Tech tree and vehicles

The land-based version of Allegiance, under construction.
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Arson_Fire
Posts: 98
Joined: Mon Apr 24, 2006 7:00 am
Location: NZ

Post by Arson_Fire »

We need a central plan for tech paths and vehicles. Currently we all seem to have a slightly different idea of how it will all work.

So I have drawn up a very basic tech tree. The idea was not to go into too much detail since a lot of stuff is faction specific.
I am trying to keep the main focus on infantry but am running out of ideas. There are still a lot of problems with this, for example you need a techbase to be able to destroy enemy techbases.
Still need some ideas for tac, at first I was thinking it could be an artillery techpath but decided to stick with stealth.

Anyway take a look (sorry Paint made the text all artifacty)


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muman42
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Post by muman42 »

LOLZ @ the TT /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

tis a fine start...
radruin
Posts: 314
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Post by radruin »

Yeah, it's a good start.
I like the first picture of the Interceptor (is that Legos?). Could anyone possibly make that?
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QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

how about

tac:
sniper
lrm hunters
sig. cloak
stealth hummer!


Sup:
Enh hummer
Galv turret for hummer

Garrison:
outpost
hover scout(bike that hovers 1m of ground)
teleporter
probes

exp:
heli int.
minigun
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Mordechaj
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Post by Mordechaj »

i think sup should get helicopter thingy, and exp armored hummer with minigun turret, because sup should be more versatile than exp, right?
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HSharp
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Location: Brum, UK

Post by HSharp »

Funny tech tree I lol'ed /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

Hmm question though, do we want sup,exp tac (SY????) to be similar to normal Alleg or should we change the mis-nomer slightly of expansion and supremacy (as figs are very good for expanding moves fast gets around but not powerful wheres ints can give space supremacy) and basically swap around vehicles so that what would normally be thought of as sup vehicles become exp and vice versa? Or just stick to normal alleg that we all know and love?

Hows the coding going btw Radruin? Your not using Python anymore are you?
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the_dare
Posts: 481
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Location: Bath, UK

Post by the_dare »

c++ is the chosen lang!
and i think we are going for torque game engine but not sure!!!

as for tech tree i think we should keep it the same as allegiance!!
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Death3D
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Post by Death3D »

Ripcords equivalent?
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HSharp
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Post by HSharp »

Death3D wrote:QUOTE (Death3D @ Nov 10 2007, 11:20 PM) Ripcords equivalent?
Ripcord. Works in space I dont see why it wouldnt work on land (may result in a rough landing from a ripcord though, which can result in death /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> )

However it depends on how vehicles are going to be used in terms of infantry and pods. If we dont have pods and basically have infantry (which can eject from vehicles and if vehicle gets blown up then they suffer damage from the eject) then there is no need for ripcord for lots of vehicles as you can just drive around everywhere and just hop onto someone else's vehicle Tribes style. If there are proper pod equivalents then Ripcords may be needed.
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Death3D
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Post by Death3D »

Starting to sound like BF2 Cap the flag or something.
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