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Posted: Tue Jul 01, 2008 7:02 am
by Your_Persona
I agree with the fuel perks, but..

I was wondering about the effects of mass, total top speed and total distance traveled of figs compared to ints.

Does one pack of fuel move an Int 6k in 10 seconds and does 1 pack of fuel move a fig 4k in 10 seconds? I have no idea what the distances are, but I think it would be neat to know, and maybe a chart with that info would make it easier to see how much to change things.

I think it would be cool if say an Int used a pack of fuel to travel eg: 10k in 10 seconds, and a fig used a pack of fuel to travel 10k in 15 seconds. Something such that boosted travel distance would be similar, but just at a different rate of speed.

The way it feels now is that a pack of fuel with move a fig half as far, and half as quickly as a pack of fuel will move an int.

Posted: Tue Jul 01, 2008 5:21 pm
by apochboi
Change list Updated

Posted: Tue Jul 01, 2008 5:44 pm
by Kltplzyxm
Alephs A and B after 5000 meters apart. If Fig A is boosting from Aleph A at 250 mps and Fig B is boosting from Aleph B at 230 mps at what point does the two figs whore on eachother? /unsure.gif" style="vertical-align:middle" emoid=":unsure:" border="0" alt="unsure.gif" />

Posted: Tue Jul 01, 2008 5:46 pm
by Kltplzyxm
Can we nerf that Bios int fuel in this one?

Posted: Tue Jul 01, 2008 6:43 pm
by apochboi
Updated Main post again with more changes. I would also like to inform you, proposed changes with Advanced scouts will be released in a beta version of the CC_03 core before we implement them, we will also be relooking at interceptors.

Posted: Tue Jul 01, 2008 8:05 pm
by Kltplzyxm
Hrm... I would say that's good for now. Ship it and see how it works. There's quite a few changes already and it's enough to constitute one solid step forward.

Posted: Tue Jul 01, 2008 8:20 pm
by apochboi
Mr. Kltplzyxm wrote:QUOTE (Mr. Kltplzyxm @ Jul 1 2008, 09:05 PM) Hrm... I would say that's good for now. Ship it and see how it works. There's quite a few changes already and it's enough to constitute one solid step forward.
Tiz' exactly what I thought. I really like some of the changes, most were direct community influenced changes except gunships, which were trying to force more teamplay rather than, lets send out 20 people in gunships.

Posted: Tue Jul 01, 2008 8:30 pm
by Kltplzyxm
Oooh I just thought about something with gunships. What if.... the pilot was not allowed to have guns. He can fire all the missiles he wanted, but think about a modern day gunship: it's the weapons officer that does all the firing. That would remove my complaint about GS firepower and force team play as a turretless GS is virtually worthless. You don't have to implement it in this version but something to think about.

Posted: Tue Jul 01, 2008 8:32 pm
by apochboi
Point taken and noted. If and when we relook at gunships, this suggestion will be brought up.

Posted: Wed Jul 02, 2008 9:45 am
by apochboi
Again changelist has been updated. Please take note of the coloured items at the top of the change list. No more changes will be made on this core and it will be submitted to Tigereye today.