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Posted: Fri May 14, 2010 1:38 am
by deathgoat
humm, i vote for the least popular options..... just like rl, a democrat/libertarian in a republican county...
damn you republicans trying to increase you scan range!!!! (so you can see me breaking the law!)
Posted: Fri May 14, 2010 3:47 am
by spideycw
Attempt to troll again cashto and you won't be posting here any longer.
Posted: Fri May 14, 2010 7:52 am
by Raveen
I'd like to see something (anything) other than C mines becoming a halfway house between U and Si mines. Diversity is important to making the game fun.
So what can we do to make the C mine unique without it being a waste of money?
- Give it normal base hull as opposed to lt base hull - makes it immune to Dis runs whilst denying the enemy a C rock.
- Make it launchable (but not dockable) - extreme yes but it could be interesting and make it a more easily defended base (especially as exp although your ints would then be stranded).
- Give it a probe like weapon (Base turrents/code change).
- upgrade the scan range.
- Lead indicators.
- Cheaper cons.
- faster cons.
Posted: Fri May 14, 2010 8:15 am
by Psychosis
ungalvable! make it truly dick
Posted: Fri May 14, 2010 9:14 am
by RealPandemonium
How about bundling a research with it?
Posted: Fri May 14, 2010 12:41 pm
by Koln
Raveen wrote:QUOTE (Raveen @ May 14 2010, 09:52 AM) - Make it launchable (but not dockable) - extreme yes but it could be interesting and make it a more easily defended base (especially as exp although your ints would then be stranded).
Making it like a carrier instead?
Also i see the increased scan range would make it harder to kill with killers IF the increase in scan range was big enough (someone said something around pulse probes, 4k maybe?) and would make it interesting to use against a coordinated tac team.
Regarding lead indicators, i'd rather give it something that is directly useful for the comm/the team in general. I haven't seen much increase in people's aim around carriers and i don't think it's gonna make a big difference. Scan range or hull/shield perks are less dependent on the team for that matter.
Posted: Fri May 14, 2010 1:45 pm
by DasSmiter
One of the things I thought about was changing the AC of Ca specmines so that they were ungalvable or undissable, but figured that a lead indicator would be a smaller perk that would result in more fun
Posted: Fri May 14, 2010 3:07 pm
by yiggz
Make CA mines like a carrier?
Ships can dock and reload+repair but not launch from the Mine
Posted: Fri May 14, 2010 3:33 pm
by TurkeyXIII
Raveen wrote:QUOTE (Raveen @ May 14 2010, 05:52 PM) I'd like to see something (anything) other than C mines becoming a halfway house between U and Si mines. Diversity is important to making the game fun.
+1
yiggz wrote:QUOTE (yiggz @ May 15 2010, 01:07 AM) Make CA mines like a carrier?
Code change.
Looking at the poll results, you're going to piss off more than half the players no matter what you do. Good luck with that one.

Posted: Fri May 14, 2010 4:27 pm
by cashto
Alright, let me see if I can make the same point in a slightly less trollish fashion then.
What is up these suggestions? Retro boost, TTs, SY, Seismic, now CA mines ... "hey, here's a piece of tech never gets used. How can we cheese it up until people start buying it?" Absolutely zero discussion about how it enhances gameplay or improves balance. There's absolutely no imagination, no vision for what CC ought to be. It's just perks for the sake of perks.
Really, what is the point? Are you trying to turn Allegiance into some Kafkaesque game of chess where all moves are equally good?
Buffing CA mines has $#@! all to do with making Allegiance more fun or Giga more balanced. Quit fixing things until they're broke.