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Posted: Wed Apr 29, 2009 5:40 pm
by HSharp
Drizzo wrote:QUOTE (Drizzo @ Apr 29 2009, 05:48 PM) I would hate it. I love sup because of it's versatility, but I feel that galvs just makes things too easy. And in a large enough game they're nigh unstoppable due to the lack of dynamic scaling with base HP in co-relation to team size. To input such a thing would take a large amount of coding, which makes it unfeasible to ask for.
Look at IC now. Imagine if they were galvable. What's going to stop me from going belters and rushing galvs then just galving you off the map every single game?
Probably the same thing that stops you from going belters vs any faction and rushing galvs and galving me off the map every single game.
IC can expand perfectly fine, in a way they can expand better because they have stronger cons and better early escorts, if you let an enemy team push a carrier through your op/techbase sector to tele's in the back if your exp then you deserve to have those tele's dead for your ineptitiude, if you are sup or tac then you should be able to rape the carrier easily.
And giving other factions the option to buy heavy bases seems to be a bit weird, I mean if the enemy was tac and your exp you buy PP's to counter but tac can still bomb you, if the enemy goes sup and gets galvs you can just upgrade your bases and make them un-galvable? Your "alternative" solution sounds really weird and will probably take a long while to balance.
IC bases which are more resistant to being galved instead of immune means that your going to need a big run to take out that base, and then IC can do what all other factions do vs huge galv runs and that's push some techbases instead.
Posted: Wed Apr 29, 2009 6:02 pm
by Drizzo
I dunno the concept of IC having galvable bases seems so lucratively foreign to me I could just be dismissing the idea as moot altogether. I've played this game a lot longer then I have cheekishly in some cases pretended to, and it just seems, well, do not want?
The only thing that stops me from just muscling people out of games is the same thing that stops spidey from just doing things he knows will work. You have more fun by pushing the envelope.
-Edit-
Oh and yes the concept of other factions having hvy bases seems a bit weird, but IC having galvable bases is on an equal scale (atleast in my opinion)

Posted: Wed Apr 29, 2009 6:18 pm
by spideycw
HSharp wrote:QUOTE (HSharp @ Apr 29 2009, 01:40 PM) Probably the same thing that stops you from going belters vs any faction and rushing galvs and galving me off the map every single game.
AFAIK there is nothing in the 'verse that could stop a quarter decent Belters team from getting galvs up super fast and galving you off the map in every single game. If you need an example I will happily go Belters Sup all weekend and show you how fast you can get galvs off a 3 miner econ over and over and over
-2nd miner, op, tp, ref, carrier
-3rd miner, 2nd tp
-sup
-enh figs/sup up starts at same time
-galvs
Takes what? 8-10 mine loads for all that cash? Whoopie Doo
Posted: Wed Apr 29, 2009 6:24 pm
by HSharp
Exactly, so it's still a moot point in reference to galvability of IC bases
Posted: Wed Apr 29, 2009 6:28 pm
by spideycw
HSharp wrote:QUOTE (HSharp @ Apr 29 2009, 02:24 PM) Exactly, so it's still a moot point in reference to galvability of IC bases
Not exactly. As per Drizzo's post on what would happen to IC if they went against Belter's Sup being the same thing that would happen to any other faction. This is doubly important because IC needs to have some level of map control at mid game or they are screwed. There for it is an important point because of how IC would be (e)affected by having galvable bases (besides the fact of cutting down on faction diversity)
Posted: Wed Apr 29, 2009 6:42 pm
by apochboi
Spidey thank you. Just Thank you. I was going to post about NOT creating a square core. Also the fact that people are pinning the problems with techpaths on IC. Diversity is a good thing.
Posted: Wed Apr 29, 2009 7:26 pm
by zombywoof
I still think that because of the ungalvable bases, Belters are the only faction that can reasonably go sup against IC exp. It's just not easy to bomb vs IC (except Bios GS bombing maybe and Belters bombing) for three reasons: 1) they can get mini2 ints really quickly, 2) they start with lt ints and not figs, 3) their bases are unusually tough, so bombing early is *very* rough on sup teams, and let's be honest: bombing isn't that powerful to begin with.
IC is, as a faction, very good against sup. Unfortunately, this translates into "must play exp vs IC" rather than "hey, let's try tac!" More than anything else, I think that's the problem: too many people feel they must play exp versus IC. I don't think the problem is with IC exp though, I think the problem either lies with a) expansion being generally too powerful or b) supremacy is just no fun to fly. Possibly both. Making IC's bases galvable solves neither problem.
Posted: Wed Apr 29, 2009 7:28 pm
by guitarism
I'm in partial agreement on the "exp is too powerful". Taking another look at ints as a whole might be a better idea then allowing ic bases to be galved.
Posted: Wed Apr 29, 2009 8:31 pm
by Makida
There was a poll about ints. Many people voted. Most agreed they need a sig nerf and many thought they needed a fuel nerf. I am bringing this up because no-one remembers that we've already had this discussion, as is often the case on the CC forum.
Posted: Wed Apr 29, 2009 8:49 pm
by Dorjan
So it took Spidey, apoch and gooyfish to speak before anyone listened to everything I was saying from page 1?
At least we got there.