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This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

This forum is locked: you cannot post, reply to, or edit topics. S.A.D. (Seek and Destroy) =>
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 14 Dec 2009 11:30:10 pm    Post subject:

Some changes made to help with balance:

* There is only one kind of point defense
* Universal Defense now has a range of 4
* Balkstones have a range of 3 against ground targets. It is still 1 against air units.
* Tanks start with a range of 3, and extended range allows them to have a range of 4
* ACCs can build up to 3 point defense and up to 3 AA defense structures. Like any other structures, an ACC cannot build these within a certain range of an enemy base or ship. In addition, once these are used up, a player can either buy additional defense priveleges (in an emergency, since this is expensive) or must use a Scouter to rebuild defense. ACCs cannot build Universal Defense, a Scouter is required for this.

If you had the chance to read the early alpha draft of the S.A.D. manual, you probably read about the Degruser's Instant-Destroy Shot. This ability is back, but does not work on Splitrons, Universal Defense or Operation Centers. It is a refillable upgrade.

Some time this week I'll post these changes on the S.A.D. Structures and S.A.D. Units topics.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 19 Dec 2009 12:50:57 am    Post subject:

Splitron weapons now only do 12 damage. In addition, Splitrons now have 800 HP...this means they are still vulnerable to Reclaudas and Argos, but not as vulnerable to cloaked Balkstones as they used to be
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 21 Dec 2009 12:48:10 am    Post subject:

Keep on the lookout for prices and HP in the structures section (along with additional structures); Rebma Boss is working out the pricing and HP of buildings.

Balance changes:

* The Degruser now has 275 HP
* The Tank now has 200 HP
* The Reclauda now has 200 HP


Balkstone:
--------------
We spent a lot of work on the Balkstone today, which is why I didn't make any coding progress.

* The Balkstone has a completely redefined weapons system. It starts out with one weapon, 9 damage per second. The player can research the Zinyar Railgun, but instead of turning it on or off, the player can either fire forwards or backwards, rather than fire both weapons at once. The Extension Coils upgrade is being replaced with some kind of wing guns which can be turned on or off. These wing guns fire downward and cannot be redirected. In addition, a player uses 3x as much fuel having these wing guns turned on.
* The Balkstone's range is now 3 for both air and ground units
* The Balkstone now has a cheaper cost of 200 Belthium Crystals.

You probably read that these changes were made to keep the Balkstone from replacing the Degruser. So if you need heavy assault, choose the Degruser. If you need stealth attacking and/or area or effect, choose the Balkstone.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 21 Dec 2009 11:08:27 am    Post subject:

Two new/changes to upgrades:

Balkstone Extension Coils are back. They work only on the front and back lasers, but this further helps in dealing maximum splash damage with the Balkstone.

The Argo now has a Deck Laser upgrade. This is a very special upgrade that allows an Argo to fire straight up, theryby further enhancing its role as an anti-moveable-unit ship. This upgrade requires a Starbase.


Last edited by Guest on 21 Dec 2009 11:09:33 am; edited 1 time in total
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 24 Dec 2009 06:33:33 pm    Post subject:

With today's addition of the tech tree to S.A.D., the Degruser will now automatically fire backwards, it does not need a Hornet Gun upgrade.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 28 Dec 2009 12:36:18 pm    Post subject:

The vote is unanimous. We will be using the new resourcing system.

In terms of other changes, Dronomonic Torpedoes are now called Plasma Torpedoes. Also, Degrusers will not have an Instant-Destroy shot. They have a new ability called Photon Torpedoes, increasing their use as assault units. Photon Torpedos are a refillable upgrade.


Last edited by Guest on 29 Dec 2009 01:49:40 am; edited 1 time in total
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 29 Dec 2009 05:04:03 pm    Post subject:

Operation Centers can now be destroyed with just 10 Plasma Torpedoes. They also have a reduced cost of 750 crystals.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 10 Jan 2010 01:50:21 pm    Post subject:

In order to keep Argos as alternatives to Reclaudas in terms of anti-air (that is, so Reclaudas are not always the best choice) the Reclauda now has a weapons range of 2.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 02 Feb 2010 01:45:11 pm    Post subject:

Raptors now have an attack of 8 and 105 HP.

Some new tech tree information:

Point Defense cannot be built without at least one research facility. However, it can be any research facility
Universal Defense requires an Armory in addition to a Quantum Facility
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