SY

Discussion / Announcement area for Dark Nebulae Core development.
shibbyx1
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Post by shibbyx1 »

not having much experiance at comm, i typically went Iron Coallition

also i think this core would be excellent in late night games, which is most of what i play, after fly testing all cap ships i did notice when firing with an IC Dev, the gun tended to miss where the reticule was pointing (and i wasnt moving) but sky rip is kinda for bases anyway i guess.

i slight increase in mass would help add more balance in larger games, other than that, i think you have met most of your objectives quite well.


EDIT: oh and the mk 2 problem only seems to be for the light ships, but you probably figured that out now
Last edited by shibbyx1 on Wed Apr 09, 2008 8:20 am, edited 1 time in total.
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madpeople
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Post by madpeople »

skyrips mainly for capships, but it would work on bases, but yeah, its for use on big things. (i wonder if i should make it not work on major bases?.. i'l leave it for now unless lots of people use them on bases)

i'l have a look at the mk2 research bug today some time.

edit, i've found what was wrong, i'm not sure how i managed to do that, but i've corrected it for R5.

i'll increase the mass of the big ships and rename skycap 2 and 3 to HE (for hvy edition) or something so people get the idea not to use them on GS
Last edited by madpeople on Wed Apr 09, 2008 10:51 am, edited 1 time in total.
zdude1994
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Post by zdude1994 »

These laser nans will suck for nix.lol
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madpeople
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Post by madpeople »

could make for some good miner D...
gr4vity
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Post by gr4vity »

Things I stumbled upon:

- The AC of the Dests seems to be unable to deal any real dmg or hit a target (Tested with AC3 vs AdvMiner)
- GT Dest's have no more Striker?
- LT Corv is still available after mk3 lt class is researched (together with med corv for the same price)
- The special skyrip of GT has the same description as LS2
- Are laser nans supposed to be mounted on Scouts as well?
- Battlecruiser seems to handle better then the Dest ninja.gif
- I think right now those Corvs are too cheap
- The Dests seem to be quite powerful too..
- No mass driver available for GT Battleships

Rethinking SY is a nice idea through and I would really like to test it in a real game.


Regards
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Last edited by gr4vity on Wed Apr 09, 2008 12:48 pm, edited 1 time in total.
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madpeople
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Post by madpeople »

gr4vity wrote:
QUOTE (gr4vity @ Apr 9 2008, 01:47 PM) <{POST_SNAPBACK}>
Things I stumbled upon:

- The AC of the Dests seems to be unable to deal any real dmg or hit a target (Tested with AC3 vs AdvMiner)

i never changed that from DN, i don't really plan on them using the AC anyway
QUOTE
- GT Dest's have no more Striker?[/quote]
fixed in R5
QUOTE
- LT Corv is still available after mk3 lt class is researched (together with med corv for the same price)[/quote]
fixed in R5, was a typo, i had it overrided by "-57" instead of "57" .. there is no -57
QUOTE
- The special skyrip of GT has the same description as LS2[/quote]
fixed in R5
QUOTE
- Are laser nans supposed to be mounted on Scouts as well?[/quote]
me wrote:while technically you can mount normal nans and laser nans on the same slot, laser nans weigh a lot, and use a scout's energy up in under 1 second, they do repair slightly faster than normal nans though.
so basically, you can mount laser nan on a scout, but you won't fly well, and you won't nan well as you will use all your energy and only nan a tiny bit oh hp compared to what you would do with a normal nan.
you can mount normal nan on a support ship, but why do that when it has the energy to mount the more powerful laser nans?

in R5 you can only load laser nans at a SY, but you can still mount them on scouts... perhaps i should make it so you can only mount them if you are getting a support ship, scouts could still mount them if it found one, but why go to all that trouble for something which won't be any good?
QUOTE
- Battlecruiser seems to handle better then the Dest ninja.gif[/quote]
dest's aren't intended to handle, you point them roughly in the direction of your enemy and then repeat: 1)target an enemy, 2) fire missile, until you run out of missiles
QUOTE
- I think right now those Corvs are too cheap[/quote] i wanted them to be fairly easy to kill by a group of figs, so i wanted them priced so they are easily replaceable
QUOTE
- The Dests seem to be quite powerful too..[/quote] hopefully only at long range, given their handling they should be helpless if a fighter gets up close behind them as it could easily sit behind it and galv away
QUOTE
- No mass driver available for GT Battleships[/quote]
mass drivers are gone!
but longtoms are very similar to them now

QUOTE
Rethinking SY is a nice idea through and I would really like to test it in a real game.[/quote]
i'm looking forward to seeing this in a real game too.

since its essentially the same as normal DN except for SY, it should be possible to play this in normal pickup games and not notice any difference.
that's what i'm thinking would be a good way to test it (instead of explicitly choosing to play this core and do lots of SY games after each other), then if someone happens to go SY, they can post how well it worked.

