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A Nother Neter Playthrough
2018-06-03, 06:52 PM (This post was last modified: 2018-07-18 06:54 PM by Aner-Dyfan.)
Post: #1
A Nother Neter Playthrough
With the Ashes of the Empire Community Campaign soon to be finished, I have been focusing much more closely upon my next series. That is a Quest for Neter version! But there will be some extra rules in place.

Detection systems will be required, no more 0.99 autodetect. The default is 0.1
It will be localised resources, ensure ammo, fuel and materials are carried where needed.
I am using a modified Neter map, this will have custom weather, so it will remain constantly nice, perhaps with a little more night battles thrown in.
All enemy designs have been unlocked! However, to remain fair. Elite are 90% FP, Regular 80% FP and Easy 70% FP. I will also adjust the appearance rates should we get too much of certain craft showing up. (so a 50FP expert design is now 45FP, or a 50FP easy design is now 35FP, godly are unchanged)
I will consider adding in community designs to the enemy forces, so long as they adhere to the normal construction criteria for that faction.

Now onto community submissions for Rambot's forces. The aim is to be dynamic, as although it was awesome to have 350+ designs submitted for my ashes campaign, it made showing them off more difficult. Ideally I'm looking to have several small fleets of half a dozen craft, instead of the sprawling mass of tanks. To this end I am imposing the following restrictions:

Each builder will have 1 slot, and can at any point request that blueprint to be changed to another one of their designs.
I have had a number of problems with Lua scripts crashing my game, please refrain from using it.
I want battles to be fun, and not just watching things instantly vaporise or exploit excessively.
A slot could consist of several drone like designs if you prefer, though they must all be different.
Designs will have a cost limit which will be as follows:
15k + 15*(number of factions defeated)

To give an idea of what this could end up like:
DWG 15k, OW 30k, WF 45k, LH 60k, TG 75k, GT 90k, SS 105k, SD 120k
The actual war route will mostly likely be determined by votes during the campaign itself.

Now it's these cost limits which are likely to cause a few issues. Since it has been very difficult to determine the values of fleet ships, most designs about are tough enough to take on fleets solo, or cheap enough to swamp their foes.

I did consider increasing design strength based upon number of RZ held, but there are 42 of the things, and I like the idea of having a major power boost upon clearing up a faction.

The rules aren't set in stone yet, so would like some of your input to polish this idea for a Nother Neter Let's Play.

Edit:
New rule idea by IronFudge. Captured RZs will allow for 1 design to be boosted to the next tier of resource costs for that faction. So after taking the first DWG RZ, one design can be increased to 30k value. Or when a WF RZ is taken 1 design can be made up to 60k value.

Edit 2:
Adjusted the material tiers. from 10k + 20k per defeated to 15k + 15k defeated.

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2018-06-04, 01:47 AM
Post: #2
RE: A Nother Neter Playthrough
sounds cool. But if your going to have even a single godly pop up your going to need a much much higher cost limit

Even the best designs that are only 10k will be one shotted by a kraken or pattle gun. And if you make it to the WF and a porferater spawns... well your royally ended. I consider my self a rather good builder and to get any were near beating a porferater I had to spend 30+ hours on a design that cost well over 150k.
FYI the perf cost 480k.
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2018-06-04, 03:02 AM
Post: #3
RE: A Nother Neter Playthrough
Hey Maddog. It's not going to be one 10k ship. He said small fleets, and he can likely merge fleets into each other to fight tougher opponents. If he is willing to use shields or accept shielded designs (very likely), you can counter most things.

As far as my own thoughts and comments: I'll probably submit a few designs, namely a small hovercraft. If you will allow yourself to capture, I'll get you some retrofitted and improved designs if you are ok with capturing but not scrapping captured designs.

My suggested war plan: attack DWG, once you've pushed them back toward the far right 3x3 area with Davy Jones Outpost in the middle, declare on OW with some new forces and possibly some diverted from the DWG front. Once You've cleaned up DWG and made it to the Onyx Throne, engage the WF across the entire front.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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2018-06-04, 09:52 AM
Post: #4
RE: A Nother Neter Playthrough
If you're curious, go and see how I modified Neter (main point was brighter nights and no weather too).

