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Posted: 19 Jun 2006, 07:29
by Zoombie
Or maybe they are the only race that uses shields prolifically. Like they have gotten the tech down to a science, so they can slap shields everywhere, but the ARM and the CORE are still bumbling around, trying to get it to work. That would be neat.
Posted: 19 Jun 2006, 11:41
by Optimus Prime
i know that shields are possible now

. And they will be included like different explosions. But sadly i have not that much time for developing right now because of my study.
The next version is nearly done, but it has no features of the new spring version. So after the next version, it will need some time.
There are actually different ideas for shieldsystems. The problem is, that i dont know how much performance they need if i would put them on smaller ships (fighters?).
Also i dont know how it will look. I saw them in AA and i must say that they dont look very cool with this yellow area around them.
So all in all, i need a lot of testing for such a big change (3rd race of course too).
1.17 online now:
Change Log
FINAL FRONTIER "The Next Generation Of War" 1.17
========================================================
- Balance: Increased HP of battleangel 1250 (800)
- Balance: Increased metalcost of arclight 14000 (12000)
- Balance: Decreased Damage of Flak Weapons on battleships -10% done to Fighters: 90 (100)
- Changed: Reduced Damage of Fusiongun done to ODS 1200 (2000)
- Changed: Reduced Buildtime of Ironangel and Wildcat 1900 (2200), Bearcat 3100 (3750) and Dragon 3150 (4000)
- Changed: Reduced velocity of Battleships and bigger ones -25% (to make heavy and battlecruisers more usefull in comparison to them)
- Changed: Reduced Buildtime of Morningstar 7000 (8000) and Heretic 7500 (11000)
- Changed: Changed Buildtimes of most bigger ships to an average value of 3x metal costs: now most cruisers are faster to build, while battleships need a lot more time
- Changed: Devastator model redone
- Fixed: Fixed a bug with core battlestation explosion
- Added: Bigger ships and Battlestations have now a constant metalcost. The bigger your fleet of big ships, the higher the upkeep.
Cost values: Battlecruisers 4, Battleships and Dreads 12 (Invincible 8 ), Planetkillers and Battlestations 25, Titans 50
note that the upkeep sounds very high, but normally you have 1 battleship for 100 metal, so its about 10% of your income and shall force you, to use battlecruisers and crusers too.
Posted: 19 Jun 2006, 11:58
by Dr.InfernO
Yeah shieldarcs would be great.
But i would only give bigger ships these advantage.
Dr. InfernO's medical suggestion:
I would suggest blue eccept of yellow shields going to red when underpowered.
Posted: 19 Jun 2006, 12:09
by Optimus Prime
yeah i think blue is a good color, but i would prefere invisible shields like they were before the newest spring version. I think it wouldnt look better than now if you would see them all the time (but that has to be tested)
Posted: 19 Jun 2006, 12:27
by Optimus Prime
if you wonder why the ships land on ground now, dont ask me, its a spring 0.72b bug i discovered just a min ago

very sad
Posted: 19 Jun 2006, 14:12
by Soulless1
Optimus Prime wrote:yeah i think blue is a good color, but i would prefere invisible shields like they were before the newest spring version. I think it wouldnt look better than now if you would see them all the time (but that has to be tested)
maybe if the shields were invisible normally, but you used custom coloured explosions to make them show up when hit...not sure if this is possible yet, but you could bug the devs about having shield impact FX.
Posted: 19 Jun 2006, 18:42
by Min3mat
nice changelog!
don't mess with shields
remove the superdupermegafusion the crappyuselessODS'teleporter' and the geos (no sense at all...) and the titan
they are all useless or annoying and also make noobs get them (OMG I HAVE TELEPORTING ODS LOL) (hold up mate my titan is almost 3% done!) (lol who needs solars ill just rush megafusion) etc etc
Posted: 19 Jun 2006, 19:16
by Rayden
Dr.InfernO wrote:I would suggest blue eccept of yellow shields going to red when underpowered.
