GoDII 05 proposal
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Camaro wrote:QUOTE (Camaro @ Oct 3 2007, 05:32 AM) <{POST_SNAPBACK}>Uhh theres a chance that mini2 might not successfully be researched?
codechange....The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
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- Posts: 3709
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Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 26 2007, 01:14 AM) <{POST_SNAPBACK}>Mini2 is 10000 with the new costs, but with a halved probability it might work.Camaro wrote:QUOTE (Camaro @ Oct 3 2007, 05:32 AM) <{POST_SNAPBACK}>Uhh theres a chance that mini2 might not successfully be researched?
Uh, my bad wording must have confused you.
The new mini gun research would be 10000.
The probability in the treasure pool would be half of what it is atm.
It's more expensive to go EXP with these changes. Mini2-3 does less damage to cons and miners.
For just a few thousand more you can go SUP and still kill miners and cons with relative ease.
I get the feeling you want to remove EXP from the game.
If you would like to nerf all PW damage vs utility hull I could understand the change.
If you are trying to NERF exp lower the fuel by half... or more!
Expansion has always been about grabbing land with faster cons, faster miners and close combat ships. I'm all for nerfing ints range. But raising the cost by as much as you say is only going to make SUP and TAC played more and more. Pretty soon you will get a call for nerfing all PW damage vs miners and next it will be missle damage.
I cannot help but feel a treand towards unkillable miners.
/end rant
For just a few thousand more you can go SUP and still kill miners and cons with relative ease.
I get the feeling you want to remove EXP from the game.
If you would like to nerf all PW damage vs utility hull I could understand the change.
If you are trying to NERF exp lower the fuel by half... or more!
Expansion has always been about grabbing land with faster cons, faster miners and close combat ships. I'm all for nerfing ints range. But raising the cost by as much as you say is only going to make SUP and TAC played more and more. Pretty soon you will get a call for nerfing all PW damage vs miners and next it will be missle damage.
I cannot help but feel a treand towards unkillable miners.
/end rant
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
Problem of Exp fighter tech is, it's so cheap compared to SUP/TAC.
Last edited by pkk on Wed Nov 28, 2007 7:22 pm, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
If you want this core to stick to its theme at all, you can't nerf Expansion damage.
I think Nerfing interceptor scan range is a great idea... they were never meant to be able to fly around solo in enemy sectors spotting miners... if they want to be successful they will either need a base in the sector or a scout helping them.
I am also OK with the 10k for mini2/mini3 and halving the treasure set. If you are leaving sup prices as they are, it makes since to increase the price of minigun.
So I would like: Nerfed scan, 10k minigun, halved treasure chance for mini2.
Leave everything else the same.
I think Nerfing interceptor scan range is a great idea... they were never meant to be able to fly around solo in enemy sectors spotting miners... if they want to be successful they will either need a base in the sector or a scout helping them.
I am also OK with the 10k for mini2/mini3 and halving the treasure set. If you are leaving sup prices as they are, it makes since to increase the price of minigun.
So I would like: Nerfed scan, 10k minigun, halved treasure chance for mini2.
Leave everything else the same.
-Paradigm2