Bio-Lumen Faction

Allegiance discussion not belonging in another forum.
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

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
Broodwich
Posts: 5662
Joined: Fri Oct 19, 2007 3:48 am
Location: Raincity

Post by Broodwich »

NightRychune 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."
didnt tf already do this
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
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

yeah, and look how that turned out
Elzam_
Posts: 2242
Joined: Tue Nov 17, 2009 8:30 pm
Location: Here

Post by Elzam_ »

TF = Scout love <3
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
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Zero_Falcon
Posts: 413
Joined: Tue Jun 03, 2008 5:14 am
Location: Singapore

Post by Zero_Falcon »

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? :D
Camaro
Posts: 2418
Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

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? :D
As well as what a nightmare it will be to keep them balanced.

Also... AOE2 had a crapload of unique factions.
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DonKarnage
Posts: 545
Joined: Mon Nov 01, 2010 7:18 pm

Post by DonKarnage »

I want boosting capships! :P
It is Karnage! Don Karnage! Roll the r!
TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

Sit tight Hockfire, I hadn't forgotten about you!
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Camaro
Posts: 2418
Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

DonKarnage wrote:QUOTE (DonKarnage @ Aug 2 2011, 06:59 PM) I want boosting capships! :P
Those already exist.

In DN450 you could put hyperjump on the FS3.

Of course... it only increased speed by 1mps, but it reduced sig to very little.
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Valiance
Posts: 561
Joined: Sun Nov 30, 2008 4:06 pm

Post by Valiance »

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.
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