Posted: Wed Jan 25, 2012 3:00 am
We have been working on CC14. There is a preview version up on Slayer if you'd like to help test and here's the link:
http://dl.dropbox.com/u/21458077/cc_14.igc
Here's what we are thinking of - suggestions, comments most welcome.
*Shipyard revision, with a simplified structure. We are going to make SY cost effective so it'd make financial sense (not necessarily gameplay sense) to skip adv tech and get SY. teh basic structure is three types of ships, bombing, assault and support, with a std and adv version. These would be Frigate/Cruiser, Attack Carrier/Assault Ship and Destroyer/Devastator. There is more to it, but it's not implemented yet so details will follow.
*There won't be any changes to SY this release, postponed to CC15.
*Asteroids can now be nanned and be damaged by Lancer (that means they can be damaged by HKs too but the damage is very low)
*More points for non-DM activities
-Miner kills=20 pts
-Constructors=40
-Carrier=30
-Base Kill=50
-Base Capture=75
-Rescue=10
-Player=8
*Rix starts the game with light ints.
*Rix energy generator signature increase have been reduced from 900% to 300% to avoid use in deprobing
*The following techs have been boosted:
SRM Seismics (75% more damage), MRM Seismics (50% more damage) Killers and SRP Killer (25% more damage), Minepack 2 (20% radius and duration increase, also MP1 floats), MRM Seeker (mk 2 has 1400 range, lock cones wider, less mass)
*The following ships have been boosted:
Patrollers are faster without boosters (speed 110->140, thrust 930->1200, fuel 6->5), Light-sfs are not as crippled (same energy as std sf, lead indicator, more hp for TF light sf)
*TTs can now capture ops more easily: 4 emp guns on board, emp damage increased 50% on minor bases. Realistically some int support or dual TT runs required. They cost 500 per.
*Interceptor fuel has been reduced 20% - ints and heavy ints will have same fuel as current light ints. We have debated this a lot back and forth, overall we think it'll benefit the game and it has been playtested before without adverse effects.
*Giga special mines redone so they are more similar and Si mines are no longer the easy choice. Si mine income reduced to 1500. U mines are stronger. Ca mines are stealthier.
*Fighters will find it slightly more difficult to gun down light bases. Ints will find it quite a bit easier to gun down light bases.
*Dreg He3 mines are now light so can be gunned down. They are also cheaper (7000->6000), just as strong vs bombing (50% stronger shields) and have improved scan range (2000->2400)
*Giga lux craft are no longer so obviously overpowered. Each retain 10% HP improvement. Figs have 4 guns and 33% extra ammo. Ints have 20 seconds ripcord capability. SF has lost the med shield and has 33% more missiles and 25% more energy. All other perks, including the lead indicator, have been removed.
*Lux patroller and lux scout are now obtainable if you have adv tech + starbase, and have 10% extra HP. Lux patroller adds med shield. Lux scout now has all the perks of a heavy scout + AC turret. All other perks removed.
*BIOS TP1/TP2 research costs have been doubled to slightly slow down BIOS TP2 rush.
*Unused GT techs have been slightly enhanced and reduced in cost: Rescue drones, Ion Booster, Solar Charger and LRM Anti Base are now half-cost. Ion Booster no longer uses any fuel. Solar Charger no longer increases sigs and charges 50% faster. Light cloak no longer drains SF energy.
*Other GT tweaks: GT can also mount and research MRM Quickfire. GT mining efficiency restored to 100% (.95->1).
*SS2 has been moved to sup. Also Med shield 2 and 3 HP has been increased slightly (350->375, 400->468)
http://dl.dropbox.com/u/21458077/cc_14.igc
Here's what we are thinking of - suggestions, comments most welcome.
*Shipyard revision, with a simplified structure. We are going to make SY cost effective so it'd make financial sense (not necessarily gameplay sense) to skip adv tech and get SY. teh basic structure is three types of ships, bombing, assault and support, with a std and adv version. These would be Frigate/Cruiser, Attack Carrier/Assault Ship and Destroyer/Devastator. There is more to it, but it's not implemented yet so details will follow.
*There won't be any changes to SY this release, postponed to CC15.
*Asteroids can now be nanned and be damaged by Lancer (that means they can be damaged by HKs too but the damage is very low)
*More points for non-DM activities
-Miner kills=20 pts
-Constructors=40
-Carrier=30
-Base Kill=50
-Base Capture=75
-Rescue=10
-Player=8
*Rix starts the game with light ints.
*Rix energy generator signature increase have been reduced from 900% to 300% to avoid use in deprobing
*The following techs have been boosted:
SRM Seismics (75% more damage), MRM Seismics (50% more damage) Killers and SRP Killer (25% more damage), Minepack 2 (20% radius and duration increase, also MP1 floats), MRM Seeker (mk 2 has 1400 range, lock cones wider, less mass)
*The following ships have been boosted:
Patrollers are faster without boosters (speed 110->140, thrust 930->1200, fuel 6->5), Light-sfs are not as crippled (same energy as std sf, lead indicator, more hp for TF light sf)
*TTs can now capture ops more easily: 4 emp guns on board, emp damage increased 50% on minor bases. Realistically some int support or dual TT runs required. They cost 500 per.
*Interceptor fuel has been reduced 20% - ints and heavy ints will have same fuel as current light ints. We have debated this a lot back and forth, overall we think it'll benefit the game and it has been playtested before without adverse effects.
*Giga special mines redone so they are more similar and Si mines are no longer the easy choice. Si mine income reduced to 1500. U mines are stronger. Ca mines are stealthier.
*Fighters will find it slightly more difficult to gun down light bases. Ints will find it quite a bit easier to gun down light bases.
*Dreg He3 mines are now light so can be gunned down. They are also cheaper (7000->6000), just as strong vs bombing (50% stronger shields) and have improved scan range (2000->2400)
*Giga lux craft are no longer so obviously overpowered. Each retain 10% HP improvement. Figs have 4 guns and 33% extra ammo. Ints have 20 seconds ripcord capability. SF has lost the med shield and has 33% more missiles and 25% more energy. All other perks, including the lead indicator, have been removed.
*Lux patroller and lux scout are now obtainable if you have adv tech + starbase, and have 10% extra HP. Lux patroller adds med shield. Lux scout now has all the perks of a heavy scout + AC turret. All other perks removed.
*BIOS TP1/TP2 research costs have been doubled to slightly slow down BIOS TP2 rush.
*Unused GT techs have been slightly enhanced and reduced in cost: Rescue drones, Ion Booster, Solar Charger and LRM Anti Base are now half-cost. Ion Booster no longer uses any fuel. Solar Charger no longer increases sigs and charges 50% faster. Light cloak no longer drains SF energy.
*Other GT tweaks: GT can also mount and research MRM Quickfire. GT mining efficiency restored to 100% (.95->1).
*SS2 has been moved to sup. Also Med shield 2 and 3 HP has been increased slightly (350->375, 400->468)