Posted: Sun Feb 05, 2012 3:00 pm
Based on this thread, I have altered CC_13 to be deathmatch friendly. Conquest should be pretty much unplayable, and I haven't tested conquest on this core at all so for all I know it'll cause crashes.
Change list:
Sector radius reduced to 3000 (5000)
Station exit speed increased to 100 (50)
All ships except Interceptors disabled.
Nanite 1 no longer available at beginning of game.
Interceptors now have energy and can equip nanite guns.
Garrisons models swapped out for refs or teles.
Garrisons are now light bases, similar in durability to Giga teleports. Bios starbases are still tougher than garrisons, though proportionally they haven't changed.
Treasures have changed (chance to spawn):Booster3 (40%), Nan1 (20%), Minigun3 (20%), Powerup (20%)
Note that under standard DM settings, stations are invulnerable.
I'll add figs and SFs (maybe scouts?) in a later revision, but generally speaking ints are why people play DM, and I think they ought to be balanced before we try to add figs back in.
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Planned changes: Scan range on the garrisons and ints is too low to easily see treasures, so either I need to at least double the scan range or I need to massively speed up treasure creation.
Rather than make a separate Capship core, I think I'm going to add them back in as $0 ships that can be launched from the garrison, but can of course be turned off by turning off shipyard. The main question in my mind is what sort of ships to make available. I thinking cruisers with cruise and tac nukes, and destroyers with torps and killer swarm. Destroyers have the advantage of better firepower at long range, but cruisers have more HP, and if turrets are manned they can potentially shoot down incoming missiles. Frigates are on the same tech tier as destroyers, but they're at a significant disadvantage without turrets, and skycap doesn't do enough damage vs warships to make manning turrets a good strategy in general. Of course this gets complicated with all the differences between factions...
Change list:
Sector radius reduced to 3000 (5000)
Station exit speed increased to 100 (50)
All ships except Interceptors disabled.
Nanite 1 no longer available at beginning of game.
Interceptors now have energy and can equip nanite guns.
Garrisons models swapped out for refs or teles.
Garrisons are now light bases, similar in durability to Giga teleports. Bios starbases are still tougher than garrisons, though proportionally they haven't changed.
Treasures have changed (chance to spawn):Booster3 (40%), Nan1 (20%), Minigun3 (20%), Powerup (20%)
Note that under standard DM settings, stations are invulnerable.
I'll add figs and SFs (maybe scouts?) in a later revision, but generally speaking ints are why people play DM, and I think they ought to be balanced before we try to add figs back in.
DOWNLOAD
================
Planned changes: Scan range on the garrisons and ints is too low to easily see treasures, so either I need to at least double the scan range or I need to massively speed up treasure creation.
Rather than make a separate Capship core, I think I'm going to add them back in as $0 ships that can be launched from the garrison, but can of course be turned off by turning off shipyard. The main question in my mind is what sort of ships to make available. I thinking cruisers with cruise and tac nukes, and destroyers with torps and killer swarm. Destroyers have the advantage of better firepower at long range, but cruisers have more HP, and if turrets are manned they can potentially shoot down incoming missiles. Frigates are on the same tech tier as destroyers, but they're at a significant disadvantage without turrets, and skycap doesn't do enough damage vs warships to make manning turrets a good strategy in general. Of course this gets complicated with all the differences between factions...