Posted: Sun Sep 16, 2007 11:54 pm
It's not released yet, but it will as soon as I complete the capships and get the capship models from Aaron Moore.
Current settings:
Items in red are possible clashes between realism and gameplay and require further testing
General:
-All missiles have AoE
-All ships are fast/maneuverable (Compared to normal Alleg ships of the same type)
-Some leeway has been taken from the BSG universe to make things playable, but accuracy is kept in top priority
-Missiles do not accelerate but launch at a single velocity and maintain that velocity
-Missiles have longer range
-Countermeasure effectiveness highly improved
-All nuclear missiles have very high sig when equipped
-All ship research time is 180 seconds
-No shields or energy weapons
-No boosters
-No cloaks
-All weapons damage all armor classes
--Some damage may be very minuscule though
-All weapons have much longer range
Weapons:
-KEW - Fast firing, high DPS small-ship mounted weapon.
-Heavy KEW - Turret mounted, medium firing, high DPS weapon
-Super-Heavy KEW - Battlestar main gun.
-Nuclear Missile - Anti-base missile
-Micro-Nuclear Missile - Cylon 'Super-Galv'
-Rocket Pod - Galv equivilant missile, non-tracking.
-Anti-Fighter Missile - Good tracking high speed missile
-Heavy Ship Nuclear Missile - Battlestar/Base Star anti-everything missile
-Ship-to-Ship Missile - Battlestar/Base Star Anti-cap ship/Base missile
Technology
Because of the way that changing around the available technology for BSG realism worked, tech stations have been completely re-worked. I still need to do more testing and re-organizing to have everything worked out correctly.
Garrison:
-Drone improvements
-Bomber research
Supremacy
-Advanced Scout
-Enhanced Fighter
--Advanced Fighter
-Troop Transport
-Heavy Troop Transport (Also Heavy Bomber)
-(Colonial) Stealth Ship
Tactical
-All non-cap weapon upgrades and weapon upgrade GAs
Expansion
-Most GAs
Shipyard
-Requires 'Allow Shipyard' devel (Which requires a techbase)
-Has normal SY GAs
-Battlestar/Base Star weapons
-Battlestar/Base Star development
-Battlestar/Base Star are carriers and TP receivers
Balance
-Early Shipyard is near-impossible
--Shipyards require Techbase (120 seconds + buildtime), Allow Shipyard Devel (240 seconds), building of the Shipyard (120 seconds + Buildtime), researching the heavy ship (180 seconds) in order to launch any capitol ship - That's 660 seconds, or 11 minutes before any cap ship can be made
-Expansion needs something to make it a viable tech path (IE, something to cap/destroy bases)
-Cap ships are nigh-indestructable but are very, very, very expensive and very high sig
Colonials
-Level 1 and Level 2 devels only
-Superior RoF and lower spread
-Stealth ship
-Two kinds of Battle stars
-Advanced Fig costs money
-Enh fig is superior to Cylon Enh fig and still available
-Figs can't Ripcord
-All bases are Teles
-Ships are slightly faster
Cylons
-Longer range weapons
-All ships can ripcord
-Ships are more manuverable
-3 levels of devels.
-Superior Range and Damage
-Advanced fig does not cost money
-Better Sensors
-Better missiles
-Less health
Planned additions:
Yellow items to go in before Beta
-Set base shields to '0'
-Create Base models
-All scouts as teles
-Finish capitol ships
-Finish editing small craft
-Change Cylon ship tree
-Finish stuff from Giant List of DOOM
-Change Armor Classes
Please put suggestions in This Thread. That's the dev thread for it, this is the 'What's going on' thread.
Current settings:
Items in red are possible clashes between realism and gameplay and require further testing
General:
-All missiles have AoE
-All ships are fast/maneuverable (Compared to normal Alleg ships of the same type)
-Some leeway has been taken from the BSG universe to make things playable, but accuracy is kept in top priority
-Missiles do not accelerate but launch at a single velocity and maintain that velocity
-Missiles have longer range
-Countermeasure effectiveness highly improved
-All nuclear missiles have very high sig when equipped
-All ship research time is 180 seconds
-No shields or energy weapons
-No boosters
-No cloaks
-All weapons damage all armor classes
--Some damage may be very minuscule though
-All weapons have much longer range
Weapons:
-KEW - Fast firing, high DPS small-ship mounted weapon.
-Heavy KEW - Turret mounted, medium firing, high DPS weapon
-Super-Heavy KEW - Battlestar main gun.
-Nuclear Missile - Anti-base missile
-Micro-Nuclear Missile - Cylon 'Super-Galv'
-Rocket Pod - Galv equivilant missile, non-tracking.
-Anti-Fighter Missile - Good tracking high speed missile
-Heavy Ship Nuclear Missile - Battlestar/Base Star anti-everything missile
-Ship-to-Ship Missile - Battlestar/Base Star Anti-cap ship/Base missile
Technology
Because of the way that changing around the available technology for BSG realism worked, tech stations have been completely re-worked. I still need to do more testing and re-organizing to have everything worked out correctly.
Garrison:
-Drone improvements
-Bomber research
Supremacy
-Advanced Scout
-Enhanced Fighter
--Advanced Fighter
-Troop Transport
-Heavy Troop Transport (Also Heavy Bomber)
-(Colonial) Stealth Ship
Tactical
-All non-cap weapon upgrades and weapon upgrade GAs
Expansion
-Most GAs
Shipyard
-Requires 'Allow Shipyard' devel (Which requires a techbase)
-Has normal SY GAs
-Battlestar/Base Star weapons
-Battlestar/Base Star development
-Battlestar/Base Star are carriers and TP receivers
Balance
-Early Shipyard is near-impossible
--Shipyards require Techbase (120 seconds + buildtime), Allow Shipyard Devel (240 seconds), building of the Shipyard (120 seconds + Buildtime), researching the heavy ship (180 seconds) in order to launch any capitol ship - That's 660 seconds, or 11 minutes before any cap ship can be made
-Expansion needs something to make it a viable tech path (IE, something to cap/destroy bases)
-Cap ships are nigh-indestructable but are very, very, very expensive and very high sig
Colonials
-Level 1 and Level 2 devels only
-Superior RoF and lower spread
-Stealth ship
-Two kinds of Battle stars
-Advanced Fig costs money
-Enh fig is superior to Cylon Enh fig and still available
-Figs can't Ripcord
-All bases are Teles
-Ships are slightly faster
Cylons
-Longer range weapons
-All ships can ripcord
-Ships are more manuverable
-3 levels of devels.
-Superior Range and Damage
-Advanced fig does not cost money
-Better Sensors
-Better missiles
-Less health
Planned additions:
Yellow items to go in before Beta
-Set base shields to '0'
-Create Base models
-All scouts as teles
-Finish capitol ships
-Finish editing small craft
-Change Cylon ship tree
-Finish stuff from Giant List of DOOM
-Change Armor Classes
Please put suggestions in This Thread. That's the dev thread for it, this is the 'What's going on' thread.