How would you fix Ship Yard?

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

Post by phungus420 »

Not sure, but I know it's fixable. Haven't been playing much recently, but still always something that bothered me since I started playing this game were capital ships. I got my ideas, to simplify them I'd like to see SY always be buildable (whether SY flag is on or off) and make Nukes, Frigates, Cruisers, Skycap turrets, spec mines, and Starbase tied to the SY flag (and make heavy scouts true heavy scouts when SY flag is available), and put advanced scouts in garrison along with heavy bombers (once their is advanced tech). I don't really like it, but it would make SY at least useable. Sure others have better ideas.


What are your ideas to make SY more viable?
Alien51
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Location: Florida

Post by Alien51 »

phungus420 wrote:QUOTE (phungus420 @ Apr 5 2012, 06:24 AM) What are your ideas to make SY more viable?
Decrease sy ship costs.
Make sy ship shields have majority of their health. (So increase sy ship shield hp, a lot, and lower sy ship hull hp.)
Increase sy shield regen.
Decrease sy ship sig a lot.
Double skycap range.
Double sy missile ranges.
Increase sy missile scales.
Probably nerf XRMHunter someway, probably through its spoofability.
Let all sy ships use HvyCloak. Yet lower energy banks, so duration is small.

And...
Let freighters drop prox.
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cashto
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Location: Seattle

Post by cashto »

The basic problem is people keep trying to put SY on equal footing as the other three techpaths, and it never works.

SY is supposed to be massively OP. That's why noobs love it so much and always want to see capships and are so disappointed when they never come out. Massively OP ships is what makes up for the utter blandness of turreting and completely lack of any subtle strategy.

SY should be considered Mark IV tech. Put it essentially at the end of the tech tree, get rid of corvs as a midgame ship. Make SY in general crazy expensive, put tons of prereqs in front of it. Make it an option only to be considered by a team that has already established complete map domination. Make it the anti-turtle win button.
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Alien51
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Post by Alien51 »

cashto wrote:QUOTE (cashto @ Apr 5 2012, 11:32 AM) SY should be considered Mark IV tech. Put it essentially at the end of the tech tree, get rid of corvs as a midgame ship. Make SY in general crazy expensive, put tons of prereqs in front of it. Make it an option only to be considered by a team that has already established complete map domination. Make it the anti-turtle win button.
Sounds utterly boring.
Like really boring, if CC did that I'd start insisting we go to XC every game.
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BillyBishop
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Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

I think vir had it right in the sense sy could be a standalone techpath.

Of course that would require a lot of effort to design.

Y'all should just give me sy to play with. :ninja:
wizard58
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Location: Romania

Post by wizard58 »

To be frank can't balance SY for small and big games , if u balance it for big games it will be op in smal/ medium games and if u optimize it for small to medium games it will suck in large games like it dose now.
Tho if u want to tweak it a bit here are my suggestions:
I agree with Alien buff up the shields power , we have weapons that are optimize to do shield damage USE THEM Flag gunships as free and researched if u build a SY (if that is even possible with out a code change) Make it more viable by reducing lower tier cap ship cost and make higher cap ship tier cost more to balance things out for example a battleship should be F%*# expensive but more OP, i mean if u get the $ for the research and to get the actual ship it should be game braking and almost unstoppable by non cap ships Combine destroyer & devastator into 1 ship, do the same with assault ship and attack carrier and buff the energy bit , they are intended to do the same roll dev/ destroyer are anti cap ship and the assault ship& carrier are meant provide access deep inside enemy territory Make frigates/cruisers use cruise missiles by default (as is free cruise missile 1 research) I would like to see a medium hunter killer counterpart for covets and gunships i would like to see Tier III GA's in Drydock Add hyper jump booster to freighter and make them act like glorified super scouts with a Hvy Narnite gun
Just my 2¢
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jbansk
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Joined: Fri Dec 11, 2009 8:57 pm

Post by jbansk »

SY is pointless unless you have games large enough to make it enjoyable. Trying to modify it to fit the small player games is ridiculous.

Get the player base up THEN balance it accordingly. It was never meant for 10 vs 10 games. It's barely fun with 15 vs 15 and only starts to be "balanced" when you reach 20 vs 20 games which are loaded with VET players.

Imagine the fun you'd have with one death star vs another death star with only 10 players per team....like being on a noob server. The primary reason it's never used is simply because the TEAMS are not LARGE enough. It's been modified over and over to fit small games and is quickly abandoned BECAUSE of the imbalance caused by team size.

Fix the team size and half of Ship Yard's problems disappear.
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BillyBishop
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Post by BillyBishop »

With a setting in the future to mark games as small/medium/large, sy is fine... it just needs to be worked on.
Last edited by BillyBishop on Thu Apr 05, 2012 5:46 pm, edited 1 time in total.
Mastametz
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Post by Mastametz »

really the only way to that capships can ever scale well across all game sizes if you use a function to determine their shields/hp which is fed a variable containing your team size (in real-time)
but short of that you could go the XC route, or make them a MK4 tech for ending games
Last edited by Mastametz on Thu Apr 05, 2012 5:53 pm, edited 1 time in total.
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Phalanxe
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Post by Phalanxe »

sy on xc was silly, garr tech could counter them
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