yeah, it's just weapon slots - basically the best way to implement faction-specific weapons for specific things is to just put them on the mask for the equivalent standard weapon and lock them to that faction through pre/defs.
don't get me wrong, though! I really like most of the design/artwork stuff you've done for this faction. there's way more interesting stuff you could do with faction concepts, though, aside from "everything is an energy weapon."
based on said artwork, designing the faction, instead, around large-scale deployment of various carriers/carrier drones would be far more interesting to actually play
Bio-Lumen Faction
didnt tf already do thisNightRychune wrote:QUOTE (NightRychune @ Aug 2 2011, 05:12 PM) don't get me wrong, though! I really like most of the design/artwork stuff you've done for this faction. there's way more interesting stuff you could do with faction concepts, though, aside from "everything is an energy weapon."
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
-
Zero_Falcon
- Posts: 413
- Joined: Tue Jun 03, 2008 5:14 am
- Location: Singapore
As well as what a nightmare it will be to keep them balanced.Zero_Falcon wrote:QUOTE (Zero_Falcon @ Aug 2 2011, 06:22 PM) Is there any limit as to how many factions/stuff you can package into an igc, not considering ship part mask limitations?
And... does wish for world record of having highest number of (unique) factions in an RTS, imagine the publicity we can get?![]()
Also... AOE2 had a crapload of unique factions.


-
DonKarnage
- Posts: 545
- Joined: Mon Nov 01, 2010 7:18 pm
-
TurkeyXIII
- Posts: 1460
- Joined: Thu Dec 06, 2007 3:18 am
- Location: Melbourne, Aus
FYI, this is the unique faction tech list:
QUOTE EW EarthRipper (SY) - AB caphsip weapon with a great ROF.
EW Irradiator (SY) - AB capship weapon that has AoE. Takes much more energy than EarthRippers.
EW Concussioner (SY) - Capship weapon designed for small craft. Low ROF and huge AoE.
EW ShieldRipper (SY) - Capship weapon designed exclusively for shields. Also has a slight AoE.
EW Regulator (SY) - Scar-only weapon that creates a micro-black hole.
LRM Harpoon (Sup) - Enhanced missile with excellent tracking and payload. Universaly mounted.
EW EarthRipper Lt. (Sup) - "Dumbed down" version of the EarthRipper to be used on Bomber's.
EW ShieldRipper Lt. (Exp) - "Dumbed down" version of the ShieldRipper to be used on HTT's and Bomber's.
EW Dust gun (Exp) - Avaliable after Mini3, its a EW version of it, plus additional perks like enhanced range. Universaly mounted.
EW Heat cells (Tac) - Cloak replacement. Universaly mounted (can be used on bombers, for instance).
Plasma [Pl] Boosters (SY) - Specially designed boosters for capships.
Photon [Ph] Boosters (Garr) - Specially designed boosters for small/medium craft.[/quote]
OK, so first off: All the SY tech except Plasma Boosters has no real reason to exist and all have very similar equivalents already in the game they could swapped out for except the Regulator which was the silliest of them all anyway (you said you have all the sprites, but can you even make a black-hole in allegiance?)
The LRM Harpoon -- either the MRM Zeus from GT or just the plain old LRM Hunter can replace this.
The Lt Earth/Shield-ripper -- what's wrong with TF's Bomber/HTT guns?
Dust-Gun -- if this really needs to exist either EW Pulse Laser or Mini-Disruptor could do the trick.
EW Heat Cells -- Solar Inverter anyone?
Photon Boosters -- if you want to perk their boosters, just give their ships more fuel. Simple.
Plasma Boosters -- If you want your caps to boost, you are going to need some sort of new booster with the specs that allow it to do this -- really, this is the only bit of unique tech that is actually needed.
If you really want EW to be your faction's thing, you could have EW Pulse lasers (with appropriate energy store nerfs) from the start, but there's no need to go overbaord on it and replace every single piece of tech with an EW equivalent -- especially when such equivalents already exist.
QUOTE EW EarthRipper (SY) - AB caphsip weapon with a great ROF.
EW Irradiator (SY) - AB capship weapon that has AoE. Takes much more energy than EarthRippers.
EW Concussioner (SY) - Capship weapon designed for small craft. Low ROF and huge AoE.
EW ShieldRipper (SY) - Capship weapon designed exclusively for shields. Also has a slight AoE.
EW Regulator (SY) - Scar-only weapon that creates a micro-black hole.
LRM Harpoon (Sup) - Enhanced missile with excellent tracking and payload. Universaly mounted.
EW EarthRipper Lt. (Sup) - "Dumbed down" version of the EarthRipper to be used on Bomber's.
EW ShieldRipper Lt. (Exp) - "Dumbed down" version of the ShieldRipper to be used on HTT's and Bomber's.
EW Dust gun (Exp) - Avaliable after Mini3, its a EW version of it, plus additional perks like enhanced range. Universaly mounted.
EW Heat cells (Tac) - Cloak replacement. Universaly mounted (can be used on bombers, for instance).
Plasma [Pl] Boosters (SY) - Specially designed boosters for capships.
Photon [Ph] Boosters (Garr) - Specially designed boosters for small/medium craft.[/quote]
OK, so first off: All the SY tech except Plasma Boosters has no real reason to exist and all have very similar equivalents already in the game they could swapped out for except the Regulator which was the silliest of them all anyway (you said you have all the sprites, but can you even make a black-hole in allegiance?)
The LRM Harpoon -- either the MRM Zeus from GT or just the plain old LRM Hunter can replace this.
The Lt Earth/Shield-ripper -- what's wrong with TF's Bomber/HTT guns?
Dust-Gun -- if this really needs to exist either EW Pulse Laser or Mini-Disruptor could do the trick.
EW Heat Cells -- Solar Inverter anyone?
Photon Boosters -- if you want to perk their boosters, just give their ships more fuel. Simple.
Plasma Boosters -- If you want your caps to boost, you are going to need some sort of new booster with the specs that allow it to do this -- really, this is the only bit of unique tech that is actually needed.
If you really want EW to be your faction's thing, you could have EW Pulse lasers (with appropriate energy store nerfs) from the start, but there's no need to go overbaord on it and replace every single piece of tech with an EW equivalent -- especially when such equivalents already exist.


