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April 27th, 2004, 09:40 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Factions Mod
I wanna play! but I got no time.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Sig updated to remove non-working links.
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May 1st, 2004, 02:49 AM
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Sergeant
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Join Date: Feb 2002
Location: Canada
Posts: 346
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Re: Factions Mod
Sign me up. I already have too many games on the go but this one is just too interesting to pass up. Just a thought on balancing the spaceborne though. They will have a massive advantage as it is. Why not allow the other factions to research up to level3 ship construction? While they will be denied mounts (the greatest advantage of larger hulls) they will not be absolutely impotent fodder for the big dogs. Just a thought.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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May 1st, 2004, 10:56 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Factions Mod
On the other hand, you may want to remove the Light Carriers (and the following hulls) from the other Factions, since this hull packs quite a lot of punch for its low research cost, and doesn't require any kind of Ship Construction research.
The Light Carrier is about as strong as the Light Cruiser, with slightly less free space, but more hitpoints (leaky armour anyone?) and basic transport abilities, so it would make a rather good hull until the endgame when Battleships and above become the norm.
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May 3rd, 2004, 07:54 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: Factions Mod
i failed to mention it, but carriers are out for non-spaceborne factions.
as for SB being at an advantage, im not sure i agree. I am imagining that if there was no diplomacy and nothing but war, colonials would win out over any other faction. the simple ability to expand to other planets makes them a shoe-in for victory.
the game would be all about fleets of small transports ferrying loads of fighters between systems. maybe some drone wars.
WITH diplomacy and trade, who can say what will happen? should be interesting. And if it turns out to be too unballanced, we can always adjust it for the second game.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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May 3rd, 2004, 10:31 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
Posts: 538
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Re: Factions Mod
What about phased weapons ?
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May 3rd, 2004, 05:07 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Factions Mod
what about phased weapons? none of the basic technologies in the game are changed, there are already plenty of mods that re-balance the game for different strategies.
As with the stock game, DUCs, PPBs, and ABPs will probably rule the early, mid, and late game - respectively. As with the stock game, there will probably still be a few people whom like WMGs, Rippers, and Null Space guns. As with the stock game, there may be missiles used in the early and mid game.
I'm sure that everything else is still pretty useless, but I really dont want to try and re-balance the game. There are already lots of mods that do that.
It might be possible to make an "armorer" faction, whom would have access to advanced weaponry of all areas say anything above level 1 or level 5 - depending on how many levels of a technology there are - but that sounds like alot of work and it might make things worse.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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