WeedCore 01

Discussion / Announcement area for WeedCore development.
Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

List of changes in no particular order.

Code: Select all

wc01

Changes:

PAY ATTENTION CADET
class is in session

nan2 research no longer dependant on starbase, but rather, garrison
nan3 research dependant on nan2, starbase, and a tech base

cash boxes removed from treasures
all weapons removed from treasures
booster2, lt booster, and retro booster remain in treasures
powerups remain

All miners 1000 credits cheaper (Belter = 3000, TF = 4000)

This is huge. Treasures (mostly) are gone. Cash Box is gone. You will have to purchase your equipment. Miners will be cheaper.

Ship speed 1 and 2 moved to Tac. Wait, what? 
ship speed 1 5000 credits
ship speed 2 7500 credits
I'm not trying to promote tac, but it is probably the least played Tech. It sucks for defense, until you get adv sfs.
Then it's somewhat decent. Miners are 25% cheaper. This will lead to another possible change in economics.
In a way to boost tac viability, you have the option to make your ships faster
Obviously this makes all ships faster, but consider how much basic tac sucks at defending in early stages, and I don't feel 
ship speed should be allowed in sup or exp, and in sy it usually means you already won because you had enough money to buy a 
shipyard

ship speed is one of the most important attributes

Please try it out. If it is too much of a boost in tac, it can be changed, or reverted.

fighters increase fuel across board (equivalent to cc)
mass of fighters (= cc)
original thrust values used (higher than cc)
DN HAS HEAVY BOOSTER for fighters only, Heavy Booster gives interceptor-like speed.

fighter bomber turret removed

EW Sniper 1 energy per shot to 11 (was 12)
EW Sniper 2 energy per shot to 9  (was 10)
in attempt to make sfs viable as they cannot fire for very long when cloaked, even with sig3 and energy upgrades.


EW Galv mass change to 4 (was 1)
cc mass is 15, I think it is excessive. You can't even avoid a dumbfire with a 15-mass galv on your bucket

PW/PE Minigun and PW/PE EMP Cannon in same use mask (if you can mount minigun on it, you can mount emp cannon on it, assuming you have purchased or stolen both)

***
add nanite 3, use f49 for particle, different than nan1 and nan2
dmg -37 per shot x4 shots/second = -148 damage per second (x DAMAGE CLASS MODIFIERS)
requires: Starbase (upgrade garrison)
nanite 2
tech base = Sup or Tac or Exp

***nan2 no longer floats, if you want to benefit in bombing/htt whatever, you need to buy it, but obviously, if you do, the
other team may steal it***

***

!Important!
change dm 10(nanite) extra heavy modifier from 0.5 to 0.75
This means nanite has 25% more effect on nanning extra heavy hulls = cruisers.
Dests, Devs, Ass, Corv, Attack Carrier, Frigate are all heavy class and share this 0.75 modifier previously

All interceptor signatures = 1
(was 0.75 in DN)
As much as Captain Weeda loves the Interceptors, I think a base 1 signature is fair, as they can outfight anything
keep in mind these interceptors have a little more fuel, and go faster because of it, I think this is fair.

med shield 2 = 400 hp (was 350)
med shield 3 = 500 hp (was 400)

quickfire range reduced, lifespan 4 seconds
qf1 = damage 40
qf2 = damage 45
qf3 = damage 50

*PULSE PROBE only used by Interceptors!
wtf why?
I tell you why.
Scouts are perfectly able of finding sbs using their own scan range. Adv/Hvy scouts with scan range of 3000m.
PP is a 5000m scan range.

In a way, this is a buff to tac, and to SBS mostly. Because Honestly, how many times has a hvy scout stumbled upon your sb
and killed you? sometimes . How many times have they pulse probed you and killed you. Alot.
In a way, this is a buff to exp, because only interceptors can mount it. If your opposition is sup or tac, they cannot
steal it and use it, only if they are exp can they steal it and use it.
mrm seeker purchase 2500

shipyard (reduce HP of cap ships, reason: small team size, 1 cap ship would be able to dominate a team)
Results in weaker cap ships, but cheap, so if you actually get your team to escort the capital ships, they are fine
If you fly solo into the enemy sector expect to be killed on sight

freighter disabled (un-needed, small team size, if deemed necessary it can be enabled)
It's not necessary

