Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Aug 17 2006, 03:16 PM) <{POST_SNAPBACK}>The plans for the next release:
Bug fixes:
- Hvy Scout research now requires a starbase. At the moment you can research it without a starbase left, but you cannot fly the ship.
Improvements:
- TTs cost 1 buck per ship to control access
Further changes will most likely be implemented:
Dreg Economy:
Miner Yield 1.25 (1.35)
Miner Capacity 0.8 (0.75)
Miner load of dreg is 7200 in total.
Rix Gunship:
2 front MiniAC (instead of 2 full AC)
Floating Ammo and fuel now have seperate icons
(thanks to Deng: http://www.freeallegiance.org/forums/index...showtopic=24454 )
Please comment on these changes.Last edited by Grimmwolf_GB on Wed Sep 20, 2006 10:30 pm, edited 1 time in total.
GodII v3
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Let's see:
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) <{POST_SNAPBACK}>Dreg Economy:
Miner Yield 1.25 (1.35)
Miner Capacity 0.8 (0.75)
Old Dreg miner load: 7290
New Dreg miner load: 7200
So not a notable difference there, meaning the time to first tech won't be any longer, just the money will run out faster (i.e. less long-term money).
Should de-uberify Dreg reasonably, in my opinion.Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) <{POST_SNAPBACK}>Rix Gunship:
2 front MiniAC (instead of 2 full AC)
Hmm.... first off, unlike DN, GoD2 only has one MiniAC (in other words, it doesn't upgrade with your AC Turret technology).
Now, let's take a look at the damage outputs:Code: Select all
Weapons:
-------------------------------------------------
Name RoF DPS Damage Table
-------------------------------------------------
MiniAC 12.05 90.4 DM05 (minigun)
AC1 12.05 118.0 DM11 (turrets)
AC2 12.05 150.3 DM11 (turrets)
AC3 12.05 186.6 DM11 (turrets)
Damage Tables:
-------------------------------------------------
Name Light Med Util Shield
DM05 1.0 0.75 0.25 0.5
DM11 1.0 0.85 0.5 0.5
-------------------------------------------------
So, what does that mean? Let's have a little graph.
(sorry for the white background, 'tis just a few clicks' work in Excel)
Expressed in percentages, the proposed change would cause the following drop in damage per second:Code: Select all
MiniAC Effectiveness:
Compared to: Light Med Util Shield
-----------------------------------------------------------
AC1 76.7% 67.6% 38.3% 76.7%
AC2 60.5% 53.4% 30.3% 60.5%
AC3 48.4% 42.7% 24.2% 48.4%
So in general, we'd be looking at a 25-50% cut in damage output. Should be enough to handle the "too uber" aspect...
The drop is most obvious in the "against util hull" category (which is caused by the different damage table), but is significant across the board, especially compared to AC2 and AC3).Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) <{POST_SNAPBACK}>Floating Ammo and fuel now have seperate icons
Yay!
RT: The number of typical responses decreases exponentially as the number of joke options increases.
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) <{POST_SNAPBACK}>Dreg Economy:
Miner Yield 1.25 (1.35)
Miner Capacity 0.8 (0.75)
Miner load of dreg is 7200 in total.
You still can't call dreg expensive, but it's a step into the right direction.The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Da_Muck wrote:QUOTE (Da_Muck @ Sep 22 2006, 10:04 AM) <{POST_SNAPBACK}>Deng, did you include calculations as to range in all of that?
No, because it's not relevant, really. Or rather, not any more relevant than all the other factors that have to be neglected.Da_Muck wrote:QUOTE (Da_Muck @ Sep 22 2006, 10:04 AM) <{POST_SNAPBACK}>That's going to be the biggest effect... certainly your being able to get closer before they can open fire will help but it will still come down to who's better at getting steel on target.
Nah - it's hard enough to hit with a turret at 1500m... when you're trying to finely aim with a gunship's front weapons (and a rix gunship at that - weird flight model and whatnot), you're not really going to be hitting a lot. Add the gun's spread into the equation and there you'll have it - damage potential at ranges beyond 1,2k is small enough to be neglectable.
So yeah, it's a max range drop from 1800m to 1200m, but you couldn't have realistically expected to hit a lot farther out than 1k out anyway.
RT: The number of typical responses decreases exponentially as the number of joke options increases.
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Here is the current version of the GoD_03 Core and the add. icons:
http://web24.s5.okayspace.de/Kram/GoDII_03test.igc
http://web24.s5.okayspace.de/Kram/ammo3bmp.mdl
http://web24.s5.okayspace.de/Kram/fuelbmp.mdl
This is close to the release version. It should contain all the changes posted.
The only thing that I might change in the release verion is the powerup icon.
Once I had a talk with Deng about the addition of the wrench icon, I will ask for it to be placed on AU. Feel free to check the core for bugs.
http://web24.s5.okayspace.de/Kram/GoDII_03test.igc
http://web24.s5.okayspace.de/Kram/ammo3bmp.mdl
http://web24.s5.okayspace.de/Kram/fuelbmp.mdl
This is close to the release version. It should contain all the changes posted.
The only thing that I might change in the release verion is the powerup icon.
Once I had a talk with Deng about the addition of the wrench icon, I will ask for it to be placed on AU. Feel free to check the core for bugs.
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The element of luck is always present on the Allegiance battlefield (as it is on real battlefields).
In Allegiance you have the following random features:
- Alephs
- special rocks
- rocks next to your tech base (do they cover an ideal tp drop?)
- missiles hitting or not (CM resistance)
- bullets hitting the target (bullet spread, lag)
- newbie scout eyeing your carefully planned bomb run
- crucial pilots crashing to desktop
- crucial pilots joining the teams
- floating tech
- floating money
- floating power ups (floating right in between your bios htt and the enemy green door)
The floating tech makes scouting much more interesting and I think it should not be taken out. I am open to discussion of course.
In Allegiance you have the following random features:
- Alephs
- special rocks
- rocks next to your tech base (do they cover an ideal tp drop?)
- missiles hitting or not (CM resistance)
- bullets hitting the target (bullet spread, lag)
- newbie scout eyeing your carefully planned bomb run
- crucial pilots crashing to desktop
- crucial pilots joining the teams
- floating tech
- floating money
- floating power ups (floating right in between your bios htt and the enemy green door)
The floating tech makes scouting much more interesting and I think it should not be taken out. I am open to discussion of course.
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I like the idea of floating tech....a lot. And, if you find it and use it, it's not like the other team can't steal it.
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"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running