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Posted: Tue Jul 06, 2010 4:10 am
by Makida
Omni Wraith wrote:QUOTE (Omni Wraith @ Jul 5 2010, 11:49 PM) 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 :lol:
I was thinking about this too for the past while -- splitting up scouting ships and nan ships (a "support ship." :lol: ). Maybe as part of creating a faction whose overall hat is "specialization," i.e. every ship is good at one specific thing, and more ships are tossed in instead of each separate ship being somewhat flexible.

The idea of separate small rip and large rip receivers is pretty cool too.

Posted: Tue Jul 06, 2010 4:18 am
by DoomKnight
too bad I'm not a programmer; I would have this started by now :ninja:

Posted: Tue Jul 06, 2010 4:21 am
by Makida
Well, aside from the things that would require code changes (missile turrets, missile drones, the BFG, the leech gun... :P ) you don't really need to know how to program per se, from what I understand... Just how to play around with core files in ICE. And how to make models and get them to work in Allegiance. :P

Posted: Tue Jul 06, 2010 6:32 am
by TurkeyXIII
Most of faction design is in the modelling (lots and LOTS of modelling) which is why this thread is entirely hypotheitcal. But yeah, those would require hella code changes.

Posted: Tue Jul 06, 2010 6:59 am
by WhiskeyGhost
TurkeyXIII wrote:QUOTE (TurkeyXIII @ Jul 6 2010, 01:32 AM) Most of faction design is in the modelling (lots and LOTS of modelling) which is why this thread is entirely hypotheitcal. But yeah, those would require hella code changes.
it's the sole reason i never could finish my own. I got partways into making models and textures, and gave up because i couldn't figure it out (well enough to make it work. Also, vertices all over were a bad idea too.

Posted: Tue Jul 06, 2010 7:40 am
by Skutch
Elzam V. Branstein wrote:QUOTE (Elzam V. Branstein @ Jul 5 2010, 11:51 PM) YOU HATING?!
No, I'm jealous of your fame ;) .
We joined about the same time last year and for various reason I can't play even 10% of what I intended at the moment so no one knows who I am (not crucial, but I want to learn commanding and at the moment I don't think anyone would join my team the few times I get to play) but with that Epic post of yours you will be remembered and quoted for eternity :)

Posted: Tue Jul 06, 2010 12:02 pm
by Adept
A Wing Commander inspired faction or two. Possibly Federation & Kilrathi.

I have a large handful of ideas that should work with Allegiance, but alas no time to pursue this at the moment.

Posted: Tue Jul 06, 2010 5:04 pm
by Makida
Ooh, that reminds me. I once had the idea of making a Goa'uld faction from Stargate SG-1. Many of their ships match Allegiance ships perfectly: In the series they had bombers, troop transports, and the Death Gliders -- which are quite reminiscent of interceptors. The little Goa'uld cargo ships were occasionally used as scouts in the series, and, being little cargo ships, it also makes sense for them to carry lots of mines and probes. I also had the idea of making them the stealth ships, by allowing them to mount a cloaking device which would be researched in Tac, and special miner-killing weapons. Miners themselves have no equivalent in Stargate, but on the other hand the Goa'uld loved their naquadah, so them coming up with a mining ship isn't much of a stretch, and one could be designed based on the aesthetics of their other craft. If Death Gliders are the ints there are also no figs -- but one episode showed us an old Goa'uld Needle Threader fighter, whose main attribute was that it was designed to fly through gates, while Gliders weren't -- which could translate into Allegiance as it being able to ripcord.

There are plenty of capital ships to play around with, too, and I imagine the Attack Carrier getting perked and becoming much more important -- this would be your basic Ha'tak.

And of course, the Goa'uld provide no shortage of base design ideas. :P

As the series implies, in gameplay their faction would have perks to mining and paydays, tough and hard-to-destroy bases, mainly energy weapons with fairly high spread and low rates of fire, but lots of damage, overall below-average ships in terms of speed, strength, and manoeuvrability, and no missiles. They'd also have slow build times, a slow ripcord time, and slow research... But, like the Belters, they'd be able to easily put to use almost any enemy technology they steal, even without the appropriate tech base. :lol:

They should also be able to build an "Iris", just because -- I wonder if this is possible without a code change: It would be a drone that, when ordered to "deploy" at an aleph, produces a simple disk-shaped structure right next to the aleph, facing towards it, that no incoming enemy ship could avoid a disorienting collision with.

Now, the other factions in the SG-1 universe would be much harder to design a faction for, since the Goa'uld have the most developed fleet. One idea might be to combine several of the "good" factions together, say, with Tau'ri fighters, some Asgard capital ships, some puddle jumpers, etc. >_>

Posted: Tue Jul 06, 2010 10:37 pm
by Compellor
Adept wrote:QUOTE (Adept @ Jul 6 2010, 08:02 AM) A Wing Commander inspired faction or two. Possibly Federation & Kilrathi.

I have a large handful of ideas that should work with Allegiance, but alas no time to pursue this at the moment.
A wider variety of options for missiles and guns, inspired by Wing Commander etc., is definitely something I'd like to see coded at some point, but it's just not that important to the core gameplay right now so I'm not gonna lobby for it. I've put a fair bit of thought into how you could do a very rough approximation of the existing missiles in the current engine, there's an old thread here.

Just to clarify for those who don't feel like reading that, my missile ideas were:
Dart DF: Just a basic unguided rocket, a dumbfire that trades tracking for a little extra firepower - if any - and a lot more speed. Probably easier to use than a Dumbfire in some circumstances.
Javelin HS: Not that different from Zeus really, though I was interested in seeing what a .5 value for maximum seeking would be like.
Spiculum IR: A seeker that trades damage for resistance to chaff, and maybe some extra range. For those who hate chaff.
Pilum FF: My favorite. A QF that trades reload time for the ability to fully and instantly lock on to targets behind you. Ideal for bombers and SFs trying to kill an unshielded but visible SF or heavily damaged int that's trying to attack from behind. Would probably need a range bonus to be useful.

Posted: Mon Jul 12, 2010 6:19 pm
by Abhomination
A faction of nothing but giant moving space whales. You start off with a giant mothership that can build smaller tech-base whales (no expansions). Miners can drop off at the mothership, supremacies, and refineries only, mining is slow and yield is reduced. Bases move at a max of 30. All ships have low acceleration, but strong shields and weapons. Destroy enemy bases by launching hammerheads and ramming into bases.