p.s. i like the
dests suck: "The AC of the Dests seems to be unable to deal any real dmg or hit a target"
dests suck: "Battlecruiser seems to handle better then the Dest"
conclusion, dests are cheese: "The Dests seem to be quite powerful too.."
smile.gif
they have strengths and weaknesses, and are tuned to be good at specific tasks, and not be good at others. exaggerating the strengths + weaknesses in this core helps force them to do the role i want them to play, should this design of SY work well, and other core devs decide to implement it in their core, then they can sort out balance issues of things being a bit too powerful / weak.
i'm only really interested in things which are game breakingly cheesy at the moment, fine tuning balance is someone else's problem should they decide to go with this model.

R5 is out, but not on any servers yet
version :5 download (if you have R4 installed you should only need to extract the .igc file, but extracting everything won't do any harm)
Last edited by madpeople on Wed Apr 09, 2008 2:44 pm, edited 1 time in total.
Adept
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Post by Adept »

madpeople wrote:
QUOTE (madpeople @ Apr 9 2008, 05:11 PM) <{POST_SNAPBACK}>
they have strengths and weaknesses, and are tuned to be good at specific tasks, and not be good at others. exaggerating the strengths + weaknesses in this core helps force them to do the role i want them to play, should this design of SY work well, and other core devs decide to implement it in their core, then they can sort out balance issues of things being a bit too powerful / weak.


This is what I meant with giving the ships at least one AC turret. It's a pretty pathetic defense against any real threat, but will stop a single fig with dis 1 chipping the big whales to death. I understand why they are absent at the moment though.

/edit I kinda resent the "should have no weakness what so ever" bit though. Are you implying that a cap with only 1 AC for close defense doesn't have a pretty serious weakness, and need for escort? I don't think you do, but I just felt like I was turned into a straw man and set merrily alight there.
Last edited by Adept on Wed Apr 09, 2008 3:42 pm, edited 1 time in total.
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madpeople
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Post by madpeople »

Adept wrote:
QUOTE (Adept @ Apr 9 2008, 04:41 PM) <{POST_SNAPBACK}>
/edit I kinda resent the "should have no weakness what so ever" bit though. Are you implying that a cap with only 1 AC for close defense doesn't have a pretty serious weakness, and need for escort? I don't think you do, but I just felt like I was turned into a straw man and set merrily alight there.

i didn't mean to offend you.

well, they could have single AC, but then a player would be mostly sitting around (not fun) if it manages to kill them at long range, when he could be doing something else (fun)
and if enemies do get close, then if there wasn't an AC turret, the player who would've been in the AC turret can come and defend them.

+ i do think if a team does not defend it's dests they should die to a single fig. if the fig manages to get into a position where it can attack the dest, it deserves to get the kill (or make the dest rip out).

given how long it would take a fig to kill a dest, i think giving them turrets would make them too powerful, as chances are a team will only manage to get 1 or two figs close enough to attack them, and should they do, the ac turret would easily kill them.

p.s. if you downloaded R5 before this post, you will need to re-download it, i fixed something but didn't change the version number
gr4vity
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Post by gr4vity »

For the Dest AC:

Usually I can hit and kill stuff with it but when I tested the core and shot my miner the bullets went right through it without dealing any real damage.
I wouldn't want it to have a turret either (who wants to have that boring job anyway? you never get to shoot much stuff anyway in a ship that tries to stay 5k away from the nme)


QUOTE
- The Dev's seem to be quite powerful too..[/quote] (typo on my side)

..and concerning the Battlecruiser I meant it the other way around:

The Dest is fine but maybe the BC is too agile atm? mrgreen.gif



Regards
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madpeople
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Post by madpeople »

gr4vity wrote:
QUOTE (gr4vity @ Apr 9 2008, 06:28 PM) <{POST_SNAPBACK}>
For the Dest AC:

Usually I can hit and kill stuff with it but when I tested the core and shot my miner the bullets went right through it without dealing any real damage.

well, the gun isn't any different to a normal AC, its just you can't really see what you're aiming at, i would guess just use the AC for anything big that gets close, or not use it at all, it doesn't serve any purpose, since if it's in front of you (where the gun shoots), you can lock onto it with a hunter killer, and given how slow dests turn, you won't really be able to aim at anything that dodges anyway
QUOTE
..and concerning the Battlecruiser I meant it the other way around:

The Dest is fine but maybe the BC is too agile atm? mrgreen.gif[/quote]
i'm not entirely sure i would call something with a base speed of 35 m/s agile (in terms of dodging) even if it can turn fairly quickly
i've doubled the mass of all the hvy class ships to make them heavier (sorry, i had to do that)

hopefully that should make things better. smile.gif

p.s. because i screwed up with the R5 release, i've released R6 to try and fix everything
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