http://dl.dropbox.com/u/2975104/1337c_01.igc
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Changes from CC_10 to 1337c_01
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****Key - (New value) [Old value] <Notes> *****
Global
- Carriers requier a shipyard
- Garrison
- EnhCarrier research moved to shipyard [Garrison]
- Supremacy Center
- Missile Track moved to Tactical Lab
- Missile Damage moved to Tactical Lab
- Tactical Lab
- Ship Shield moved to Supremacy Center
- Expansion
- Interceptors fuel reduced by about 33%
- Interceptors shipsspeed reduced by about 20%
- Lt Interceptor (60) [75]
- Interceptor (65) [80]
- Hvy Interceptor (70) [90]
- He3 Yield moved to Shipyard/Drydock
- Pulse probe range reduced by 30% (3500) [5000]
- Shipyard
- Attack Carriers are no longer available
BIOS
- Global
- Miner costs reduced by 25% (3000) [4000]
Gigacorp
- Global
- Lt Base hull is 50% more resistant to most none ABM weapons (Gat/Dis/Galv/Mini/...)
Dreghklar
- Global
- Yield reduced by 12% (120%) [135%]
Ga'Taraan
- Global
- Yield is back on normal (100%) [95%]
- Shipyard
- Assault Carrier is no longer available as piloted ship
Omnicron
- Global
- Cost increased by 10% (110%) [100%]
- Acceleration increased by 2% (98%) [100%]
- Hull increased by 2% (98%) [100%]
Rixian Unity
- Global
- Fighters ripcost increased to by 0.1% (1201) [1200]
- Scout [SR] removed
- Scout acts as SR
- Garrison
- AdvScout [SR] removed
- AdvScout acts as SR
- HvyScout [SR] removed
- HvyScout can no longer mount Mini-AC
- HvyScout get's 2nd gunmount
- HvyScout ammo increased by 140% (600) [250]
- HvyScout acts as SR
- Tactical Lab
- Stealth Figther ripcost increased by 0.1% (1201) [1200]
Technoflux
- Global
- Shiphull reduced to normal (90%) [100%]
- Acceleration reduced to normal (100%) [115%]
Carriers are annoying, they don't have enough energy, people suck defending/attacking them, so they get available only if you have a SY...
There are no longer piloted carriers available, since the drones moved to SY.
Sup/Tac GA swap:
Tac benefits more from msl GAs than Sup and Sup more from shield GAs...
Interceptors:
Ints have a to high operation range. The more you get away from your base, the more you have to think how to get home. Reducing their speed forces them to boost, even if they want to defend a constructor on opening. Ints should be still a beast in dogfighting, but if they go to far away from their operating base, they're $#@!ed. Getting a SY and building Carriers will increase the operating range of Ints (see forward operating base).
BIOS miner costs:
This should it make a bit easier to re-buy miners, if you lost them all. It also gives BIOS a little bit more money at the start, which could be later balanced by reducing starting money a bit.
Yield:
It's no longer a peak for Exp, but for SY.
Pulse:
Reducing the range should boost SF/SB a bit, they're still powerful.
Dreg yield:
Finally they get really expensive (1.25 cost vs 1.20 yield)...
GT yield:
350 per load is no real nerf, the nerf is only within the head of players. (OMG, only 95% yield!)
OH costs:
They get free EnhShips, so they pay a bit more...
OH GAs:
2% don't make a difference, just looks ugly.
Rix Scouts:
We go back to the roots (somehow). During opening only scouts can rip to other scouts. You can try to rip a fig to scout, but it doesn't have enough energy. Same for SF, they shouldn't rip to scouts.
If you get AdvScouts, EnhFigs or AdvSfs, you can rip to scouts like before.
HvyScout can no longer mount forward Mini-AC, but it get's a 2nd gunmount for a Gat/Dis and ammo is on same level like TF scout.
TF:
Acceleration is back on normal, but they still have the bonus of reduced mass.
Hull was dropped back on normal level, because their models are to hard to hit anyway (specially Ints).
Note:
This core is still within orientation phase.
PS:
I suck at changing things with ICE...