Do you guys want to keep the carrier drone?

Development area for FreeAllegiance's Community Core.
DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Does what it says on the tin

If there's an overwhelming response to get rid of it we will, if people are troubled by it but don't wish it to go away altogether I'll probably tie it to the SY toggle. If people are fine with it we'll leave it as is, but I've heard a few complaints in my PM box about it so we get this thread.

It might already be tied to the SY toggle actually, I'll have to check for sure when I get back to my ICE machine.
Last edited by DasSmiter on Tue Feb 14, 2012 9:00 pm, edited 1 time in total.
ImageImageImage
Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

I'd tie it to SY, for the same reason the SY toggle exists.
Carrier drones are virtually impossible to kill with mk1 tech if it gets nanned at all.
There's a new sheriff in town.
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

There was a core that had light versions of carriers without the SY toggle on, it's been so long but was it DN, anyway it's a decent enough idea to explore.
Heyoka
Posts: 864
Joined: Mon Aug 09, 2010 5:06 am
Location: Cottonwood, AZ

Post by Heyoka »

Carriers are pretty important to sup when it comes to fast attack response on larger maps.

Honestly I think the carrier should only be viable for mk1/2 tech. Even then it shouldn't be impossible to kill. At late mk2/3 the carrier shouldn't be a game changer. mk2/3 tech should be the game changers.

I like the idea of a light carrier. Could also eliminate the nan option and just make carriers un-nan-able.
Compellor
Posts: 994
Joined: Fri Jul 06, 2007 12:56 am
Location: Columbus, OH

Post by Compellor »

This must be one of those games-are-getting-smaller issues. Two years ago we were talking about how laughably useless carriers were unless you hid them at the edge of a sector.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Killing the carriers wholesale would be too heavy handed. The real issue is the ripping rate - like Compellor said, since the games are smaller, we pretty much never run into the issue of the carrier being out of energy anymore. So if a team wants to defend their carrier it's easy, and if they want to sacrifice the carrier and rape the miners instead, it's relatively easy too.

So if you want to do anything, to begin with we can reduce the ripping rate. Carriers are useful even with zero ripping ability as pickup points, giant probes, lead indicator relays and of course reload stations - so to have a teleport regen rate way overmatched to today's game sizes is unnecessary.

You could even have a carrier with more HP than today so it'd last a long time under fire, but no teleport ability. The enhanced carrier research then could add this ability. Or you could only have enh/adv figs able to rip to the carrier.

Any of these changes, to various degrees, will turn carriers into strategically located assets - not disposable no-brainer-push-to-their-mining-sector-and-let-it-die assault vehicles.
Last edited by Spunkmeyer on Wed Feb 15, 2012 12:06 am, edited 1 time in total.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

phungus420
Posts: 78
Joined: Fri Oct 17, 2008 11:24 am

Post by phungus420 »

The carrier drone is an important part of the tech balance; getting rid of carrier drones with how the game is played now will be a significant nerf to the sup tech tree line. The issue with carrier drones is that it's not equal across all factions; in most cases it's balanced, however, for Belters, and to a lesser degree TF, the carrier drone can be an overpowered game changer.

For the best results for game balancing the CC devs should look at ways of changing the carrier drone for Belters (and possibly TF). Nerfing the sup tech is not a good idea right now, so the carrier drone should really be left alone for all other factions.
Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

I think part of that balancing issue (and others) is having nan2 float.
as it is nan2 can potentially counteract mkIII tech
how the hell are you ever supposed to kill a carrier drone early game if it's being nanned by nan2

in conclusion: stop floating nan2
Last edited by Mastametz on Wed Feb 15, 2012 12:09 am, edited 1 time in total.
There's a new sheriff in town.
phungus420
Posts: 78
Joined: Fri Oct 17, 2008 11:24 am

Post by phungus420 »

Sheriff Metz wrote:QUOTE (Sheriff Metz @ Feb 14 2012, 04:08 PM) I think part of that balancing issue (and others) is having nan2 float.
as it is nan2 can potentially counteract mkIII tech
how the hell are you ever supposed to kill a carrier drone early game if it's being nanned by nan2

in conclusion: stop floating nan2
Another good point.

Nan2 is an advanced tech (researchable in the starbase). It really should not be a treasure.
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

Metz has a point of course, stopping nan2 floating is an option, actually one of the best things from XC I think was the Garr tech not being able to be stolen. Possibly make a nan3 with nan2 stats and have the replaced nan2 be halfway between the two.

Other options for carriers are slow nrg regen.
Post Reply