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Posted: Wed Oct 19, 2011 3:44 pm
by ChaoticStorm
Youngmoose wrote:QUOTE (Youngmoose @ Oct 19 2011, 05:25 AM) A way to solve this would be to add sy switch that would time on after 30-60-90 min. Then tie whatever tech you want to sy. This would solve 2 gameplay issues.
1) It could potentially eliminate uber cheese tech in small games. How would it be to play a 5v5 and know that bombers or carriers wont be used for 30 min?
2) It gives a team with map control more options to kill a turtled team.
I like sy, and I like bombing. But not in the first 5 min of any game
Code change, and looks like a ugly one at that.
Posted: Wed Oct 19, 2011 3:59 pm
by JimmyNighthawk
BiND CaRRieRZ
T0 SHiPYaRD!!!________^^=)
Posted: Wed Oct 19, 2011 4:02 pm
by pkk
ChaoticStorm wrote:QUOTE (ChaoticStorm @ Oct 19 2011, 05:44 PM) Code change, and looks like a ugly one at that.
Not directly, you could add a development (see version development), which would need that time (like 30 mins) to finish, to enable that tech.
Posted: Thu Oct 20, 2011 3:55 am
by TurkeyXIII
pkk wrote:QUOTE (pkk @ Oct 20 2011, 03:02 AM) Not directly, you could add a development (see version development), which would need that time (like 30 mins) to finish, to enable that tech.
I have code for that lying around somewhere...
Posted: Thu Oct 20, 2011 9:39 am
by aptest
-Making carriers not present in small games is going to have a large gameplay effect.
-Low speed squishy Fighters are greatly helped by carriers to reach miners and to maintain sector presence.
-Lack of carriers will neccecitate boosting the ability of fighters to access enemy miners by another method.
-It is my oppinion that other methods (faster figs, cheaper and more numerous TPs) are inferior in terms of gameplay.
-However this is just my lamen's oppinion.
P.S. the idea that figs should not be able to pod ints is utter B.S.
Posted: Thu Oct 20, 2011 1:54 pm
by SpkWill
You know figs are already massively better than they used to be. I suppose this is offset by the fact that every game is tiny but if we started having 30 vs 30 games again everyone would be in here whining that sup is overpowered.
Posted: Thu Oct 20, 2011 8:01 pm
by NightRychune
yeah, but then i'd have an excuse to delete galvs!
Posted: Fri Oct 21, 2011 4:41 am
by DonKarnage
If you ever remove Quickfires, could you consider lowering interceptor ECM so that seekers lock onto them more quickly? Once an int gets into close range and sidethrusts, all but QFs are useless against them.
Posted: Fri Oct 21, 2011 11:58 am
by HSharp
DonKarnage wrote:QUOTE (DonKarnage @ Oct 21 2011, 05:41 AM) If you ever remove Quickfires, could you consider lowering interceptor ECM so that seekers lock onto them more quickly? Once an int gets into close range and sidethrusts, all but QFs are useless against them.
Too close for missiles, switching to guns!
Posted: Sat Oct 22, 2011 7:25 pm
by Dorjan
DonKarnage wrote:QUOTE (DonKarnage @ Oct 21 2011, 04:41 AM) If you ever remove Quickfires, could you consider lowering interceptor ECM so that seekers lock onto them more quickly? Once an int gets into close range and sidethrusts, all but QFs are useless against them.
That is Kinda the point!