Expanded Reality

Development areas for Allegiance core (IGC) design.
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SgtMajor
Posts: 1446
Joined: Sun Apr 13, 2008 12:51 am
Location: Albuquerque NM

Post by SgtMajor »

With 3 status updates

Ahri: Planning, and beginning to develop;
Akali: Bug testing, innovations from primary testing, and continued expansion of the core
Riven: Preparation for release, final bug testing, final changes from feedback

--------------CURRENT STATUS------------------

Ahri
Introduction:

This core will push the limits of the endless aleph code that allowed to 60,000 before the game loses the ability to properly function.

The main idea for this is the overall focus on Capital Ships for expanding, destroying and central gameplay.

Primarily Garrison and Shipyard technology is merged, with the beginning base being a shipyard. One overall change is the fact that capital ships DO NOT have turrets, their primary function is for destroying bases and expanding with the re-introduction of the piloted constructor, this core aims for minimal necessity for AI other than miners.

Another humongous change, is starting tech, with both Interceptors, AND Enhanced Fighters as beginning tech.

Fighters for Anti Capital ship defense, and interceptors for Capital Ship defense, the idea behind this, is player skill over MKIII technology for defense and offense with some upgrades available (Hvy Interceptors with better weapons, Adv Fighters with better Anti-Capital ship weapons)

I am well aware that constructors are unavailable to rip to precise teleporters, but this is fixed by the need to expand into different sectors for technology.

Due to the overall size of the sectors, and maps, fuel capacity for interceptors is bulked, ammunition is bulked, and they are all available to ripcord (With upgrades reducing the time necessary to ripcord) From 25, 23 and 20. Fighters with quicker ripcord times due to the need of defense.

I know a lot of you are worried about the overpowered capital ships of most cores but this one aims for a little more (could be enhanced) than Lt. Giga base Hull and Shield.

Another thing that I am aiming for, is removing the need for nans, bombers are not outfitted with ABs (for anti capital ship defense;also without turrets)

One near impossible thing I am trying to do, is the capture of an enemy capital ship with a troop transport, outfitted with Nerve Gas, and on capture, ejecting the pilot and turning the capital ship into a drone (Carrier, small rip) although this is something that is not necessary for gameplay




An example of gameplay would be, buying a capital ship with a teleporter probe (I am aiming for making the teleporter able to have unlimited lifespan, and could accept any ship) Expanding that way into He3 sectors/tech rock sectors, with the capital ships being escorted by interceptors, one interesting thing is, the availability of conflict between He3/tech rocks and the necessity to split defense/offense escort, or perhaps planting teleporters short in order to destroy the enemy capital ship. As expansion continues and Defensive/Offensive technology is bought, the conquest/destruction of bases is based on which capital ship can survive the longest.

Thank you guys for taking the time to read this, I hope to get some feedback and see what you think about this!

Other updates and ideas will be posted below the line
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Update: I am currently awaiting the release of R6 to familiarize myself with it, and ultimately able to correctly balance the core out
Update: Idea for the "Shuttler" a transport that adheres to its name by having players board it. Teleportation from base to base is gonna be taken out. Shuttler's are fast and serve the purpose of moving people around bases. TY Spunk!
Update: Turrets may comeback as small damage beam based turrets
Update: Railguns (Projectiles traveling at max speed) may be mounted as anti base weapons
Update: Scouts, Fighters and Stealth Fighters are going bye bye
Update: Capships have better detection capability but not enough for far range engagements, interceptors have extremely poor signature detection, forcing capship/interceptor close engagements

UPDATE: If you are wondering what I am going for: http://www.youtube.com/watch?v=EVa_M6-iZws...feature=related except in Allegiance :)
Last edited by SgtMajor on Tue Feb 28, 2012 7:57 am, edited 1 time in total.
The Last ACS Student
Doc Izzo wrote:QUOTE (Doc Izzo @ Sep 21 2012, 06:34 AM) k10, when people fear you like they fear me, you can get at me.
http://alleg.tripod.com
qqmwoarplox
Posts: 1647
Joined: Thu Feb 09, 2012 8:18 pm

Post by qqmwoarplox »

Ahri is hot
CindySRM
Posts: 463
Joined: Tue Nov 30, 2010 12:11 am

Post by CindySRM »

Didn't phoenix have tech base drones at one point? ...idk before my time.

Any way. It seems like you would need more players for this then there are in a usual like 5vs5 game or is that not the case?
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FreeBeer wrote:QUOTE (FreeBeer @ Oct 12 2011, 07:25 PM) You cockpit tease, you! :P
SgtMajor
Posts: 1446
Joined: Sun Apr 13, 2008 12:51 am
Location: Albuquerque NM

Post by SgtMajor »

CindySRM wrote:QUOTE (CindySRM @ Mar 3 2012, 11:58 PM) Didn't phoenix have tech base drones at one point? ...idk before my time.

Any way. It seems like you would need more players for this then there are in a usual like 5vs5 game or is that not the case?
Yes most of the time, I would like "fleets" per say... Putting the wing feature to good use, and splitting players on D and O with the capships
The Last ACS Student
Doc Izzo wrote:QUOTE (Doc Izzo @ Sep 21 2012, 06:34 AM) k10, when people fear you like they fear me, you can get at me.
http://alleg.tripod.com
Camaro
Posts: 2418
Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

Phoenix tech bases acted as carriers mostly, they were invulnerable to small-arms fire though and did act as a tech base... you just couldn't permanently dock at one.
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