Posted: Sat Feb 07, 2009 10:39 pm
as it currently stands, they are the only playable factions on a competitive environment. so, is there any short term goal to enlarge the list?
the main concerns:
TF:
slow speed, weak miners and constructors. this leads to a extremely weak opening, with scouts maxing at 130 mps and constructors at 45. not having other thing than scouts might be remediable but constructors should have at least 1.5 times the hull they have now, and scouts should start adv or at least have 10 more top speed.
giga:
i like the whole economic thing aspect of this faction but seriously, for the @#(! you get if you don't spend all your money permanently just to keep up with basic tech... i suggest they either start with patties researched (possibly with lt booster), all mk0 tech researched (seriously, giga is too weak), cheaper calltrops and towers, ability to buy regular outposts, even if they are a not as cheap as Lt., lxy individual craft reduced to 400/ship or even less, spec mines reduced research cost (to maybe 3/4 or even a half, i'm not joking about this), a possible full shipyard without the adv tech requirement (just regular tech), and ability to buy LT. you think this would balance giga? think again. they will be barely playable.
bios:
again, i like the concept of 10 min research but it is just not possible to compete with the rest of factions. i propose starting with enhanced cons, so at least they have a serious chance to do something in the opening, maybe give them 75 secs cons instead of 60, but they should get stronger in the opening.
gt:
the figs. give them twice the hull (again, NOT joking) or trim their model.
dreg:
the ints need an extreme makeover. you need to trim the model too.
i'm serious about this, all this factions need a BIG change to become usable.
the main concerns:
TF:
slow speed, weak miners and constructors. this leads to a extremely weak opening, with scouts maxing at 130 mps and constructors at 45. not having other thing than scouts might be remediable but constructors should have at least 1.5 times the hull they have now, and scouts should start adv or at least have 10 more top speed.
giga:
i like the whole economic thing aspect of this faction but seriously, for the @#(! you get if you don't spend all your money permanently just to keep up with basic tech... i suggest they either start with patties researched (possibly with lt booster), all mk0 tech researched (seriously, giga is too weak), cheaper calltrops and towers, ability to buy regular outposts, even if they are a not as cheap as Lt., lxy individual craft reduced to 400/ship or even less, spec mines reduced research cost (to maybe 3/4 or even a half, i'm not joking about this), a possible full shipyard without the adv tech requirement (just regular tech), and ability to buy LT. you think this would balance giga? think again. they will be barely playable.
bios:
again, i like the concept of 10 min research but it is just not possible to compete with the rest of factions. i propose starting with enhanced cons, so at least they have a serious chance to do something in the opening, maybe give them 75 secs cons instead of 60, but they should get stronger in the opening.
gt:
the figs. give them twice the hull (again, NOT joking) or trim their model.
dreg:
the ints need an extreme makeover. you need to trim the model too.
i'm serious about this, all this factions need a BIG change to become usable.