Carrier drones tied to Shipyard flag, if shipyard is turned off, there are no drone carriers.
Drone carriers are extremely distracting/nuisance in small games as they cannot be killed fast enough

they were made utility hull to compensate, but even then, still a nuisance

Other items tied to Shipyard flag:
fighter bomber
NG sb
xrm anti base
xrp anti base
cruise booster
all phoenix attack drones
none of these researchable if shipyard is off

corvette 
cost 2000(was 3000)
HP=2000

attack carrier
cost 2500
HP=3000

frigate or Flagship1
cost 3000(was 6000)
HP=3500(was 5000)

assault ship
cost 4000(was 5000)
HP=3000(was 4000)

destroyer (destroyer is capable of killing any ship, so long as it is loaded for it, it can kill cap ships with
torpedos and killer swarms, or small ships with hunter killer, Rix using lancer or skyrip, so yes Destroyers are
the weakest HP wise, but if escorted or deployed together, can be very awesome)
cost 3000(was 6000)
HP=1500(was 3000)

devastator or Flagship2
cost 4000(was 7000)
HP=3500(was 6000)

cruiser or Flagship3 or Adv Dev
cost 4000(was 8000)
HP=4000(was 8000)

Flagship4
cost 10000
HP=5000

battlecruiser deleted
battleship deleted

longtom deleted

battlecruisers/battleships/longtoms are OverPowered for small game action


Omicron Hive implemented

XRP research available
Heavy Bombers can load XRP
Upgrading to Starbase researches Adv Scout also
scouts scale 15.27 (was 14.54) +5%
tech con build time remains 5 minutes
cost to upgrade tech base increase to 30000
cut sb ammo in half = 150 (was 300)
remove sb turret
tt ammo to 100

replace outpost model with slightly reshaped green door (better)


Add Placeholder ships and tech tree for TheAlaskan to make a faction


Dreg implement new models

Technoflux implement new models

Phoenix now nannable as other factions, revert hull class to regular hull classes
Phoenix retains new technologies, extra missile, vulcan cannons, laser cannons, vanguards, laser blossom, transceiver
retains flight characteristics
disable medium assault shield
Phoenix model mdl and cvh overwritten with new hitbox, bubble convex hull
this will cure the "can't land bullet syndrome" known to exist before (retard gun was born).
Assault Bases deleted, possible cause of crashes long ago anyway
nova bomb disabled

Phoenix new transceiver model, fix orientation

Laser Blossom use DM04
Transceiver cost 10000

Gigacorp
lxy int fuel to 15 (was 10)
signature = 1 to match all interceptors

special mines available

Belters
fighter mass = 45 (was 64)
interceptor mass = 25 (was 34)
interceptor fuel = 16 (was 18)
hvy interceptor fuel = 16 (was 18)

Belter craft have more fuel than others.

Belters no longer keep enh fighter, sf, or int when losing related tech base.
Belters no longer keep mark2, or mark3 tech when losing related tech base.




BIOS
fighter scale 13

all interceptor mass equal 20

BIOS craft have more fuel than others.

IC
fighters use fig02ops1

RIX
fighters scale 18.7
rix starting fighter enabled

rix starting lt int disabled

listen, i like rix ints, but it's rediculous
they can get ints easily, if you want rix ints then buy an expansion
they already have ripscouts, they do not need a starting int too

starting fighters for rix are actually overpowered if you have people who can aim

all rix scouts are smallrip (srs disabled)
basic scout sig 0.9
basic scout ripcost 1200
basic scout energy 1200
adv scout sig 0.8
adv scout ripcost 1100
adv scout energy 1500
hvy scout sig 0.7
hvy scout ripcost 1000
hvy scout energy 1800

hvy scout has pw miniac pilot
rix hvy scout ammo = 500 (was 250)

starting fighter will not be able to rip to basic rix scouts (unless you were to buy a tac, and ship energy1, then they could)
starting fighter is able to rip to adv scouts and hvy scouts
enh fighters can rip to basic scouts/adv/hvy
adv fighters can rip to basic scouts/adv/hvy

basic scouts can rip to basic scouts, but it uses all of the energy
basic scout energy recharge is 60 (standard on all scouts, it was 30)

starting fig ripcost is 1201

sf signature 0.7
sf ripcost 1800
adv sf signature 0.6
adv sf ripcost 1800

Station drone 1, arming time 4 seconds, (was 3)
Station drone 2, arming time 3 seconds, (was 2)
enable station at risk warning when station drones are deployed

GT

new palisade model
new supremacy model
new tactical model

all models are door fixes. my plan is to work on garrison and expansion next.

