Virex
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Post by Virex »

There might be a problem there: Only nix gets combat drones. So unless you want to give another race combat drones or make nans usefull on nix, that sugestion's pretty dead. Anyhow, I've always wondered if it's possible to slap a nan on a rix combat pod, essentialy making it a nan pod.
SWAT
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Post by SWAT »

Virex wrote:QUOTE (Virex @ May 31 2008, 06:28 AM) There might be a problem there: Only nix gets combat drones. So unless you want to give another race combat drones or make nans usefull on nix, that sugestion's pretty dead. Anyhow, I've always wondered if it's possible to slap a nan on a rix combat pod, essentialy making it a nan pod.

)
y not change it were you can Change the mount of the combat pods (also prograam the scout pods to nan)

Idea:

Carryer (cap ship)
Info: can hold up to 4-10 interseptors (the carrer can rip and is fast) can pick up pods and rearm&repare ships (ships CONNOT dock, before you launch interseptor pilots board the carrer [like borading a turret).
Tac Advantage: scout drops tp1 carrers rip in inetrseptors launch and atack enemy/defend bomber

stars: ****
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TheBored
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Post by TheBored »

TheBored sighs.
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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
Correct
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Post by Correct »

Correct wrote:QUOTE (Correct @ May 29 2008, 01:24 PM) STFU NOOB.
No seriously.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.

People just take stuff too seriously I think. Except IB, of course.
Cadillac
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Post by Cadillac »

SWAT COMMANDO-181 wrote:QUOTE (SWAT COMMANDO-181 @ May 31 2008, 06:45 PM) )
y not change it were you can Change the mount of the combat pods (also prograam the scout pods to nan)

Idea:

Carryer (cap ship)
Info: can hold up to 4-10 interseptors (the carrer can rip and is fast) can pick up pods and rearm&repare ships (ships CONNOT dock, before you launch interseptor pilots board the carrer [like borading a turret).
Tac Advantage: scout drops tp1 carrers rip in inetrseptors launch and atack enemy/defend bomber

stars: ****
I think you need to play the game more.


A lot more.


Maybe you'll see a ship you haven't encountered before, and get a sense of deja vu (except for the whole interceptor thing), and then realise why people are sighing at you.

Also, I hope you meant Tac advantage as simply: Tactical advantage. Tp1 will be useless against defending against bomber runs, regardless of whether the carrier can rip to it or not, because it takes far too long to activate, and is easily destroyed, and by the time any ship makes a safe rip, it will be a fair distance away from the bomb run which will result in the bomb run achieving its objective, unless you have the intelligence to drop the tp probe using the base as a cover from the bomb run, but even then, by time the probe activates, you rip and maneuvre around the base, it's probably doomed unless you have extremely good probing and managed to detect the bomber from about 10k from the base (in which case a sensible bomber pilot in a good game would probably have aborted, or you would have had time to simply dock at another base and launch from the base under attack).

For these reasons people generally tend to use TP2 probes for tp runs.
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"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
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SWAT
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Post by SWAT »

Cadillac wrote:QUOTE (Cadillac @ Jun 1 2008, 03:30 AM) I think you need to play the game more.
A lot more.
Maybe you'll see a ship you haven't encountered before, and get a sense of deja vu (except for the whole interceptor thing), and then realise why people are sighing at you.

Also, I hope you meant Tac advantage as simply: Tactical advantage. Tp1 will be useless against defending against bomber runs, regardless of whether the carrier can rip to it or not, because it takes far too long to activate, and is easily destroyed, and by the time any ship makes a safe rip, it will be a fair distance away from the bomb run which will result in the bomb run achieving its objective, unless you have the intelligence to drop the tp probe using the base as a cover from the bomb run, but even then, by time the probe activates, you rip and maneuvre around the base, it's probably doomed unless you have extremely good probing and managed to detect the bomber from about 10k from the base (in which case a sensible bomber pilot in a good game would probably have aborted, or you would have had time to simply dock at another base and launch from the base under attack).

For these reasons people generally tend to use TP2 probes for tp runs.

ya ya i ment any tp1or2
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Cadillac
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Post by Cadillac »

my point still stands
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"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
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