Changes in the next revision
- IC Resc Probe scan range lowered to 500m, sig increased to 0.3-0.25
- Higher limit for sector overload (slowly working our way up).
List of possible changes to balance Exp:
Please not, only some of them might get included in the final core.
- Ints get their fuel capacity cut to 75%
- Lower scan range for ints
- Mini 2 removed from treasure set
- Change to Mini gun damage:
Current:
Damage/Shots Damage/shot damage/sec change to prior version
PW Mini1 12.50 4.00 50.00 N/A
PW Mini2 12.82 5.00 64.10 28.21%
PW Mini3 12.20 6.25 76.22 18.90%
New:
Damage/Shots Damage/shot damage/sec change to prior version
PW Mini1 12.50 4.00 50.00 N/A
PW Mini2 12.50 5.00 62.50 25.00%
PW Mini3 12.50 6.00 75.00 20.00%
- Link to massive price changes, please have a close look at it, it makes Exp much more expensive, bringing it to the level of Sup.
http://web24.s5.okayspace.de/Allegiance/price_changes.html
I did not want to lower the sup techprize as Noir did in DN, as I think it diminishes the need for He³ and that's what Allegiance is about (in my opinion).
Please use this thread to comment on the proposed changes.
Also, please post in the gun mount thread:
http://www.freeallegiance.org/forums/index...showtopic=35358
GoDII 05 proposal
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Last edited by Grimmwolf_GB on Sun Sep 23, 2007 9:35 pm, edited 1 time in total.
Maybe you change a lot at once on this one. I would suggest you only change the economic cost of EXP or only the EXP attributes, not both at the same time. Then, if still is necessary proceed to the full change. I suggest this because if the full change proves to be too much you might have trouble to pinpoint what to revert. On the other hand, if you are certain that it's necessary just go for it.
About IC Rescue probes, why give them 0 scan range? E.g. why not normal EWS 1 probe scan range?
About IC Rescue probes, why give them 0 scan range? E.g. why not normal EWS 1 probe scan range?
" There is good in everyone. You just need the eyes for it. "
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I don't plan on introducing all of the possible changes. It is a list of changes from the "Exp too powerful?" thread.
The resc probe does not really need a scan range, as its purpose is a different one. Is having a 0 scan range a nerv or not... Having no scan range makes it hard to notice that it is there.
Maybe a scan range of 500 combined with a sig of 0.3 same as ews1?
The resc probe does not really need a scan range, as its purpose is a different one. Is having a 0 scan range a nerv or not... Having no scan range makes it hard to notice that it is there.
Maybe a scan range of 500 combined with a sig of 0.3 same as ews1?
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 23 2007, 04:13 PM) <{POST_SNAPBACK}>I don't plan on introducing all of the possible changes. It is a list of changes from the "Exp too powerful?" thread.Ah, OK!Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 23 2007, 04:13 PM) <{POST_SNAPBACK}>The resc probe does not really need a scan range, as its purpose is a different one. Is having a 0 scan range a nerv or not... Having no scan range makes it hard to notice that it is there.It makes it almost impossible to find unless you accidentally pass close to it (deprobing/derescuing works through eye).Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 23 2007, 04:13 PM) <{POST_SNAPBACK}>Maybe a scan range of 500 combined with a sig of 0.3 same as ews1?IC EWS probe 1 has a sig of 35.29412 (because of sig penalty) while 0.3 is without penalty. I would say scan range of 500 and little lower of 0.3 sig (maybe 0.25) so that it would be a little harder to find but not impossible (currently it has 11.76471!).
" There is good in everyone. You just need the eyes for it. "
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Kage broke down details for sector overload if you want a gander; http://www.freeallegiance.org/forums/index...mp;#entry156827
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
It looks like you are attempting to nerf EXP too much.
Make mini1-2-3 and gatt1-2-3 do less damage to utl hull instead. The game is about he3 as you have stated. Make it harder to kill miners for ints and figs.
Removing mini2 from treasure hurts bios a lot.
Make mini1-2-3 and gatt1-2-3 do less damage to utl hull instead. The game is about he3 as you have stated. Make it harder to kill miners for ints and figs.
Removing mini2 from treasure hurts bios a lot.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
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Isnt emp 1 floating tech too, but that doesnt matter, mini 2 should still stay in the treasure pool
Last edited by rojomojo915 on Tue Sep 25, 2007 4:15 pm, edited 1 time in total.
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