remove booster from guardian (it is supposed to be a defensive ship)


increase rate of fire on pe minigun, pe gattling gun to match pw

Remove yellow sprite for gattling guns

SRM AB3
reload time 3.5 seconds (was 3 seconds) AB2 is 4 seconds

SRM EMP
pre change from 173 to 162 (so Omicron does not research) Omicron uses PW Hammer on its TTS AND HTTs now (pilot mounted)

SRM Seismic
pre change from 173 to 162 (so Omicron does not research)

pre 162 added to Belters, Bios, Dreg, GT, Giga, IC. Phoenix (Rix TF OH are excluded because they do not use the missiles defined)

Troop Transport
this ship is useless as it is, so this is what has happened
sig from 1, to 2, 2 = a bomber's base signature, example: signature being 100% faction GA, unshielded, unmounted missiles, a tt would be 200% sig, sig=2 (100 base)
max speed from 75, to 60 = a bomber's base speed
loads 1 SRM EMP per rack, or 1 EW Stinger/PW Hammer/EW ABS with limited energy/ammo
this is a very slow ship to cap a base with, and it will be eyed, the only way it gets to the base is total opponent domination or no opponents bother to stop it

in a way this is to alleviate expansion from buying bombers for mid game offense, but honestly harder to achieve a base cap with tt than to buy bombers and kill it.
The tt has to make it in the sector, make it to the base, going 60ish, and then reload srm emps or wait for energy or ammo reloads to cap bases.
tt cost 500 (was 1)

htt mass = 90 (was 45)
htt thrust = 1350 (was 675)

ammo can be carried by tt for interceptor re-supply, it is 600 ammo per rack (typical int carries 450 per rack)
ammo can be carried by htt for interceptor re-supply, it is 1200 ammo per rack (typical int carries 450 per rack)

HTTS are probably the most difficult to set up and achieve results. Especially when the other team knows you are doing it.
They require escort, which leaves you vulnerable to attack. It requires coordination. Distractions. Overwhelming firepower.

Imagine actually utilizing them to their potential, with an htt pilot ejecting ammo paks for his escorting interceptors.



remove bomber boosters
remove gunship boosters
remove hvy scout turrets (its either this, or remove heavy scouts entirely, because a low sig craft, with a turret gunner, that
can kill your miners in 20 seconds or whatever, is crap) sfs were designed for it, hvy scouts can still do amazing things

this will also make people learn to fly together, instead of ride shotgun
Last edited by Weedman on Tue Mar 26, 2013 2:13 am, edited 1 time in total.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
Malicious Wraith
Posts: 3170
Joined: Sun Jul 16, 2006 12:51 am

Post by Malicious Wraith »

Cool.
Unknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
IG: Liquid_Mamba / Fedman
Shizoku
Posts: 5816
Joined: Fri Aug 29, 2003 7:00 am
Location: Ozzy's right nut.

Post by Shizoku »

Which core is this based on? DN?
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Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Yeah pretty sure it's DN - TC will be very very happy.

This:
"Belters no longer keep enh fighter, sf, or int when losing related tech base.
Belters no longer keep mark2, or mark3 tech when losing related tech base."
.. is very interesting.

Good to see you are fixing GT bases!


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.

Shizoku
Posts: 5816
Joined: Fri Aug 29, 2003 7:00 am
Location: Ozzy's right nut.

Post by Shizoku »

QUOTE "Belters no longer keep enh fighter, sf, or int when losing related tech base.
Belters no longer keep mark2, or mark3 tech when losing related tech base."[/quote]
Yeah that's about the only thing that I don't like, rest is good weedo.
Image
Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

well

considering the amount of belter games, it's disgusting that they don't even need the tech base to use the tech
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
TheDevil
Posts: 771
Joined: Mon Dec 22, 2008 8:04 pm
Location: London, UK

Post by TheDevil »

There are other ways to nerf belters than taking away the thing which is basically what defines belters.

I was discussing the with another allegite about the possibility of lowering the Belters Hull modifier by 3-5% depending on how severe we want the nerf to be.
But what do we know you have played this game more than I have podded someone xD
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Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

play it, if its a problem i'm not a tyrant
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
SgtMajor
Posts: 1446
Joined: Sun Apr 13, 2008 12:51 am
Location: Albuquerque NM

Post by SgtMajor »

I say go all out and remove the voob faction
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
Vortrog
Posts: 1902
Joined: Tue May 03, 2005 7:00 am
Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

After a long tome soul searching my dislike of mini AC rix heavy scouts, i must say its the total of 48 seconds of research time that irks me more than a miner o craft that can rip, travel fast, high scan range, low sig (when needed)
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