PCore003

Discussion / Announcement area for PCore development.
ThePhantom032
Posts: 836
Joined: Sat May 09, 2009 11:00 am
Location: Germany

Post by ThePhantom032 »

Only change in PCore003 is draconium. Sorry to all who expected rix nerfs, im still working out how to do that best.
EDIT: PCore003 is on AU and all problems with AU it seem solved.

WARNING: Changes in sounddef.mdl in combination with a limitation on ACCS autoupdate features may lead to crashes for people with custom quickchat (voicechat) packs. If you, after updating, experience a crash when alleg starts, visit this topic for details or simply copy the default quickchat.mdl file into your artwork folder (right click - "save link as...").

CODEAdded new Faction: Draconium

Faction modifiers:
Ship speed: 1.05
Ship accel: 1.1
Ship turnrate: 1.05
Ship turntorque: 1.1
Ship Hull: 1.1
Ship shield: 0.95
Ship shield repair: 0.95
Ship Energy: 1.2
PW Range: 1
EW Range: 1
PW&EW Damage: 0.9
Missile Track: 1
Missile Damage: 0.95

Station Hull: 1.2
Station Hull repair: 1.05
Station Shield: 0.95
Station Shield repair: 0.95

Sensors: 1
Signature: 1

Cost: 1
Research Time: 1.5 (3 minutes)

Miner capacity: 0.8
He3 mining speed: 1.05
He3 yield: 1


Starting money: -0.05 (95%)
Payday: -0.166 (83% = 500)

Starting ships:
Scout, lt Interceptor

Faction specials:
Uses telerefs instead of tps and refs (like OH)
basic constructors can not rip (enh/adv cons can).
adv constructors can be ripped to (small rip). Large cons have more energy & regen than small ones.
AC Towers cost 1500 [1000], but have 33% more damage, 100% more hitpoints, 3 minutes longer duration and can pu pods.
Special anti-cap tower for 2000 that fires a strong disrupter shot with 1500m range and is large enough to hide nans behind.
can pu pods. Bad against small ships due to high spread.
No SC - Tower available.
Hvy scout has a miniac turret (before you complain - remember miniac has been nerfed)
Draconium SY is a bit like TF. First capship is a pretty much standart corvette; second is a destroyer/carrier hybrid;
third is a frigate/devastator hybrid and last is a cruiser/adv.dev/destroyer/assault ship mix.

My tips for commanders:
As your basic cons cannot rip, pushing your tp only makes sense if you buy enh constructors before the second con wave/your techbase is out, so your new cons can actually rip. At the same time planting it home means you still cannot rip your op con back if it gets into a bad situation. As you have 3 minutes research time delaying your first wave (like GT can) is not an option. This makes your first con wave slow and weak. Make sure your team is actually defending your cons.
You dont need to be very worried about a scout soloing a miner due to having 1.1 ship hull (highest in the game), however dont expect your scouts to solo enemy miners either. 0.9 PW/EW dmg is quite a big nerf. Even missiles only do 95% dmg.
Turrets may be expensive at 1500 each, but their reinforced hull and additional damage combined with the ability to pu pods can be worth it.

Most important against Draconium:
Draconiums basic constructors cannot rip - as no basic con can escape if you overwhelm the defenders, draconium will have to sit tight on their opening cons. Use that to your advantage.
Draconiums AC Towers are stronger than other factions - roughly 30% more dps and scanrange while they have twice the HP and a longer lifespan. Most important however is that they rescue pods, and as such also work as (expensive) RPs. Have people go for their towers if you notice any in a good place to rescue their pods.
With SY on Draconium gets a special "anti-capship" tower - low accuracy but high dmg against shields and capship hull. In fact, a single tower will pod a large shield 3 cruiser in around 16 seconds. These towers are even tougher than others and are big enough to properly hide nans behind. Have small ships make sure you dont run into camps of multiple of these, preferably none at all!


I wish to add that I mostly put this faction in as originally defined by the designer, TheAlaskan. As it is untested in real games and there is no previous experience with 0.9 dmg factions, I am quite sure draconium will need nerfs or buffs or maybe both. Please provide feedback in this thread. Thank you.
Last edited by ThePhantom032 on Fri Sep 06, 2013 3:47 pm, edited 1 time in total.
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
TheAlaskan
Posts: 2256
Joined: Tue Apr 03, 2007 2:15 am
Location: Denver, CO

Post by TheAlaskan »

I approached the balancing of Draconium in three ways:

Am I making this interesting for commanders?

Am I making this fun to fly?

Am I making this balanced?

Commanders:

- P32 makes a good intro for commanding Draconium. Not being able to rip at least one of your second wave of cons will be a problem. Enhance those mother$#@!ing cons. Advancing the cons will be rewarding for the headache of opening no-rip cons.

- The way the supremacy's base doors are built (together and on the bottom of the base), it will be significantly more technical for HTTers on most runs. However, because of the way Sup base doors are set up, it will be difficult to set up a great homerip with your sup.

