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Posted: Tue Feb 24, 2009 7:33 pm
by Psychosis
same difference, If you give them EoR accelerations I'm all for this, otherwise "meh"
Posted: Wed Feb 25, 2009 11:05 am
by slap
I like Grzegts Idea of a High accel low fuel capacity. Something on the order of 600 MPS max with fuel for 4 seconds, so yes you can intercept extremely well, but an out of sector flight will leave you stranded (Max range @ full speed and 3 fuel tanks =600*4*3=7200 real range would be lower). This would make fuel management and even more important portion of interceptors, and force one to decide all or nothing on boosting, none of this partial boosting to keep up with a con. Figs are supposed to be the long range ships, ints seem to have been initially designed as in sector/one sector away only. Also such a booster should obviously be tiered, I propose half a second fuel per level of the int and 50 MPS max speed on booster (meaning a hvy int would have 5.5 seconds at 750 MPS or with 3 fuel tanks 750*5.5*3=12375 all in 15 seconds). This would make hvy ints with Burn3 great at pushing cons and defending against tp2, but not great at rushing 3 sectors to miners(in fact rather horrible at doing this).
Also overboosting would be an even more serious problem, perhaps reduce INT mass significantly? or Int thruster accel.
This would make Ints more of a think before you act ship bringing it in line with the finesse required for most other ships(not that ints currently don't need skill, but they are definitely the most forgiving single pilot ship on mistakes).
Posted: Wed Feb 25, 2009 8:37 pm
by Valiance
slap wrote:QUOTE (slap @ Feb 25 2009, 03:05 AM) I like Grzegts Idea of a High accel low fuel capacity. Something on the order of 600 MPS max with fuel for 4 seconds, so yes you can intercept extremely well, but an out of sector flight will leave you stranded (Max range @ full speed and 3 fuel tanks =600*4*3=7200 real range would be lower). This would make fuel management and even more important portion of interceptors, and force one to decide all or nothing on boosting, none of this partial boosting to keep up with a con. Figs are supposed to be the long range ships, ints seem to have been initially designed as in sector/one sector away only. Also such a booster should obviously be tiered, I propose half a second fuel per level of the int and 50 MPS max speed on booster (meaning a hvy int would have 5.5 seconds at 750 MPS or with 3 fuel tanks 750*5.5*3=12375 all in 15 seconds). This would make hvy ints with Burn3 great at pushing cons and defending against tp2, but not great at rushing 3 sectors to miners(in fact rather horrible at doing this).
Also overboosting would be an even more serious problem, perhaps reduce INT mass significantly? or Int thruster accel.
This would make Ints more of a think before you act ship bringing it in line with the finesse required for most other ships(not that ints currently don't need skill, but they are definitely the most forgiving single pilot ship on mistakes).
I like that idea alot.
This would make the name "interceptor" alot more truthful. Defi will have a field day proxing vs 600mps blind ships flying straight towards her!
With this, nothing could escape an int, but i think thats what they should be about tbh. ive gotta say that it should be 550-650 though, cos 600-750 is pushing it...
Posted: Wed Feb 25, 2009 9:00 pm
by Andon
Nothing could escape an int, but it couldn't go anywhere and everywhere and promptly kill everything.
Also, Int mass is the lowest mass of any ship aside from a lifepod. TF and Bios ints have a base mass of 16, Belters have a base mass of 34, and all others have a base mass of 20. For comparison, all Lifepods except for TF pods have a mass of 10. TF pods have a mass of 8
Posted: Wed Feb 25, 2009 10:14 pm
by Raveen
Remember, high accelleration breaks things because lag exists in the world. Don't make the same mistakes that hawkwood did.
Posted: Wed Feb 25, 2009 10:18 pm
by Makida
Then do the increasing their thruster acceleration thing. That fits with the theme too.
Posted: Thu Feb 26, 2009 2:13 pm
by Adept
Raveen wrote:QUOTE (Raveen @ Feb 26 2009, 12:14 AM) Remember, high accelleration breaks things because lag exists in the world. Don't make the same mistakes that hawkwood did.
Raveen speaks wisdom.
One of the most brilliant aspects of Allegiance is the rather low accel / topspeed and turn rates. It makes it require intelligence and anticipation, and not just l33t reflexes. It also makes playing with 200 ms ping possible. Don't try to break that.
I think Psych has the smartest comment. If you guys want to tweak things, try lowering interceptor fuel a little. Adjusting int / fig fuel is the neatest way to tweak the balance, without adding tech and breaking the EXP / SUP synergy. If a team manages to get Adv sup to go with their heavy ints, they deserve the booster 3 goodness.
Don't tell me that's not awesome, because it is... and in a properly even game, you will have worked hard to achieve it too.
Posted: Thu Feb 26, 2009 7:51 pm
by CronoDroid
Well if the enemy is Adv Sup with Booster3, the Exp team only needs to have a Sup to get the Lv 3 tech. Not that I'm complaining!
Posted: Tue Mar 03, 2009 10:34 pm
by slap
That is a breaking point for super high accel boosters. So for the suggestion of tweaking int fuel, who's down? I think it should be tweaked, the initial point of the thread was we needed a new booster type to allow for these tweaks. Is this still needed?
Posted: Sat Mar 07, 2009 3:29 am
by Psychosis
For anyone who wants to see why this is a silly idea, we will do a nice quick EoR DM in ints, and you will know why