LeLoki
2003-07-21, 12:28 PM
*New version of a post of mine stripped and with a few more tweaks*
These are just simple changes that could be made with no large patches that would still have a large impact on play.
Base captures:
When a base is captured for the first hour it only produces common pool equipment. Also for the first two hours its production of all gear is not infinite as in only so many of [insert anything here] will be produced every 5 min for the first 15 minutes, then up the amount for the next 15 minutes until after 2 hours production reaches the normal level.
This will make capturing and then holding a base paramount.
If a base is allowed to fall to neutral even for a minute the 2 hour cycle will begin again.
Standard weapons:
AMP = this really should be the TR issue weapon not the repeater, look at its firing rate and clip load.
Repeater = would become the common pool.
Scatter pistol = needs two more rounds or to hit a tiny bit harder
Beemer = needs seven more rounds
Heavy assault:
Ok the JH owns close and the Lasher is the king of medium range, lets give the MCG a range that it is master of.
AV assault:
NC = could use even more punch to make up for it being the only one that has a single round
Armor:
Agile = make this cost 1 point
Reinforced = 50 more ac I honestly don�t think its worth the 3 points as is 2 points sure
MAXS AI:
TR = perfect (maybe to perfect)
VS = Great job giving these boys more ammo but the nerf on their AP mode was not needed and was to strong they are now the only AI max that can�t even dent armor just put AP mode back the way it was.
MAXS AV:
VS = needs its clip boosted by 10
Other then that these are very well balanced they all do rather decent damage to just about everything and they all can�t do enough damage fast enough to be really nasty to vehicles.
MAXS AA:
TR = needs to do better damage to against non-air types but don�t change without also reducing the Pounder�s damage or there will be a TR unbalance
VS = needs 4 more rounds and really needs to have the fastest shots do to the line of sight locking, this is currently the only max in game I truly think is broken.
Vehicles:
More armor for all non-air ones; I think the biggest reason there are so few vehicles in use is that they simply get destroyed to quickly to be fun for most people.
Make tanks cost 4 cert. or make non tanks cost 2 across the board.
Skills:
Advance Hackers = the ability to jack base spawn tubes for a short duration
Hacked terms only produce their empire specific equipment.
Advance Medics = the ability to set up a healing pad
CE = a new ACE ability to put up barricades and make mines, spitfires. Ect. Unbiased (most people will hate this idea) this is mainly to add even more strategy to the game. Spitfires would need a set-up delay though so they don�t waste the CE planting them though.
Lastly:
Biggie here, the ability to cut off the lattice if and only if you own two bases; a hacker or maybe a CE would go in the field and set up some sort of device that would make the lattice loop back between the two bases. An enemy empire would need to first take out this point before continuing their advance up the lattice
the reason for this is mainly to finally have a reason to go fight in the field instead of the bases making vehicles and strategy even more needed.
These are just simple changes that could be made with no large patches that would still have a large impact on play.
Base captures:
When a base is captured for the first hour it only produces common pool equipment. Also for the first two hours its production of all gear is not infinite as in only so many of [insert anything here] will be produced every 5 min for the first 15 minutes, then up the amount for the next 15 minutes until after 2 hours production reaches the normal level.
This will make capturing and then holding a base paramount.
If a base is allowed to fall to neutral even for a minute the 2 hour cycle will begin again.
Standard weapons:
AMP = this really should be the TR issue weapon not the repeater, look at its firing rate and clip load.
Repeater = would become the common pool.
Scatter pistol = needs two more rounds or to hit a tiny bit harder
Beemer = needs seven more rounds
Heavy assault:
Ok the JH owns close and the Lasher is the king of medium range, lets give the MCG a range that it is master of.
AV assault:
NC = could use even more punch to make up for it being the only one that has a single round
Armor:
Agile = make this cost 1 point
Reinforced = 50 more ac I honestly don�t think its worth the 3 points as is 2 points sure
MAXS AI:
TR = perfect (maybe to perfect)
VS = Great job giving these boys more ammo but the nerf on their AP mode was not needed and was to strong they are now the only AI max that can�t even dent armor just put AP mode back the way it was.
MAXS AV:
VS = needs its clip boosted by 10
Other then that these are very well balanced they all do rather decent damage to just about everything and they all can�t do enough damage fast enough to be really nasty to vehicles.
MAXS AA:
TR = needs to do better damage to against non-air types but don�t change without also reducing the Pounder�s damage or there will be a TR unbalance
VS = needs 4 more rounds and really needs to have the fastest shots do to the line of sight locking, this is currently the only max in game I truly think is broken.
Vehicles:
More armor for all non-air ones; I think the biggest reason there are so few vehicles in use is that they simply get destroyed to quickly to be fun for most people.
Make tanks cost 4 cert. or make non tanks cost 2 across the board.
Skills:
Advance Hackers = the ability to jack base spawn tubes for a short duration
Hacked terms only produce their empire specific equipment.
Advance Medics = the ability to set up a healing pad
CE = a new ACE ability to put up barricades and make mines, spitfires. Ect. Unbiased (most people will hate this idea) this is mainly to add even more strategy to the game. Spitfires would need a set-up delay though so they don�t waste the CE planting them though.
Lastly:
Biggie here, the ability to cut off the lattice if and only if you own two bases; a hacker or maybe a CE would go in the field and set up some sort of device that would make the lattice loop back between the two bases. An enemy empire would need to first take out this point before continuing their advance up the lattice
the reason for this is mainly to finally have a reason to go fight in the field instead of the bases making vehicles and strategy even more needed.