GT in GoDII?
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- Posts: 277
- Joined: Sun Jul 27, 2003 7:00 am
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?)
(wtf are blossoms? flagships? wtf?)
Last edited by Orion on Thu Oct 19, 2006 4:43 pm, edited 1 time in total.
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.
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.
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".
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.
RT: The number of typical responses decreases exponentially as the number of joke options increases.
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.
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."
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.
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?
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."