cashto wrote:QUOTE (cashto @ Jan 5 2017, 10:13 PM) It was like literally the first thing you said that was wrong about Bios, and that without mini2, they are "dead in the water". Having mini1 lt ints up till minute 15, and mini2 reg ints until minute 25, really does make turtling a challenge. (As it should be).
Not sure how different it is to turtle with mini1 lt ints than gat1/seeker1 mine-dropping figs tho

Get better at fig flying!
QUOTE Yeah, all of that is true. I guess when I say "exp is overplayed", what I really mean is, I overplay exp when I comm. But I think that's also because I'm simultaneously trying to avoid picking overplayed factions too. :-D[/quote]
Giga is critically underplayed because flying their ships is kind of a pain. It's one of the downsides of this game being exclusively pug with no real ranked motivation. Like I said, fix it by making a viable pro scene
QUOTE Right, but OH adv tech is worth exactly what you paid for it (apart from their SBs, which are godly). I'm not sure what OH is supposed to be, but I think it's supposed to be an inverse Bios (strong / quick early game, but lousy over the long run).[/quote]
I mean, their bbrs have incredible ram boxes and their hvy ints are very strong. Plus they multitech for free.
They're supposed to be IC on steroids and be focused on mid game domination. They do that pretty well, tbh. The early game factions are Giga, Rix, and Belters. (Giga's weird because they have the most trash tier midgame, but that's another discussion).
QUOTE Right, you don't have that option with Bios right now, but that can be improved on, in ways we've already discussed. In the end, Bios can be more like tac, where there is a definitely a preferred way you should deal with them (and that's fine), but killing miners will also be more than just spitting in the wind, as it is today.[/quote]
Changing Bios tech costs won't change whether or not they'll eventually get to adv tech after getting their techbase up. The only thing that opens up Bios to miner offense is by delaying the time it takes to get out that techbase.
QUOTE If SY is meant to be unstoppable by any number of light ships, then the scaling problem goes away, actually. It no longer matters if you have five dis3 figs or twenty-five.
But then maybe SY would be a bit of a prosperity win button. It would exist solely to make sure no game ever lasts more than 90 minutes -- but that end might be a bit unsatisfying (well, we fought hard, we bombed bases, we started climbing out of a hole, but then their Death Star came out and it was gg).
Here's another idea: let's reduce the whole menagerie of capships to just one: the attack carrier. It's a piloted ship, but it is essentially unkillable (it can be bombed, however). You can push through any camp. Never runs out of energy. Ints can't rip to it, of course, so you have to be smart about running back and docking before you get podded. Rather slow (needs to be slower than bomber if it's bombable), but can rip around the map as needed. No turrets, because getting turret camped by an unkillable ship is no fun (it would be base turrets on steroids).[/quote]
I mean the whole SY thing is just a can of worms we don't really need to open right now with game sizes struggling to reach 10v10 at SGT sundays.
QUOTE Meh. I guess that could work (keeping rix srs out would be a bitch though). But I'd rather just nerf their light ints than remove them, and IMO not having mini2 until the 15 minute mark is nerf enough. I've not yet heard a good argument why we shouldn't remove mini2 from treasures.[/quote]
I know I said it before, but I'll say it again: mini2 shouldn't be removed from treasures for consistency reasons. The game should be generally predictable, and that means "all of the mk2 tech is available as treasures." I'd rather pull a Virulence and remove them entirely (which I wouldn't want to do because a smattering of variance is important to make games fun) then start haphazardly picking and choosing which mk2 techs are available as treasures.
I mean we could also let Bios ints have 3 guns, for example, but it'd just be weird: interceptors don't have 3 guns, *hvy* interceptors have 3 guns. It changes the way the ship works in a way that's not consistent. When consistency like that is broken, it has to be carefully chosen. Miners don't rip, except for IC, which is a critical part of the way their faction works (no refs, etc.). Rix basic figs used to have 3 guns, which is a critical part of the way their faction works (no missiles). It's a kludge, a way of balancing that shouldn't really be encouraged.
Pulling Mini2 out of the treasure lineup simply because *bios* has a problem (a problem exacerbated, not caused, by mini2 being a treasure) not only do we fail to address the issue of Bios, but every other expansion techpath is substantially nerfed making a fairly sizeable nerf to, just off the top of my head, Draconium and Omicron Hive.
Then we still are left with what we had before: a terrible faction that needs to be perked. It gets perked, and suddenly we're back to where we started with Bios being this obnoxious, no-real-counterplay faction, only now no one gets to pick up mini2.
*Bios* is the problem, and *Bios* needs to be fixed. Unfortunately, any fixes to bios would be moderately drastic (seriously, doubling probe and prox capacity will more than make up for an additional $10k in techbase cost, and both are huge changes) and require either the kind of beta environment we don't have to fine tune or a sufficient core of talented and dedicated-to-winning pilots willing to do what it takes to win with Bios and give me feedback.
P.S. this was all easier waaaay back in the day when it was 20 v 20 and Bios could have been sufficiently nerfed by halving paydays (which I had suggested back in 2008) while being allowed to retain their skycap gunships. But payday nerfs would have worked then for a reason they wouldn't work now: XRM TP2 would be heavily nerfed by a payday drop. Hard to save up for 10 $800 bbrs and a $500 probe when your paydays are $300 apiece.