Topic: Fun ideas for SG6  (Read 5056 times)

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Offline FPF-DieHard

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Re: Fun ideas for SG6
« Reply #20 on: July 12, 2006, 05:27:01 pm »
That's an awesome idea! But do you think a flotilla of 5 PF's could whoop some ass on a CL? Cuz the slot area I have is restricted to .67 move class... You think a flotilla of PF's woulkd be able to hang with say... a F-CLC or a D5L?

I'd love to see that kinda stuff happen there...

The only valid test is combat . . .

Remember, the PFs from any of the "DH123" mods are weaker than the OP+ 4 PFs but they have full Power as if they had Warp Booster packs.  Gone are the days of a PF surnviving a Plasma R and living to tell about it.

Perhaps a "no recall" rule should be in affect for "flotilas?"
Who'd thunk that Star-castling was the root of all evil . . .


Offline Hexx

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Re: Fun ideas for SG6
« Reply #21 on: July 12, 2006, 05:55:47 pm »
How did I miss the PF thing.. ahh the drugs...

The PF test isn't needed-to a degree-
Any of the decent CLC's will smack around Lyran PFs and ( depending) likely
Klink and Mirak PF's as well. Fed PF's are a bit differnt- if the photons hit they'll hurt, if they miss
they'll still hurt (what with the PH1's ) but not so much..

Rom and Gorn PF's (especially the Gorn) are going to kill any of the CLC's unless their is a large skill difference between the pilots- remember a flotilla is going to have 16-20 Plasma F's, plus a number of Ph1's. (I think the Gorn have what, 3 each?)
Dunno what ISC have, but I assume it's about the same as the Gorn/Rom
Never have seen Hydran PF's used so...
Courageously Protesting "Lyran Pelt Day"

Offline Dizzy

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Re: Fun ideas for SG6
« Reply #22 on: July 12, 2006, 08:31:26 pm »
I havent seen the PF's yet. But when I do I'll let everyone know then we can see how they stack.

Afa map VC's they havent been decided.

But the mosh pit in the middle may go something like this... No X tech, ships with .67 move cost or less. If accompanied by a wingman, said wingman must have move cost of .5 or less. I think sQuad ships and PF Flotilla groups will count as a .67 ship.



762_XC

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Re: Fun ideas for SG6
« Reply #23 on: July 12, 2006, 09:02:54 pm »
I like the .5 wingman rule. Gives destroyers something to do.

Offline NuclearWessels

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Re: Fun ideas for SG6
« Reply #24 on: July 12, 2006, 09:15:07 pm »
...
-Have an area where ships don't count for PVP loss (All ships are assumed to have been destroyed by andros, missing fate unknown or something)
...

Ooooh!!!  Ooooh!!!

I gotta admit - those of us who like PvP but truly deeply suck at it would really appreciate this!  Give us someplace to fight people once in awhile (or our local equivalent) without feeling like we're pole-axing our team.

BTW - Diz, if you'd like some mission tweaks done holler ASAP, because my turn-around time ain't too reliable right now  ;)

dave

Offline Dizzy

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Re: Fun ideas for SG6
« Reply #25 on: July 12, 2006, 09:51:59 pm »
Was thinking that whole area would be a VC free zone. So yeah, you guys can go rip it up care free.

Dave, yeah, here's what I need:

Black hole type 3 player slot per side, 1 allied AI vs 2 AI mission with AI stripping. Med-large map that has some scattered rocks and will spawn and collapse multiple random black holes all over at random intervals. Have it trigger on 'shipping lane' and 'listening post' map terrain. In fact, all your missions have AI stripping do they not?

Aside from that, I need a list of your latest missions that include the following:

Player slots per side, is it a friendly space, neutral or enemy hex mission, the AI draw and how many and difficulty, map size, that kinda stuff. Bonk says other than your usual readme, there is no specific mission details. I probably wont need any special missions, but I would like to know what and where your missions show up... Bonk and I experimented with mission cloning, where the mission is duplicated and the name and internal name of the mission is changed so as to get that missions chances of showing up more often to be greater. So it'd be good to have mission descriptions to know what the better missions are and to know what Im doing.

Send me a PM and we can get down to it. And how's the little monster?

Offline NuclearWessels

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Re: Fun ideas for SG6
« Reply #26 on: July 12, 2006, 11:39:46 pm »

Righto, not all the missions have AI stripping, so will add that info to the chart of mission specs (I've been meaning to update one of those for ages now).

Having the black holes spawning is no problem, but so far I haven't found a way to collapse them once generated, but will look into it again when I get the chance.  Other than that the mission shouldn't be a problem to produce.

dave

Offline Dizzy

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Re: Fun ideas for SG6
« Reply #27 on: July 13, 2006, 12:11:27 am »
Cool, then let's get that and the mission specs and we are good. Thanks Dave.

Offline trO

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Re: Fun ideas for SG6
« Reply #28 on: July 25, 2006, 04:17:51 am »
How about, or is there any way you could place a few Worm Holes on the D2 map... Just think of the fight to control either end of the Worm Hole...
The Worm Hole itself could enable a strike force to jump from there own territory into an enemy territory... Perhaps just a few hexes from a Home World.  Just an idea.  ::)

Offline Dizzy

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Re: Fun ideas for SG6
« Reply #29 on: July 25, 2006, 10:26:56 am »
How about, or is there any way you could place a few Worm Holes on the D2 map... Just think of the fight to control either end of the Worm Hole...
The Worm Hole itself could enable a strike force to jump from there own territory into an enemy territory... Perhaps just a few hexes from a Home World.  Just an idea.  ::)

Starbase Assault scripts will change to Stargate Assaults. Same mission just about, cept there is a stargate model. On the map, whenever a player places a starbase, it creates a stargate link to all other friendly starbases and homeworlds. Using the OCI, or online campaign interface, a player may 'warp' between these points.

So if you want to deestrike and setup a hex in enemy territory, and drop a starbase... go for it, lol. It likely wont last long! And afa the prestige cost of the starbase, sorry, but we dont sell starbase insurance.

762_XC

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Re: Fun ideas for SG6
« Reply #30 on: July 25, 2006, 11:57:19 am »
What is this, Buck Rogers? Can we leave starbases in please?

Offline Dizzy

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Re: Fun ideas for SG6
« Reply #31 on: July 25, 2006, 01:16:33 pm »
Starbases havent been taken out. Like I said, its a starbase assault cept it adds a stargate model. You're still gonna have to fight the nasty slave girl style starbase assaults from the past 3 sgo servers. Nothing about that has changed here. Bats assaults are unchanged and as hard as ever. Deepstrikers rejoice. I have given you further purpose in life. You may now worship me.

Offline trO

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Re: Fun ideas for SG6
« Reply #32 on: July 25, 2006, 06:01:46 pm »
 :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy:

Offline Dizzy

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Re: Fun ideas for SG6
« Reply #33 on: July 25, 2006, 06:10:52 pm »
:notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy:

+Karma my most trusted follower. Your faith shall not go unrewarded.  I shall grant you 100 extra pp at the start of the campaign.