1337 core

Development areas for Allegiance core (IGC) design.
pkk
Posts: 5417
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

DOWNLOAD:
http://dl.dropbox.com/u/2975104/1337c_01.igc

Code: Select all

Changes from CC_10 to 1337c_01
---------------------------------------

****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:
Carriers are annoying, they don't have enough energy, people suck defending/attacking them, so they get available only if you have a SY... :P
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. :P

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... :ninja:
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.
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

you need to increase the rip cost of SFs by more than 1, if you buy ship energy they will be able to rip to SR scouts as normal and it ends up being a pointless change
cashto
Posts: 3165
Joined: Mon Sep 10, 2007 5:40 am
Location: Seattle

Post by cashto »

Holy emasculated interceptors, batman!
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
pkk
Posts: 5417
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

NightRychune wrote:QUOTE (NightRychune @ Jan 19 2011, 09:44 PM) you need to increase the rip cost of SFs by more than 1, if you buy ship energy they will be able to rip to SR scouts as normal and it ends up being a pointless change
Good interjection... So ripcord energy of SF/Fig needs to be 1321... :glare:

cashto wrote:QUOTE (cashto @ Jan 19 2011, 09:48 PM) Holy emasculated interceptors, batman!
They just loose the ability to travel fast and deep into enemy territory to kill stuff. You can still do this, but you have to trade ammo for fuel. They are no longer super agile YF-12s, they are more like Natter now...
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.
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

Could have rounded those OH .98's down to the nearest five too :cool:
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Shizoku
Posts: 5816
Joined: Fri Aug 29, 2003 7:00 am
Location: Ozzy's right nut.

Post by Shizoku »

boooo.
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LANS
Posts: 1030
Joined: Wed Feb 24, 2010 5:17 am
Location: Toronto, Canada

Post by LANS »

The whore lobby must be outraged by this travesty of a core.

Edit: On a serious note pkk, would it not be better to reduce the total energy of a basic scout rather than increasing the ripcost? The only reason the rix basic (non-rip) scout needs energy is for nanning. I don't recall the last time I ran out of energy while nanning and it mattered, but nan1's energy drain can be adjusted to match.
Last edited by LANS on Wed Jan 19, 2011 10:43 pm, edited 1 time in total.
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ryjamsan
Posts: 1803
Joined: Wed Aug 03, 2005 7:00 am
Location: Slidell LA

Post by ryjamsan »

you remove carriers to SY but leave SY cost's hi. This totaly removes any reason to EVER go sup and feeds the int whores.
[indent][/indent]Former Squad leader and Assitant Squad Leader BLACKSHADOW™ "Retired"
"Democracy is two wolves and a sheep voting on what's for dinner" "Liberty is a well-armed sheep contesting the vote".


FU ALL
TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

Are you really doing to go exp, now? Nah, this should be called TacCore.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Camaro
Posts: 2418
Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

I disapprove of this core.

The only goodness from it is its heavy promotion of rix tac awesomeness.
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