- I always liked how TF's flagship progression worked, and I was particuraly drawn to how they all used the same model. So that's how I made the Dreadnought series.

Dreadnought 1 - Corvette essentially

Dreadnought 2 - Anti-cap ship weaponry, two turrets and small ripcord.

Dreadnought 3 - Anti-base/Anti-cap weapon suite + a third turret

Dreadnought 4 - Boom mother$#@!er.

- Telerefs... why should OH be the only faction who gets them?

- If the Alleg gods giveth, I'd love to see how expyard works out.

- I wanted turrets on scouts. Sue me.


Pilots:

- These ships are rough and tumble. You can take a beating, and if you get kb, you will dish it out. The handling is solid, so don't be afraid to spray your guns one more second than maybe normal.

- This will reward vets who can build kb, but it will also benefit noobs who need some help with hull. For attackers, accuracy is your best friend as you'll need every hit you can get. The hitboxes on Draconium ships are skin tight.

- Gunmounts are solid - Weedman got them exactly right when he built out ship mechanics. At least, they're perfect according to my flavor... you can judge for yourself.

- I did my best I could with base doors. If you experience problems docking, please provide as specific base/door details as you can (which door, what angle you were going at, etc. Just as a heads up, I did try to position a green strobelight where you should try to point your nose into to dock without issue.

Balancing:

Hey, I can't say this is going to be perfect. I tried to make a faction that marches to a different beat than the rest, and I hope I've succeeded. Please play Draconium THEN provide feedback.

Please, enjoy a new aspect of our favorite old game!
yiggz
Posts: 179
Joined: Sat May 10, 2008 8:50 am
Location: Moon of Kahazarri-IX

Post by yiggz »

Phantom032 wrote:QUOTE (Phantom032 @ Sep 6 2013, 05:23 AM) Only change in PCore003 is draconium. Sorry to all who expected rix nerfs, im still working out how to do that best.
Put it back to how it was in weedcore, where rix needed either adv scouts, energy ga or enh fighters to allow figs to rip to scouts. Thus you can give them baack 3 gats and it becomes the comanders/teams choice how they play the game.
ChaoticStorm
Posts: 894
Joined: Sat Sep 05, 2009 2:38 pm
Location: .

Post by ChaoticStorm »

yiggz wrote:QUOTE (yiggz @ Sep 6 2013, 07:55 PM) Put it back to how it was in weedcore, where rix needed either adv scouts, energy ga or enh fighters to allow figs to rip to scouts. Thus you can give them baack 3 gats and it becomes the comanders/teams choice how they play the game.
The three gat figs being the best opening ship in the game is what caused the issue yiggz. This was meant to be a solution, i'd still just give them lt ints.
Hellsyng
Posts: 929
Joined: Sat Jul 18, 2009 7:50 pm

Post by Hellsyng »

lt ints and 2 gat figs sounds better to me, that way you don't lose rix's opening flavor
MastaMetz wrote:QUOTE (MastaMetz @ Dec 6, 2012, 10:32 PM)@#(!ternet. I'm a genius!
ChaoticStorm
Posts: 894
Joined: Sat Sep 05, 2009 2:38 pm
Location: .

Post by ChaoticStorm »

Hellsyng wrote:QUOTE (Hellsyng @ Sep 6 2013, 09:27 PM) lt ints and 2 gat figs sounds better to me, that way you don't lose rix's opening flavor
I've suggsted it, i'm just curious which solution we go for.
Shizoku
Posts: 5816
Joined: Fri Aug 29, 2003 7:00 am
Location: Ozzy's right nut.

Post by Shizoku »

What's the conn build time? I think I may be blind, but I don't see it.

Also, perked hull + high accell + high speed, yowza! Unless these models are fairly fat this may be a wee bit op. I will give it a go before judging though :P
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ThePhantom032
Posts: 836
Joined: Sat May 09, 2009 11:00 am
Location: Germany

Post by ThePhantom032 »

con build time is the default of 90s, which is why i hadnt thought to mention it.
(tech cons 120)
Last edited by ThePhantom032 on Sun Sep 08, 2013 2:02 pm, edited 1 time in total.
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
zombywoof
Posts: 6523
Joined: Mon Jul 14, 2008 4:59 am
Location: Over the Rainbow

Post by zombywoof »

Please revert the rix change. That faction is somewhat disgusting and I don't think there's a good way to balance it aside from either a) giving rix lt ints instead of figs (which means you might as well revert the change) or b) not letting figs rip to rix scouts (which means you might as well revert the change).
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Vortrog
Posts: 1902
Joined: Tue May 03, 2005 7:00 am
Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

oh, and is there any easy way to remove SC towers from TF start? Link em to techbase or something else so they can have them, but not just from day dot.
Heck, make em free research of say 4mins would even be good enough
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