GoD II R5

Discussion / Announcement area for Good Old Days II Core development.
Grimmwolf_GB
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Post by Grimmwolf_GB »

Changes in GoD II Core Release 05 (balance):

General idea of this core revision:
- increase the sector overload limit
- fix a balance issue with Dreg after overnerfing it in the last release
- fix the rescue probe problem (invisible super probe)
- fix the cost imbalance between the tech paths. (Here you can find a comparison of the tech paths that explains the price changes.) While Noir halved the prize of Sup to accommodate to the Exp costs, I doubled the Exp costs. In my opinion Allegiance is about getting the cash to finish off the enemy with style. Getting a hvy Int with mini3 and all the updates should not be the 16 minute goal, it should hard work to get there.

General changes

* Sector overload limit to 50 (was 36); Drones count as 0.5, players count as 1; might get increased/decreased over time, it needs testing

Changes to Dreg

* Ship hull to 0.9 (was 0.85) (back to R3 level)
* Ship Shield to 1 (was 0.9) (back to R3 level)

Changes to IC

* Rescue Probe scan range to 500m (was 1000m)
* Rescue Probe signature to 0.25 (was 0.1)

Price changes (base costs)

Expansion

* Interceptor to 10000 (was 7500)
* Hvy Int to 12500 (was 10000)
* Mini2 to 10000 (was 5000)
* Mini3 to 10000 (was 5000)
* TT to 10000 (was 7500)
* HTT to 12500 (was 10000)
* EMP Missile to 7500
* Faster he1 to 2500 (was 2000)
* Faster he2 to 3000 (was 2500)
* He effic1 to 2500 (was 2000)
* He effic2 to 3000 (was 2500)
* Ship accell1 to 2500 (was 2000)
* Ship accell2 to 3000 (was 2500)
* PW damage1 to 2500 (was 2000)
* PW damage2 to 3000 (was 2500)
* PW range1 to 2500 (was 2000)
* PW range2 to 3000 (was 2500)
* Sig1 to 2500 (was 2000)
* Sig2 to 3000 (was 2500)
* Station hull1 to 2500 (was 2000)
* Station hull2 to 3000 (was 2500)
* Station shield1 to 2500 (was 2000)
* Station shield2 to 3000 (was 2500)

Tactical

* Stealth Fighter to 10000 (was 7500)
* Adv. Stealth Fighter to 12500 (was 10000)
* Stealth Bomber to 10000 (was 7500)

My thanks go out to the RT channel for input, to pkk for actually implementing the changes (he did the ICE work) and to the squads for playing the core.

As usual, please post feedback to the changes or the core in general. Try to keep it civil, I am much more likely to listen to friendly criticism.

Here you can find the core. ATM only GPZ has the core, I will ask the other server providers to add it to the list as soon as I tested it for a while. I have not yet asked for it to be placed on AU for the same reason.
Be careful, there is a new core edition with fixed ship selection order, if you downloaded it before, please redownload:
http://web24.s5.okayspace.de/Allegiance/GoDII_05.igc
Last edited by Grimmwolf_GB on Tue Feb 05, 2008 4:53 pm, edited 1 time in total.
pkk
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Post by pkk »

Grimmwolf_GB wrote:
QUOTE (Grimmwolf_GB @ Feb 4 2008, 01:32 PM) <{POST_SNAPBACK}>
General changes

* Sector overload limit to 50 (was 36); Drones count as 0.5, players count as 1; might get increased/decreased over time, it needs testing

Costs:
Player flying a ship: 1
Player on a turret: 0.5
Player on a Pod: 0.5
Drone: 0.5
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.
rojomojo915
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Post by rojomojo915 »

Im not sure if you want comments in this thread or not, so feel free to move or delete this. But, I feel like thats a bit of an over nerf on the IC rescue probe, maybe reduce scan range to 750, not 500 if you are gonna raise the sig so much?
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Kltplzyxm
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Post by Kltplzyxm »

`2.

Rescue probes are for rescuing pods, not cheese probes that can detect everything in a sector. 500m scan is fair.
Death3D
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Post by Death3D »

Price changes don't affect the main culprit of perceived Exp imbalance: IC.
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Paradigm2
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Post by Paradigm2 »

Yes they do. They just nerf all non-IC exp as well.
-Paradigm2
Death3D
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Post by Death3D »

Huh?
I don't know if you're agreeing or not.
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
Kltplzyxm
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Post by Kltplzyxm »

He's saying that exp for all factions should be nerfed in the same way IC is.
Paradigm2
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Post by Paradigm2 »

IC Exp costs significantly more now. Therefore it was addressed in the balance change.

The idea is, you can now go Supremacy and not be at a severe cost disadvantage.

Yes, IC exp is still better than the other expansions -- but that is not untrue on other cores...
-Paradigm2
Grimmwolf_GB
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Post by Grimmwolf_GB »

I was unable to fix more than the blatant problems, because the core hardly gets any play time other than squad games. From those few games I am unable to obtain enough ideas on how to fix IC. Yes, at the moment IC has the advantage, because they don't have to buy hvy ints for 12500 and their ints cost 1$ instead of 10000. That sums out as a cost advantage of 17500. Still a lot, but for that disadvantage they have lower income.
The only real problem I see: There might not be enough He³ for both teams to reach adv tech. That could also be quite cool. smile.gif

The resc probe stays this way for now.
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