Items Affected by SY On/Off Flag

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Spinoza
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Post by Spinoza »

IMHO all unique tech paths should have their on/off switch.

Re: shipyard, it could be good to have two switches.
One for SY and another for some upper tier SY tech.
It need not be implemented in the core immediately but it would nice to have the option of turning off just the high end stuff sometime in the future.

SY limited to (for example) corvettes and attack carriers could be playable in small games.
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Adept
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Post by Adept »

Spinoza wrote:QUOTE (Spinoza @ Jul 2 2009, 05:20 PM) SY limited to (for example) corvettes and attack carriers could be playable in small games.
Limited SY could be nice for smaller games, but it needs to go up to frigates. SY that can't kill bases is a waste of money.
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takingarms1
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Post by takingarms1 »

I suspect corvs would dominate small games (think corvs + bbrs ftw).

Also, HSharp said it, these things tagged to the SY flag make no sense since they are weak sauce tech with smaller numbers.
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Makida
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Post by Makida »

Basically, this is getting back to an earlier discussion about balancing Allegiance for different game sizes. I.e. instead of the SY switch, it'd be nice to have an option in game settings where you can select how many players are participating, and based on that certain technology might be enabled, disabled, nerfed, etc.
zombywoof
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Post by zombywoof »

What has been said before, with the exception of Heavy Booster, every tech labeled is actually LESS effective in small games.
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slap
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Post by slap »

Is there anyway we could make all of these different size game switchs? This would allow us to make one core balanced for all game sizes. For example SY removes items broken in small games. Tac off removes items broken in large games. Sup turns off things in huge games. Exp turns off things broken in zone games. This would help a lot with the scalibity problems of FBs/Galvs/SY.

Possible examples of tech per toggle:
SY: Battlecruisers, Gunships
Tac: Galvs
Sup: FBs
Exp: I have no idea, but there has to be something.

This would allow for a jury rigged switch like Girlyboy is suggesting.
Last edited by slap on Fri Jul 03, 2009 12:51 am, edited 1 time in total.
Xeretov
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Post by Xeretov »

There is more to imbalance between small games and large games than just items of tech.
slap
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Post by slap »

Such as? I'm drawing a blank here. Miner hull, bass hull maybe?

*Just trying to contribute*
Last edited by slap on Fri Jul 03, 2009 1:04 am, edited 1 time in total.
Makida
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Post by Makida »

That wasn't my suggestion, I just remembered that sort of thing being discussed in another thread that's lying around here somewhere, and this discussion reminded me of that. But yeah, I had the same thought... only ideally you'd have an extra set of switches specifically for game size balance, and that's really something that depends on the code, not on the core. >_>

But until some code thingy is implemented, if ever, using SY as a large-game switch makes sense... but the only things that I think are really overpowered in small games besides SY are Tac and TP2, both because it's hard to keep up a defence against them in small games. And Tac has its own switch. :P (Actually, tying Sig3 to SY does make sense to me... :P )

Ultimately it'd be really nice if there was a separate control for game size, and the SY switch didn't have to turn on or off anything besides SY. >_<
Last edited by Makida on Fri Jul 03, 2009 1:14 am, edited 1 time in total.
slap
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Post by slap »

Sorry to put words in your mouth then.
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