Instead killing DWG outright, I am keep farming their units, that way their limited resource zones won't be delepted, and going for white flayers to war.
Using 3 small buildings:
-missile/torpedo one
-anti torp-torp and flak gun
-an ammo depot
All have repair tentecles, surplus ammo, power, and fuel to supply any surface units.

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2018-06-04, 01:56 PM
Post: #5
RE: A Nother Neter Playthrough
Since this will have autodetection off, I'll submit the pair of stealth subs I made a while back, the Silent and the Run. Both in OP of this thread:
http://www.fromthedepthsgame.com/forum/s...?tid=25143

Do you plan on running autodetect 0 or some low value? Because these things are decent at 0.1 but absolute terrors at 0.
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2018-06-04, 03:41 PM (This post was last modified: 2018-06-04 04:21 PM by MizarLuke.)
Post: #6
RE: A Nother Neter Playthrough
A stealth submarine? I didn't think that they worked good.



Coming in at 1995 resources, I bring you the Doom From Above. Featuring 8 3-block APN mines, this thing will tear your opponents to shreds from above. Kept in the air by a small powerless rotor on top, which is also the propulsion as it's on a turret, this thing will hover at about 300-400m altitude and go at speeds of 8m/s. A single radar provides detection. Be careful to provide an escort when facing aircraft. This bomber helicopter is also quite stealthy, with no power (haha IR missiles), and no wireless AI (haha wireless snoopers), and a fairly small size. Because it hovers over opponents, it is also mostly safe from weapons once it arrives. They will work fairly well in small fleets, so maybe 2 or 3 of these, plus a smol bote or fighter. Just make sure to spawn them in as close as possible.


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(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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2018-06-04, 04:21 PM (This post was last modified: 2018-06-04 04:42 PM by MizarLuke.)
Post: #7
RE: A Nother Neter Playthrough
Updated BP, I found a few problems with the old version. Speed now up to 9m/s (though it has a map speed of 25 because of explosive testing, and well, explosives and small things, yeah), some level of redundancy, (it can lose one side and fully function, but if an adjacent side goes, it will take down 3 total, though it will endure with 1 and health just above too damaged), cost down to 1976, less ammo, though.


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(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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2018-06-05, 12:56 PM
Post: #8
RE: A Nother Neter Playthrough
Wow, 10K limit to start. And just the other day I was all proud of myself for building a starter ship and keeping the cost down to 20k.

That said, I'm working on a series of ships for myself, a selection of which might work well for this.
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2018-06-05, 02:46 PM (This post was last modified: 2018-06-05 02:47 PM by Skullsploder.)
Post: #9
RE: A Nother Neter Playthrough
@MizarLuke they do work pretty good. With detection 0, the Run is so tiny that it doesn't get spotted even by directional sonar until it's extremely close, too close for most torpedoes to get a target lock effectively. In fact, torpedoes can't get an effective target lock on it at any range, unless autodetect is set high, because its sonar profile is minute, so they tend to miss it even when they know its coming. It is very vulnerable to high ROF cannonfire or timed fuzes though, and not great at terrain avoidance. But once it's under the enemy, the first round of bombs generally take out their sonar and leave them unable to retaliate effectively. I will admit that it's more of a gimmick than anything, but come on, who doesn't want an upside down bomber? Tongue
The Silent, on the other hand, is a big enough target that torpedoes have little trouble locking on, but still orbits outside of the range that most sonar can see it. It does generally get picked up by thermals when it fires its torpedoes (so it gets first strike as a rule), but this doesn't give an accurate enough bearing to hit it with cannonfire (unless it's high angle, high ROF), it has enough smoke and depth to survive just about any laser, and its torpedo interception system is very effective. Less so now that torps don't chain-detonate anymore, but still powerful enough to protect it from the DWG. Three of them together can generally put out enough anti-torps that they never have to worry. Plus good terrain avoidance.
Now that I think about it, I should really do a version with torpedoes only on one side that orbits in a specific direction, so that the thermal flash is always away from the enemy, meaning it doesn't ever get spotted.
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2018-06-06, 01:20 AM
Post: #10
RE: A Nother Neter Playthrough
I'm going to run some combat tests with the submissions I've had so far. It is difficult to balance the design scale though, as I would like it to feel like a power jump when killing a faction. Keep the stuff coming in, I've got to work on a few designs of my own before beginning this anyway.

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