Rayden's medical quackery:
Blue shields rock! Fade them into full transparency from blue when down.
Posted: 19 Jun 2006, 20:09
by Optimus Prime
Min3mat wrote:nice changelog!
don't mess with shields
remove the superdupermegafusion the crappyuselessODS'teleporter' and the geos (no sense at all...) and the titan
they are all useless or annoying and also make noobs get them (OMG I HAVE TELEPORTING ODS LOL) (hold up mate my titan is almost 3% done!) (lol who needs solars ill just rush megafusion) etc etc
i dont see any sense in that sorry -
remove the superdupermegafusion - why has aa a superfusion? Cause its some kind of teching. The higher your techlevel, the better the eco
the crappyuselessODS'teleporter - useless? I often hear, that people say they are overpowered
titan - so i could delete the piledriver too? Its just another tactic if you dont like to spam hordes of units but you like it to attack with only a few (one)
the geos are the most effective way to get energy - like they should be
all in all you right that you dont need to build these units, but that is and was an advantage of every TA mod. You have different ways to play and i dont see any bad point in that as long, as they arent overpowered.
Min3 i think mostly you dont see any sense in these buildings, because you are a rusher and a fastgamer. Before you can profit of these buildings you are dead or you have won

Posted: 19 Jun 2006, 20:44
by Egarwaen
Optimus Prime wrote:remove the superdupermegafusion - why has aa a superfusion? Cause its some kind of teching. The higher your techlevel, the better the eco
Actually, the AA superfusion is really crappy and no-one builds it. Ever.
Then again, most people who play AA don't like playing SimBase for an hour and a half before they get to some fighting...
Posted: 19 Jun 2006, 21:16
by Optimus Prime
Egarwaen wrote:Optimus Prime wrote:remove the superdupermegafusion - why has aa a superfusion? Cause its some kind of teching. The higher your techlevel, the better the eco
Actually, the AA superfusion is really crappy and no-one builds it. Ever.
Then again, most people who play AA don't like playing SimBase for an hour and a half before they get to some fighting...
i build it very often. And when you dont wanna play simbase, thats a pro argument for this super reactor. Its more effective and you have to build only one instead of a lot of smaller ones....
Posted: 19 Jun 2006, 21:42
by Egarwaen
Optimus Prime wrote:i build it very often.
Last I checked, in AA, four regular fusions are as efficient, if not more so.
Posted: 19 Jun 2006, 22:03
by Optimus Prime
but they should be more expensive and i think you can cloak the big one. Also you save a lot of space if you dont wanna build a huge base

Posted: 19 Jun 2006, 22:50
by Min3mat
erk...
the megafusion is ugly big and annoying. its much more balanced to have to gain land to profit (the minifusion is a way to help but at a higher cost, as it should be)
the titan is useless. it is ugly. it is pointless.
its like...a krogoth in OTA. but ugly.
FF should have a much more varied gameplay now, with T2 fighters being slightly more useful and bigger ships actually costing you (AS THEY SHOULD!)
I rush. I expand. Sorry ^^. Flanking a opponent who builds a base on 1/2 asteriods is pretty hard so i generally don't try ^^.
Make minifusions 4-5% more expensive, Remove the goddamn super units. Get rid of the damn 'mega' fusion. If you are going to add superunits THINK AGAIN you have 4 classes of ships ffs!
I haven't played this mod in ages; firstly coz there are balance issues (which you REFUSE to adress. I think 'i have exams now' is a PERFECTLY valid excuse so i haven't pestered you in a while. However 'AA has it ;_;' 'i like the titan ;_;' are NOT. >.>
Posted: 19 Jun 2006, 22:59
by krogothe
I have to agree on the point that anything bigger than the lvl2 ships is plain old useless in any game where the words skill and braincell have meaning. Making a titan cost 50 metal per second would not be justified even if it did get a 100% hp/damage increase. compare the dps and armor of the big ships against equivalent in lesser ships and see for yourself. (not to mention the huge bonus of speed/multiple targetting a swarm has over one big ship).
