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Posted: Wed May 06, 2009 5:01 pm
by Andon
Adept wrote:QUOTE (Adept @ May 6 2009, 12:25 PM) Would it be possible to stretch it on one axis? Just make it thicker?
Scale is done to the entire model - So, no, you can't scale it on one axis
Posted: Wed May 06, 2009 6:18 pm
by Gandalf2
This is like everything that cc should be, but isn't (despite being going for a relatively long time, there's been too few changes for my liking).
Posted: Wed May 06, 2009 6:32 pm
by apochboi
I agree Gandalf. Im just carrying on with what i started. One little issue. I tried to make it so TP2 gave you tp1 also so that if you lost your sup you would lose the tp2 but still have tp1. The nature of the game code will not allow for this. So my workaround is , im making it so you can have both tp1 and 2 selectable if you have them researched. The question is, should i change the cost of tp1 so that its cheaper or increase the cost of tp2. One wonders.
Anyone have any thoughts, im really undecided.
Posted: Wed May 06, 2009 7:40 pm
by Xeretov
I would make TP1 cheaper, personally. There have never been complaints about the cost of dropping a TP2 probe (that I've heard of anyways) so it makes more sense to leave that where it is. Considering how much money is already spent on a single TP2 & FB/XRM run, I don't think increasing it would help any.
Making TP1 cheaper would make for more expendable scouts flying out for long range drops (i.e. for SBs) though. It could be considered a slight buff for tac but I doubt it'd really change much. Maybe just the difference between getting a TP1 scout out now versus in another payday.
Posted: Wed May 06, 2009 9:18 pm
by apochboi
I might half the cost then. Or take it down to 400 credits for it.
Posted: Wed May 06, 2009 10:17 pm
by Kltplzyxm
$400 sounds fair. It's still not terribly cheap. I would worry if it was >$300. You cant' exactly spam TP1 at $400/pop.
Posted: Wed May 06, 2009 10:34 pm
by apochboi
Yeh it's mainly so people dont click the tp1 instead of tp2. 400 seems resonable.
Posted: Fri May 08, 2009 7:42 am
by apochboi
Final update on changelist. I will posting this for Autoupdate. Please inform me of any rebalances you think the core will need.
CODEChanges from CC_04 to NC_R1
---------------------------------------
****Key - New value (old value) [notes]****
*All Faction
-Supremacy
-Teleport Probe 2 - Now Yields Teleport probe 1 when picked up [corrected issue not allowing you to get tp1 when u got tp2]
-Teleport Probe 1 - Costs 400
-Teleport Probe 2 - Costs 500
-XRM/XRP Antibase 1
-Damage 70 (65) [Increase in damage]
-XRM/XRP Antibase 2
-Damage 90 (75) [Increase in damage]
-Ammo - Icon Added [Thanks Xeretov]
-Fuel - Icon Added [Thanks xeretov]
-Expansion
-Retrobooster 2 removed and Retroboost moved to Garrison
-Garrison
-Retro Booster
-Thrust -1668 [thrust increased to match heavyscout + Ga Ship Accel 2]
*Belters
-Supremacy(Adv)
-Teleport Probe 2 - [Now is lost when you lose your Advanced Supremacy].
-Tactical(Adv)
-Stealth Fighter(Adv)
-Ammo 400 (200) [Ammo Capacity changed to match Stealth Fighter *BugFix*]
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
*Iron Coalition
-Global Attributes
-PW Damage 1.0 (1.1) [Back to normal Levels]
-Supremacy(Adv)
-Fighter/Bomber
-Cost 200 (250) [Cost reduced to match IC cost perk]
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
-Garrison
-Miner
-Riptime 35 (30) [Increased rip time by 5 seconds]
*Gigacorp
-Supremacy
-Fighters (enh/adv)
- Tightend up the middle gunmount so its closer to the centre
-Shipyard
-Drydock
-Lxy Cruiser
-Hull 8000 (9000) [reduced to match standard cruisers]
-Cost 8000 (9000)
-Battlecruiser - [Added to Gigacorp]
-Hull 9000
-Cost 9000
-Scale 350
-Battleship - [Added to Gigacorp]
-Hull 10000
-Cost 10000
-Scale 400
-Technology unlocked
-Large Shield 3
-Skycap 3
-XRM Hunter Killer 3
-PE Longtom
-SRM Tactical Nuke 2
-LRM Killer Swarm 2
-XRM Cruise 2
-GA: Ship Speed 2
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
-Interceptor (Lxy)
-Fuel Capacity 15 (10) [5 Seconds more fuel in line with all other heavy interceptors]
-Interceptor (hvy)
-Centre mount lowered into a more forward position rather than firing downward
*Ga'tarren
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
-Supremacy
-Fighter (Std)
-Fuel 10 (8) [Increased the starting figs fuel capacity to 10 seconds]
-Tactical
- [Model replaced with research model to assist in docking]
*Technoflux
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
*Rixian
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
-Expansion
-Scale 400 (325) [increased the scale of the expansion to assist in docking]
-Tactical
-Station Drone (std/heavy)
-"warn on drop" is now ticked. This should warn people that the station is at risk as soon as one of these pods are dropped
*Bios
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
*Dreghklar
-Expansion (std/adv)
-Interceptors (All)
-Signature 1.0 (0.75) [All interceptors sig increased to 100%]
Posted: Fri May 08, 2009 7:48 am
by juckto
If you were going to vary costs on tp1/2, looks like you forgot to mention it in changelog. Also, there was one other ic ship which didn't have the cost reduction applied to it, but I forget which. GS, probably.
Posted: Fri May 08, 2009 7:54 am
by apochboi
Yeh i think you are right about the gunship. I corrected the change list. I will Do gunship after the next release.

but thanks for reminding me.