Fog of War?
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Considering the way you described your idea(and making adv tech having really an edge over enh tech), you could remove hvy bbrs all the way, and leave aleph res for capships only, or the other way around. But I believe SY would need a total rework (and work in a similar way as the regular techpaths), to stay viable, and not just something funny with special flavour that you throw in (like most peenix pieces of tech).phoenix1 wrote:QUOTE (phoenix1 @ Mar 30 2018, 06:46 PM) I think the main problem lies in how long individual games last. If you look at the popular games, you'll notice that their average games are typically shorter than 30 minutes. [url="https://www.leagueofgraphs.com/rankings/game-durations"]
The only thing I'm not sure about is what I want to do with sup. Figbees are popular (and fun to fly, leading to exciting gameplay moments), but it's kind of odd to me that sup is sort of torn between that and hvy bbrs. Do hvy bbrs go away? Do I leave hvy bbrs as an "everyone can go this route"? Should it ever be correct to go hvy bbrs over HTTs as exp? I'm just not sure.
This would also making the offensive/defensive part of allegiance income more important, since whover reaches adv tech first would have the upper hand, and a clearer opportunity to win the game.
IMO the hardest part would be achieve an "imbalance" to equalize all factions perks/nerfs.
pkk wrote:QUOTE (pkk @ Jul 18 2014, 06:08 AM) Seems like some people forget, that they're guest here and their status can be removed any time.
Its not only about timing. Its about game stagnation and the rate at which events happen. The lack of power of "game ending tech" against gat3/mini3 is part of it, but not entirely. Dota (as Metz said) until a few years ago regularly had long average games. You'd be in for 45-60min, often more, but usually not more than 70-80.phoenix1 wrote:QUOTE (phoenix1 @ Mar 30 2018, 05:46 PM) <snip>
Allegiance is missing a few key elements compared to other, newer, more popular competitive team games. There is some emphasis on defensive play - you earn money by defending your miners, as opposed to earning money by killing @#(!. Defending to endgame tech is a viable strategy in some cases. The game can easily stagnate if players don't have some idea of what to do/attack. There are elements that stick around which are distinctly "anti-fun" - nobody likes dropping probes or deprobing, but we accept it as necessary to win. Killing miners/bases slows the other team down, it does not speed your team up (aside from giving you space to mine). The game has a lack of targets to attack at any given time.
Get rid of probing, give comms surveillance drones instead. Cheap cost, low signature, easy to blow up, limited number available on the field at any time. Use more miners, at cheaper cost, with proportionally lower capacity. Gives you more stuff to kill/defend.
No, but I never hear newbies really say that a long game was epic. And a lot of the time the game goes long because they're trying to do things like probe, but the enemy team is down to one sector so they're just dying to the camp over and over again.Shizoku wrote:QUOTE (Shizoku @ Mar 30 2018, 10:59 PM) Yeah, I never stop hearing newbs saying "Man, that epic 50min game sure was too long, I'm gonna go quite alleg now."

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
I never hear newbies.phoenix1 wrote:QUOTE (phoenix1 @ Mar 31 2018, 06:49 PM) No, but I never hear newbies really say that a long game was epic.

Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
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