Iron_Wolf wrote:QUOTE (Iron_Wolf @ Jul 5 2010, 11:20 AM) i think a interesting gimmick i would give to a faction would be that the tech bases need different tech rocks than the normal factions
as in
exp plants on SI rock
sup plants on UR rock
tact would plant on the CR rock
Think I said this in a NOAT a few nights ago for a LOL.
A faction I would dream up would have the following:
Haven't thought up a name. **
Miner: Tougher (1.2), Slower(.8), and has a higher yield (~1.15)
SC tower (as Technoflux) $1000 (but instead of them shooting PW, they would shoot lasers @ 0.01 shots/sec to have them appear as a continuous beam to pilots.)
No caltrops, instead:
Missile Defense Platform. Shoots massive Quickfires. $1500
No refinery, instead:
Heavy BFG Platform (big fracking gun)(non galvable) for any special rock. Extreme firing signal, range and damage (5000m or so?). extremely poor rate of fire (1 shot/min?). Mya have a moderate turn rate, to swing the gun mount into position and has approximately 1/2 the cost of a tech base.
no scouts per se, but a
Recon Ship instead. (i.e. A ship with paper hull, no shields, .5 -.75 signal, 150% (2k or so) scan range, no weapons, dreg speed) default loadout would be 5 empty slots. cannot rip. Rips can be upgraded with upgraded garrison
Nanite: Same hull and shields as a standard starting fighter. Can load Missles,probes, pulse probes, and bombs but cannot use gats or minis. Help newbies with the VC of need Nanites
Starting
Lt. Stealth fighters: Capable of carrying AW bombs, probes, pulse probes, and shooting hunters and killers
A small light ripcord receiver: for $1500 or so. (small ships only could use it)
A large Heavy ripcord receiver (non galvable) for about 4k.
No prox
AW Small bomb/grenade. deploy-able. e.g. after 5 seconds, it explodes and spikes damage to all small enemy craft withing a 500m radius. *
Medium AW bomb/Grenade. deploy-able. e.g. after 5 seconds, it explodes and spikes damage to all small-medium enemy craft within 1000m radius. *
HTT could have PE lasers as main weapons to strip base shields (only), rather than missles.
Bombers could have PE lasers as main weapons to strip bases, rather than missles. Can deploy Bombs.
Energy Batteries: (consumable (used in cloak slot)) for the Capital ships such as the Attack Carrier (which hardly get used in games)
Rocket Turrets. range of up to 3000, and each rack of rockets should be like 100 rockets or so.
Leeching PE Sniper: Less damage to hull and shields as sniper 1, but each hit also drains a few points of energy to hinder TF and IC miners, Rixian SR scouts, Assault ships and carriers. Each hit would add some energy to the Stealth Fighter that fired it (if coding permits)
* AW (Area Weapon) Bombs would have heavy mass, a fully loaded scout would fly like a belter basic fighter. ALSO: I think it could be a good counter for interceptors.
** some disadvatages could be longer research time (Approximately as Technoflux), More expensive technologies (such as Belters)