Trifaction Core (3FC)

Development areas for Allegiance core (IGC) design.
RoboTel
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Post by RoboTel »

I feel that it works once as a change, but there is no difference between X>Y and Y<X. Certainly it would be way too arbitrary if you had more than half the factions with weird handling.
Jersy
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Post by Jersy »

Okay then, I shall not complicate it, and give all three factions x=y. It's more logical anyway, since for example drones need to have it.
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Jersy
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Post by Jersy »

Update:

Today, I finally got around the biggest obstacle. Although it required me to do some core things I am not exactly proud of, it has given me the desired end results and the development of 3FC has merilly changed from "stopped due to lazines to do it the proper way" to "ongoing, but don't ask how" ;-)

It already has separated basic and advanced techbases - with basic techbase available for 10000$ and the advanceded one available after the construction of the basic one and for 20000$. Also, all of the techbases can now build on any techrock.

- Separating the basic techbase from the advanced one results in the need of securing two techrocks. Since in the most cases there is only one per sector, it forces the team to expand a bit more. Also, if you build a basic techbase at home sector, it means that - unless there's more techrocks - you'll need to build the adv techbase elsewhere.
- It also results in the need of making sure that two constructors make it to their destination safely, rather than only one, putting a greater emphasis on proper defense (especially since the second one costs 20000$ - it's a lot easier to lose those money than in other cores, where you can safely invest them into a devel you won't lose unless the enemy blows up your basic techbase in the middle of the upgrade).

- Making the techbases buildable on any techrock makes it possible for commanders to build them in what sector they want/need (for strategical purposes), not where they are forced to.
- It also somewhat reduces long walks that would be needed to get the adv techbase to the second techrock of the same type.
- It makes it less predictable for the other team where the techbase will build.
- Therefore, it makes it possible to change plans, once the con is eyed for example. Send it elsewhere, or plant short, if possible.
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LANS
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Post by LANS »

What happens if your basic techbase dies while your advanced techbase is still alive? Can you keep researching tech? Do you still have access to tech from your basic techbase?
What if your basic techbase dies while the advanced techbase constructor has not yet planted, but is travelling to the rock. Can you research adv. tech still?
What if basic techbase dies while adv con is building (not yet launched), do you lose the money and time (think what happens to SY con when you lose techbase after SY con is bought but not built)?
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Jersy
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Post by Jersy »

LANS:

The way i did it, Basic techbase hase def X, and advanced techbase has pre X + def X and def Y.

Def X is a prerequisite for buing an adv techbase and for basic tech and devels.
Def Y is a prereq for advanced tech and devels.

That should answer all your questions, but still, to answer in non-core language:

Advanced techbase has all the features of the basic one included. Therefore if you lose the basic one while you still have the adv one, it doesn't impair you in any other way than losing a base - researeches can go on, you keep the tech, and so on.

Since station defs require the station to be built to take effect, then in the period between your basic base being destroyed and advanced base planting, you are techless (it's logical, the tech has no place to be researched or kept at).

And if basic techbase dies while the adv one is under construction, then yes, you lose your money, just like you would have lost them, if the basic base was killed while simply upgrading.

It also means that if you lose your adv techbase but keep your basic one, then you are not all the way down to first tier tech, but just to the second one.

All of the above of course applies only if you have only one basic techbase ;-)
Last edited by Jersy on Mon Mar 07, 2011 7:17 am, edited 1 time in total.
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Jersy
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Post by Jersy »

Cash in treasures:

For 3FC, I thought about making cash collecting a bit of lottery - sorted by % chance to appear:

30% - 111$
27% - 222$
24% - 333$
21% - 444$
18% - 555$
15% - 666$
12% - 777$
9% - 888$
6% - 999$
3% - 1$

More cash will appear, but it's average value is lowered (before, the 30% chance was on the one 500$ cashbox).

This more like "for the lulz" change, as I don't expect it to have any fundamental effect on the gameplay. Maybe the amount of newbies flying around collecting cash instead of doing something more useful will initally increase, but this will also make them more visible to the wrath of commanders and will learn earlier that there are times where simply collecting floating cash is not their top priority.
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Cadillac
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Post by Cadillac »

Surely IC's ripping miners would give them an econ advantage over other factions?
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Jersy
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Post by Jersy »

They would, and therefore IC in 3FC has non-ripping miners for a while now, capable to unload on the appropriate stations. Also refineries.

On related note:

I thought about giving all the factions He3 specmines as an advanced form of money-making (requiring a starbase and a devel... plus maybe some aditional devels, like enhanced miners... and maybe fully upgraded He3 speed and yield).

And speaking of GAs: They will probably end up being universally available under Garr and their second tier under Starbase, no techbase required.

This time, to make it easier to balance the techpaths.
Last edited by Jersy on Mon Mar 07, 2011 9:42 am, edited 1 time in total.
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Post by Jersy »

To put a greater emphasis on the idea behind EXP, where one ship is supposed to be extra important and others are supposed to escort it, I have turned interceptor scan range all the way down to zero, to make them more like simple weapon-platforms focused on firepower so much, that even carrying a sensor is considered "useless extra weight", flying around and killing stuff that threatens the thing they are guarding.

This provides an anti-exp tactic where killing the eye makes all the ints relying on it just a bunch of helpless soon-to-be-pods.

Of course, I intend to counter-balance that, probably by making them able to mount some probes for emergency use (something like "one per rack and heavy due to protective armor making them harder to destroy in dogfight conditions").

If done right, it should provide some interesting gameplay features, and should have positive impact on teamwork.

EXP vs EXP where both sides would try to "poke out each others eyes" comes into mind.
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ChaoticStorm
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Post by ChaoticStorm »

Reading though this with the changes to Garr and starbase may i dare say garrtech core? All ga s in garrision is abit much hell might make garrtech a valid techpath outside of bios well at lest this core doesnt have bios ....... the wrath of bios garrtrech wouldf be devastating
Last edited by ChaoticStorm on Tue Mar 08, 2011 11:05 am, edited 1 time in total.
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