Posted: 19 Jun 2006, 23:05
by Min3mat
teh level 3 are fine as gameenders, maybe you get 1/2 in a battle right at the very end. The T3 mexes however... T2 should be slightly more expensive and slightly better and the T3 removed. So you don't HAVE to go T3, you go T3 only if you NEED to or WANT to. not for the goddamn economy :\
Posted: 19 Jun 2006, 23:19
by aspa
Min3mat, how about hosting games with those units disabled?
Posted: 19 Jun 2006, 23:57
by Optimus Prime
krogothe wrote:I have to agree on the point that anything bigger than the lvl2 ships is plain old useless in any game where the words skill and braincell have meaning. Making a titan cost 50 metal per second would not be justified even if it did get a 100% hp/damage increase. compare the dps and armor of the big ships against equivalent in lesser ships and see for yourself. (not to mention the huge bonus of speed/multiple targetting a swarm has over one big ship).
you ever played FF? More than 60% of the units are lvl 3. This mod is DIFFERENT than most. Lvl 1 and 2 together are like lvl 1 units in aa...
the biggest advantage of a single unit is that you dont lose anything when you survive with only 1% HP while if you lose 90% of your ships, you have to rebuild them, so there IS an advantage in bigger units.
Min3mat, how about hosting games with those units disabled?
I agree... if you dont like em, just disable them and host a game. There are enough ppl who like the other units. That shouldnt be a problem for you (just 5 klicks or so)
Posted: 20 Jun 2006, 00:09
by Optimus Prime
krogothe wrote:I have to agree on the point that anything bigger than the lvl2 ships is plain old useless in any game where the words skill and braincell have meaning. Making a titan cost 50 metal per second would not be justified even if it did get a 100% hp/damage increase. compare the dps and armor of the big ships against equivalent in lesser ships and see for yourself. (not to mention the huge bonus of speed/multiple targetting a swarm has over one big ship).
you ever played FF? More than 60% of the units are lvl 3. This mod is DIFFERENT than most. Lvl 1 and 2 together are like lvl 1 units in aa...
the biggest advantage of a single unit is that you dont lose anything when you survive with only 1% HP but if you lose 90% of your ships, you have to rebuild them, so there IS an advantage in bigger units.
Min3mat, how about hosting games with those units disabled?
I agree... if you dont like em, just disable them and host a game. There are enough ppl who like the other units. That shouldnt be a problem for you (just 5 klicks or so)
teh level 3 are fine as gameenders, maybe you get 1/2 in a battle right at the very end. The T3 mexes however... T2 should be slightly more expensive and slightly better and the T3 removed. So you don't HAVE to go T3, you go T3 only if you NEED to or WANT to. not for the goddamn economy :\
i think its very unfriendly to force other ppl to play the way you do. I and i think most ppl like to tech at lvl 3 and build some big stuff instead of rushing right from begin. Its like when i say that i only wanna play with peewees and small units so caydr shall remove all other stuff. To arguement with balancing is nonsens here...
Edit: this is a strategy game. You decide at begin what strategy you are playing and if you wanna tech and your enemy dont do so and attacks you, you will die. If not, you have an advantage in the later game.. thats the way rts`s go (look at SC, WC, C&C, DOW,...).
You are a rusher and because you lose against players who tech and can survive your attacks i shall remove the ability to tech? Sorry, no.
Posted: 20 Jun 2006, 00:51
by Min3mat
double posting spam whore!
I agree... if you dont like em, just disable them and host a game. There are enough ppl who like the other units. That shouldnt be a problem for you (just 5 klicks or so)
yeah... so lets start. open client, 1, host battle, 2, choose a map,3, press host, 4, go to disable units, 5. 5 clicks didnt get very far
since there is a crapload of crap in FF atm it means searching for one or two units to disable (especially with the way they are named :\) takes 5 minutes or so
i'm more or less the only person who thinks FF has a future, so please listen.