GT in GoDII?

Discussion / Announcement area for Good Old Days II Core development.
Paradigm2
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Location: College Station, TX

Post by Paradigm2 »

Technically it is G.O.D. and I'm sure Grimm would smite remove any users who tried to start religious discussions on the forum.
-Paradigm2
Greator_SST
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Post by Greator_SST »

...you could always rename it the ChancePlusTime core.

Sorry, couldn't resist.

mrgreen.gif
...yea
Pook
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Location: Texas, USA

Post by Pook »

Sorry, Grimm... let me get the topic back on track for you.

GT Sucks.

There ya go. wink.gif
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Orion
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Post by Orion »

I'm not against you implementing GT, I really dislike what Noir did with it though so if you are going to implement it I implore you to ignore the GT on DN completely.

(wtf are blossoms? flagships? wtf?)
Last edited by Orion on Thu Oct 19, 2006 4:43 pm, edited 1 time in total.
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Pook
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Post by Pook »

It's like when you have two people, and one has a knife, and the other a pistol.

So you take the guy with the knife and you give him an uzi.

Then you take the guy with the pistol and you give him a heavy machine gun.

Then the guy with the uzi gets a bazooka to balance things out.

Mr. Heavy machine gun isn't happy, so he in turn gets a laser-guided glide bomb.

The guy with the bazooka says 'WTF' so you give him a "destroy the world with this button" button.
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Dengaroth
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Post by Dengaroth »

With the exception that on DN, instead of upgrading the original guy's weaponry, you instead bring in a third, fourth,... person, armed according to the afforementioned scheme.

As far as pali-only GT goes... that could work (it wouldn't count as a garrison, I hope?), but you'd have to come up with a new overall theme for the faction, as it currently is "special tech".
Last edited by Dengaroth on Thu Oct 19, 2006 5:08 pm, edited 1 time in total.
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RT: The number of typical responses decreases exponentially as the number of joke options increases.
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factoid
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Post by factoid »

Since they seem to be a "science" faction. What about the notion of making the research station contain supplementary GAs, perhaps a 3rd lvl for existing GAs (either only for current techbases, or just simply always available), and/or cheap GAs that reduce research cost and time by 10% per level.

Seems like doing something with bonus GAs would keep in the spirit of the faction without really going too far from 'classic' alleg.

Also, borroing something I saw from EoR... the fire control system tech, makes scouts relay a lead indicator.

Dumbfire missiles which use the util damage table? (Great for util ships, have to drop the shields first)

There's a random smattering of ideas, without hopefully making things too insane.

EDIT: The last two suggestions, I realize, are 'special tech'. I think there could be pleanty done simply with the GA options.
Last edited by factoid on Thu Oct 19, 2006 6:37 pm, edited 1 time in total.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
Pook
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Location: Texas, USA

Post by Pook »

For no reason other than Horn-Tooting, I'll add here that the Bios "Escort Scout" back in the original Pooky core relayed the lead indicator.

mrgreen.gif
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factoid
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Post by factoid »

Then I commend both you and hawk for your implementations. I've always thought that people should see more scouts in combat groups. Why would you fly 6 figs or ints into a sector without something to provide intellegence? Plus, having a piloted ship that relays lead like that helps to promote that whole 'teamwork' thing. smile.gif

Oh, one more hopefully-not-unballancing-'special tech' (which I'm sure has been discussed to death before). Assuming boosters would let you put negative values for thrust and fuel consumption, a int booster that allows you to trade speed for fuel regen?
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
Shizoku
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Post by Shizoku »

Unless you plan on redoing the models, don't put GT in GoD please.
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