Page 4 of 4
Posted: Wed May 28, 2008 11:23 am
by SaiSoma
On moving GAs: I think the point of having some GAs in different tech paths was to prevent a tech path from becoming too powerful. Think about tac with missle dam/track 1 AND 2 AND hunt 3. You'd never keep from getting hit, even with cm3. As it stands, tac would have to dual tech to get those GAs, which means a lot more money and a lot more map control (usually hard for tac). It's a balance measure, so be careful when we move GAs around.
Posted: Wed May 28, 2008 11:46 am
by Gezzunder
Gimme a ship with ultra maxed out yaw and pitch rates, uber thrusters all round, mach 7 top speed with 20G accel. Think Mexican Jumping Bean on a mix of speed, crack-cocaine and angel dust.
Don't put any guns on it, coz I caint shoot no how, but rooly massive shields.
I'd like it to be rip capable, for when it (eventually) runs out of fuel and I need to get back to base.
I'll use it for fun - ramming anything to pieces, and breaking the Alleg record for fastest bomber run
Posted: Wed May 28, 2008 4:16 pm
by WhiskeyGhost
How about an end game tech capability? I'm not talking about crazy RPS style weapons, or things like TP2/XRM runs, i'm talking Deployable siege platforms (large sized drone deployed either on a rock like a base[probably require a code change or something?], or perhaps as a normal tower) that after activating, have themselves a 3500m or so scan range, and a 10000m range antibase cannon that does low damage and only targets bases. Give it a nice bit of lt base hull, then you can shove a con down the enemies throat literally, and take sector control if you deploy it correctly. (thinking a Supremacy thing)
Then theres my fabulous EMP generator idea. It works under the same concept, but it only damages shielding every 15 seconds using a massive emp round (which of course doesn't fire if there isn't an enemy base/ship within range. The Area of Effect on the round will be about 10000m, so anytime it fires, everything loses shields, and it too will have long range, and a scanning range of maybe 3000m. (this could be an interesting Expansion thing. You could use regular TT's for bases in the sector
How about a MassDriver Platform too while were at it? Give it a nice 3000m scanning range, have it fire mass driver rounds only at ships, and do a decent amount of damage every second (not instant kill, but close to it. Something that would make it less effective against a nanned constructor) . Perhaps if you could give it a slow rate of turning(i'm assuming rate rotation can modify this, if not, then oh well), it would have problems with tracking multiple targets. That, and the fact if you block its line of fire, even a single probe can intercept it's fire and negate it. (Not entirely sure what i was thinking here, but hell, give it to tactical, they could always use it for helping on defense or something).
Also, having some techpath specific buildings would be nice as well. Such as a stealth base for Tactical (low sig, low hp, like a weak giga op but quite hard to spot), an armored outpost for Expansion (basically an IC outpost), a Fighter Scramble base (launch only, small rip with limited energy reserve, rescues pods. Can be used as an alternative to using teleporters or outposts), and a Re-Supply Base for SY (doesn't hold SY tech, functions like a carrier, but for capitols. Not sure how to go about this if it's even possible).
Posted: Wed May 28, 2008 8:44 pm
by Evincar
what about suicide bombers (a ship that can deal ram damage to major bases)
?
Posted: Thu May 29, 2008 4:35 am
by Correct
SaiSoma wrote:QUOTE (SaiSoma @ May 28 2008, 04:23 AM) On moving GAs: I think the point of having some GAs in different tech paths was to prevent a tech path from becoming too powerful. Think about tac with missle dam/track 1 AND 2 AND hunt 3. You'd never keep from getting hit, even with cm3. As it stands, tac would have to dual tech to get those GAs, which means a lot more money and a lot more map control (usually hard for tac). It's a balance measure, so be careful when we move GAs around.
Any chance you could read the part where I said weaken the hunter damage then move the missile damage GA?
Posted: Thu May 29, 2008 1:05 pm
by SaiSoma
So we will weaken tac even more at the outset to give it a stronger end game? IMO, the reason tac isn't played is b/c it is weak to start for D against a decently coordinated team (though I have yet to be on one lately!).
Posted: Thu May 29, 2008 9:11 pm
by Jeruwafi
stupid ideas? hm...
New techbase buildable on Thorium asteroid:
Utility (or simply Research?) Station:
-move all damn GA's here (or eco only)
-move enh/adv con/miner researches here (or maybe only adv)
-move probes here
-move mines here
-move scouts here
-move everything mechanic/electronic/paramilitary here ;] (They pursue electronics!)
Make it something between a tech base and op costwise.
And...
introduce assault miner as a piloted craft (I've heard there used to be mining gun avail, so hopefully no code change) with 2 ac turrets (in basic version) researchable in beforementioned techbase ;]
`gu
Posted: Fri May 30, 2008 1:49 am
by Correct
SaiSoma wrote:QUOTE (SaiSoma @ May 29 2008, 06:05 AM) So we will weaken tac even more at the outset to give it a stronger end game? IMO, the reason tac isn't played is b/c it is weak to start for D against a decently coordinated team (though I have yet to be on one lately!).
1. Tac isn't played?
2. Where did I say weaken tac, you buy the missile damage GAs and hunters are roughly the same as normal.
Posted: Fri May 30, 2008 4:23 am
by takingarms1
Tac is played all the time! it's the perfect compliment to sup or exp.
/irony