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Dee
Sergeant Major


Reged: 02/15/06
Posts: 248
IDF replacement
      #164081 - 02/15/12 08:52 PM (184.171.199.45)

remove all idf, towers and snps and what not.

add new tank: artillery

tank does this:
low damage, weak armor, extremely low movement, wheeled, no weapons or turret, high bv. grants one artillery shot per round the same as city artillery only in any zone adjacent to them. add a bonus to hit for better skill (ie- 8-6 hits on 10 5-3 hits on 9, 2 or lower hits on 8). can't fire if in battle.

promotes active attack (to engage and destroy artillery), encourages active defense (to engage and destroy assaulting artillery).

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...my bed was on fire once. I blame the gnomes.


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dieaready
Corporal


Reged: 11/15/05
Posts: 74
Re: IDF replacement [Re: Dee]
      #164082 - 02/15/12 09:42 PM (60.241.43.86)

Interesting idea, but then would there be a limit on how much arty that can be hitting the next zone? If not we'll be seeing a light mech running around a zone on its own with 200+ arty shells raining down per round on the enemies. Or mechs sitting on the edge of the map just outside of the defender's range and watch arty wipe them out. Has the potential to be worse than the current IDF.

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In the land of the Insane, the Sane man is Crazy.
If Brute Force does not work, you are not using enough.


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Malachi
Sergeant Major


Reged: 04/19/04
Posts: 369
Re: IDF replacement [Re: dieaready]
      #164085 - 02/16/12 12:48 AM (109.246.129.57)

Simply cap the number that can be deployed, or rather cap the number that can fire per turn. Link it to level, or actually, link it to the number of defenders in the zones being attacked.

Basically if you are fighting a hoarde defence of 216 units then you get X number of shots (if you have enough artillery) but if you only face 108 you get Y.

Abusable however: as soon as your arty fires, count the number of shots, gain an appreciation for rough number of defenders in a zone.

I agree though, when the zone its in is attacked it should work like engineering vehicles used to, appear but be practically useless. It should also be placed in a zone as a priority over any other unit type so that it is always vulnerable and cannot be defended by stacking 216 units so that it never takes to the battlemap.


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Katrar
Major


Reged: 09/15/02
Posts: 1314
Loc: Seattle, WA USA, Terra
Re: IDF replacement [Re: Malachi]
      #164089 - 02/16/12 01:24 AM (24.17.137.174)

For all the time Randy spent coding this stupid crap we ended up with (that has apparently made Neveron more broken and laggy than before), we could possibly have removed IDF and had indirect spotter assisted LRM fire coded.

Imagine that!

But no... we needed building degradation and new training experience (NTE) aka uncontrollable skillups.

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HoC Gaming - Come war with us!
The HoC Archive - Neveron's definitive historical document


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NeverSayNever
Lieutenant Colonel


Reged: 11/18/02
Posts: 1655
Re: IDF replacement [Re: Katrar]
      #164120 - 02/16/12 06:08 PM (92.228.165.248)

Quote:

[...]we could possibly have removed IDF and had indirect spotter assisted LRM fire coded.

Imagine that!
[...]





[Warning, may contain ...]

Yeah, imagine "the new way": a sensor unit, a couple of expendable spotters and the rest of the attack battalion: cheap, expendable LRM-tanks (e.g. Hunter-0As) ...

Spot, tag unit, advance, let LRMs rain down, target destroyed, rinse, repeat ...



Which, of course, would be entirely different compared with "the old way":

Sensor unit, a couple of expendable spotters and the rest of the attack battalion: Snipers ...

Spot, tag unit, advance, let IDF2 shells rain down, target destroyed, rinse, repeat ...


Yeah, "Imagine that!" ...


Have a nice day / night.


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NeverSayNever
Lieutenant Colonel


Reged: 11/18/02
Posts: 1655
Re: IDF replacement [Re: Dee]
      #164121 - 02/16/12 06:31 PM (92.228.165.248)

Quote:

remove all idf, towers and snps and what not.

add new tank: artillery

tank does this:
low damage, weak armor, extremely low movement, wheeled, no weapons or turret, high bv. grants one artillery shot per round the same as city artillery only in any zone adjacent to them. add a bonus to hit for better skill (ie- 8-6 hits on 10 5-3 hits on 9, 2 or lower hits on 8). can't fire if in battle.

promotes active attack (to engage and destroy artillery), encourages active defense (to engage and destroy assaulting artillery).






In other words, you want the Riposte tank?


Riposte:

low damage - check
weak armor - check
extremely low movement - check
wheeled - check
no turret - check


By the way, it would simply take way more players / battleplayers than the remaining playerbase has got to offer to pilot all these slow artillery tanks and I seriously doubt people would enthusiastically volunteer for driving around in slow arty tanks all day long ... you know, usually a majority of people just wants to 'win', as fast and or easy as possible, not actively drive around for hours in slow artillery tanks while hunting down other actively piloted, slow artillery tanks which try to evade them, but of course, I might be wrong ...


Have a nice day / night.


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buc
Captain


Reged: 08/12/05
Posts: 710
Re: IDF replacement [Re: NeverSayNever]
      #164126 - 02/16/12 08:36 PM (210.86.1.168)

Quote:

but of course, I might be wrong ...



Most likely


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Protege
Corporal


Reged: 04/19/06
Posts: 71
Loc: Bakore Village
Re: IDF replacement [Re: buc]
      #164130 - 02/17/12 12:09 AM (65.87.39.230)

Replace the IDF code with A/C MK X versions. They are 1/4 less in weight, fire at Clan tech ranges (generally 3 hexes further with no minimums), and have no ammo explosions. All the current vehicles and towers simply convert to the new weapons, and so does the research.

TADA!

Simple, efficient, doesn't require much coding, and doesn't rape your empire of units.

Mind you, this means SM would have to care enough to actually do something to HELP his playerbase, so fatchanceville, but it's a thought.

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I've stopped being nice? When the hell did I ever START being nice?


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