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Posted: Wed Sep 20, 2006 10:19 pm
by Grimmwolf_GB
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Aug 17 2006, 03:16 PM) 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.

Posted: Wed Sep 20, 2006 11:32 pm
by Dengaroth
Let's see:
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) 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) 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) Floating Ammo and fuel now have seperate icons
Yay! /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />

Posted: Thu Sep 21, 2006 3:15 pm
by pkk
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) 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. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Posted: Thu Sep 21, 2006 3:45 pm
by jgbaxter
Deng, you umm, need to get out more. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

That was some nice charts and probably handy if someone wanted to look under the hood so to speak. /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />

Posted: Fri Sep 22, 2006 8:04 am
by Da_Muck
Deng, did you include calculations as to range in all of that?

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.

Posted: Fri Sep 22, 2006 8:23 am
by Dengaroth
Da_Muck wrote:QUOTE (Da_Muck @ Sep 22 2006, 10:04 AM) 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) 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.

Posted: Mon Sep 25, 2006 8:46 am
by Grimmwolf_GB
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. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Posted: Mon Sep 25, 2006 10:13 am
by Grim_Reaper_4u
How about you remove treasures from GoD, I've never really liked the concept of treasures. If you want tech: pay for it or steal it, don't get it thrown into your lap by faith.

Posted: Mon Sep 25, 2006 10:22 am
by Grimmwolf_GB
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.

Posted: Tue Sep 26, 2006 9:32 pm
by Clay_Pigeon
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.

-T