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Game Mechanics Question and Answer Thread |
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2012-07-28 21:34  
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On 2012-07-28 08:29, Daagda Moor wrote:
Which was the point of my post to begin with
Looking for clarification.
WHAT ARE ICC SUPPOSEDLY BETTER AT?
[ This Message was edited by: Daagda Moor on 2012-07-28 08:31 ]
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QQing?
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-07-30 12:29  
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On 2012-07-28 08:29, Daagda Moor wrote:
Which was the point of my post to begin with
Looking for clarification.
WHAT ARE ICC SUPPOSEDLY BETTER AT?
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Quote:
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sup·posed
adj.
1. Presumed to be true or real without conclusive evidence.
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I dunno, make up your own conjectures. If you're asking, however, in terms of raw numbers what makes ICC "Better at" something, I can tell you off the top of my head:
1) Shield Regeneration is much higher then armor regeneration
2) Shield Rotation compared to not being able to rotate armor
3) Ships have lower mass then their UGTO and K'luth counterparts
4) Cannons do not suffer falloff as bad as UGTO / K'luth versions do
5) ICC-Specific weapons are more energy efficient
6) Pulse Laser is ridiculously energy efficient and has an insane RoF for a beam weapon
In terms of less raw numbers and more beliefs:
1) Missile Dread is amazing (If we had more players I think Missile Dreads would put a stop to Station Spam)
2) Border Cruiser is one of _the_ best ships ever.
3) Pulse Wave is the best Faction Special (EMP Wave is horribly inefficient for Damage and Energy Usage, ELF Beam needs some tweaking IMO)
4) Shield Rotation is a ridiculously OP Mechanic on paper and I have no idea why ICC are not the most broken faction in the game being able to draw 4x as much HP to a single arc compared to other factions
5) Shield Regeneration is ridiculously high on paper (in beta, at least) and the only reason it's not brokenly OP is because you can't repair shields like you can repair armor.
6) ICC Ships look much cooler then UGTO Ships
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-07-30 15:35  
icc is roxor!
Look at my profile. Insain kd. At least 3/4 of those kills are players.
All that repair press. Icc only baby.
Im the seventh icc cm. Nothing wrong w icc and getting better all the time.
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Subtilizer Grand Admiral Faster than Light
Joined: February 20, 2010 Posts: 122
| Posted: 2012-08-13 13:30  
Hm, what does the code say determines the mining output of a planet?
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-08-13 14:00  
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On 2012-08-13 13:30, _SRM_Kenny wrote:
Hm, what does the code say determines the mining output of a planet?
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Production = number of factories on a planet.
If there's a BOOM, multiply that by 2, if there's SMUGGLERS, divide it by 2.
Mining = amount mined per mining structure (5, 9, and 12 for tech 1, 2, and 3 respectively), multiplied by the technology excess over the structure requirement as a percentage.
If there's a MINING FIND, then multiply this by 4, if there's a STRIKE, divide it by 2.
Resource outpit is mining * production, plus 10 percent extra per level of allegiance.
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Subtilizer Grand Admiral Faster than Light
Joined: February 20, 2010 Posts: 122
| Posted: 2012-08-13 14:19  
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On 2012-08-13 14:00, Pantheon wrote:
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Production = number of factories on a planet.
If there's a BOOM, multiply that by 2, if there's SMUGGLERS, divide it by 2.
Mining = amount mined per mining structure (5, 9, and 12 for tech 1, 2, and 3 respectively), multiplied by the technology excess over the structure requirement as a percentage.
If there's a MINING FIND, then multiply this by 4, if there's a STRIKE, divide it by 2.
Resource outpit is mining * production, plus 10 percent extra per level of allegiance.
[/quote]
Thank you very helpful
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Mylith Grand Admiral Faster than Light
Joined: July 19, 2011 Posts: 507 From: Hivarin, CD+36*15693
| Posted: 2012-08-13 16:51  
How does being under tech reqs affect defense bases?
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-08-25 16:31  
What are the numbers for the ELF and Flux Torpedoes?
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Mylith Grand Admiral Faster than Light
Joined: July 19, 2011 Posts: 507 From: Hivarin, CD+36*15693
| Posted: 2012-09-06 09:17  
does anyone still read this?
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-09-06 11:05  
Yes. I'm sorry it hasn't been updated in a while but i've been busy
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Flux Capacitor Marshal
Joined: July 30, 2010 Posts: 305 From: the place
| Posted: 2012-09-06 16:59  
nuuu fattierob busy building up to a really smelly fart! run! run man, run!
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Mylith Grand Admiral Faster than Light
Joined: July 19, 2011 Posts: 507 From: Hivarin, CD+36*15693
| Posted: 2012-09-07 09:02  
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On 2012-09-06 16:59, -domedi- wrote:
nuuu fattierob busy building up to a really smelly fart! run! run man, run!
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lol
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-09-30 11:47  
Dear Fattie and Shig,
New Missle and Torp are in game for a while but the overall details of theirs technical information haven't been published here yet. Some pieces of the information can be found around the forum but it's better to reference in this specific topic.
Fattierob has splendid way to distribute overall details. Shigernafy has lively way to make complex technical information simpler. So I'm eager to hear from any of you or both!
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-10-03 07:40  
I'll see about getting them up on the wiki at some point when I get my SVN up and running again. [ This Message was edited by: Pantheon on 2012-10-03 07:40 ]
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-10-06 18:03  
Just wanted to mention i've been working on a way to get all of our numbers out without re-writing every single thing and in an easy to read format. Hopefully sometime soon (Two Weeks maybe?) it'll be released
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