Latest core is here: https://dl.dropbox.com/u/21458077/cc_16.igc
FREE LEAD INDICATORS FOR ALL!
Ok, maybe not... here's what's coming up - hopefully up by Monday. It's pretty much done, but there are some skullfu...I mean, numbingly tedious tasks to finish.
Fixes:
*Rix and OH heavy scout dispenser capacity fixed.
*Nan 1 loadout positioning fixed.
*GT Research fix.
*BIOS TT fourth slot emp mount fix.
*Omicron int & fig models will be slightly bigger. - Upon further study I couldn't verify any problems here are more significant than with other factions.
*New Econ fixes: TF mining efficiency increase 0.7 -> 0.75, TF mining speed increase 1.1 -> 1.25, Dreg mining speed increase 0.5 -> 0.75
*New Econ now much, much closer to old econ based on feedback. Particularly TF is back to old style mining and there are no sub-1 yields.
*Dreg He3 mines are now 900/min (was 750)
*Aleph res float fix.
*Seismic will now float.
*Treasure chance cleanup so Aleph Res, Seismic, Gats, Mg, Sniper will be rare, everything else equal chances.
*Harbinger of Doom reserch fix. Cost of the ship is also reduced from 20K to 10K so total cost goes down from (if I added up correctly) 126K to 116K (WHADDA STEAL GET YOURS TODAY!).
Big news is Shipyard:
*We are reverting to classic Alleg research style, Shipyard upgrades to Drydock and all ships are researched individually
*There are only 6 ships divided between SY and Drydock as follows:
Frigate -> Cruiser (overrides, so all cruisers have cloak to avoid reduction in capability)
Attack Carrier -> Assault Ship (overrides, so similarly Assault Ship gets hunters)
Destroyer -> Devastator (prereq->successor but doesn't override, of course)
*TF has a Ship of the Line and Flagship.
*Rix Destroyer can now buy and mount Skyripper.
*Ships are much weaker, but not too weak. The idea is a 4 player ship vs 4 enhanced or advanced level ships (based on tech level) is a fair battle. Sup will not have a significant advantage, exp will do well. However there is no way to work around the fact that ints will be a bit underpowered and heavies OP - this is because of the dual gun->triple gun issue.
*Sup anti-cap gun is now Dis 3, not galv. Galv is anti-base only and does minimal damage against caps.
*Killer base damage has been increased to 180 and 225 respectively, and they now have a special damage class allowing extra damage to caps. Otherwise caps were still too good vs tac.
*Exp works well, but everyone MUST launch with an Emp gun and switch to MG in cargo once the shield is gone unless you prox the shields away. If people are too stupid to do that, caps are strong vs exp. So yeah, v00b & n00b exp teams will suffer. Sorry, no way to tweak it to be v00b-proof without killing emp or overpowering exp vs caps.
*Caps are nowhere near as vulnerable to res. A good shot should still hurt them but not destroy.
*Research is 7500 and 10000 respectively, but ships are very cheap: Dests 1K, Devs 1.5K2K, AS and Cruiser 3Keverything else 2K. IC gets 20% bonus and OH Dev and Cruiser are 4K because you don't need to research any prereqs (this is because prereq ships don't exist - we can change the 'penalty', it's just an arbitrary implementation at this point.)
*Quite a few SY stuff have been tweaked to make the above setup work. Killer Swarms, now that they work properly with the old 5-at-a-time setup, have been reverted. Skyripper also has been tweaked and uses a lot more energy so it's not going to be a viable large-base killer. Lancer has been nerfed a bit to be closer in effectiveness to the nerfed Hunters.
There is no way in hell we got the balance just right, but give it a shot.. the idea is it SHOULD work just fine even in a 5vs5, which is why we agreed to attach special mines to the SY flag in the first place (the idea was not to make them disappear from games.) and then scale up properly to large games. If it doesn't work, we'll tweak more in the appropriate direction.
Link will be posted soon hopefully so you can help testing