Dune2000 defense tab test
Posted: Fri Mar 18, 2016 12:11 am
This edition was originally made to play with the idea of having a defense tab in Dune, but evolved in to a balance test build with a lot of changes across the board.
Not sure if this was attempted before, in-case it was I wasn't aware of it.
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Most notable change is of course the defense tab, and all the buildings that were moved there.

Other changes:
*2x2 slabs now cost 100$, and 3x3 cost 200$ with adjusted build time to compensate for freeing up main build tab.
*Walls are now 100$
*3x3 slabs now don't require ConYard upgrade.
*ConYard upgrade now grants the ability to build Palace, and Repair Pad (Prerequisite to MCV)
*Rifle infantry is now 80$ and Troopers 160$ with respectably adjusted build times.
*Rifle infantry LMG range increased to match Trikes.
*Trikes damage effectiveness against buildings was reduced from 25 to 24.
*Missiles, Rockets, Tank shells do much more damage to infantry.
*Rocket Turret range increased, cost increased to 1000$, and effectiveness against infantry seriously buffed to match the description.
*Gun Turret range increased, and cost bumped to 600$
*Missile Tank range increased and out-ranges Rocket Turrets.
*Siege Tank range increased and out-ranges Gun Turrets but not Rocket Turrets.
*Cost of faction heavy vehicles was increased (Deviator=1200$, SonicTank=1200$, Devastator=1250) with respectively adjusted build times.
*Combat Tanks now don't have disadvantages but rather a specific role: Atreides=Damage, Harkonnen=Armor, Ordos=Speed that almost matches quads)
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Some changes are questionable but heck that's why we test them =p Maybe it will help future balancing to see what works and what doesn't.
This will most likely be the build that will be streamed by Mr. SoScared this upcoming Monday so grab it here!
This build is based on the latest bleed with all of its changes.
*v02Hotfix - corrected Rocket Turret armor type.
Download v02
https://www.dropbox.com/s/5z0qc087jajbm ... 2.zip?dl=0
Not sure if this was attempted before, in-case it was I wasn't aware of it.
========================================================================
Most notable change is of course the defense tab, and all the buildings that were moved there.

Other changes:
*2x2 slabs now cost 100$, and 3x3 cost 200$ with adjusted build time to compensate for freeing up main build tab.
*Walls are now 100$
*3x3 slabs now don't require ConYard upgrade.
*ConYard upgrade now grants the ability to build Palace, and Repair Pad (Prerequisite to MCV)
*Rifle infantry is now 80$ and Troopers 160$ with respectably adjusted build times.
*Rifle infantry LMG range increased to match Trikes.
*Trikes damage effectiveness against buildings was reduced from 25 to 24.
*Missiles, Rockets, Tank shells do much more damage to infantry.
*Rocket Turret range increased, cost increased to 1000$, and effectiveness against infantry seriously buffed to match the description.
*Gun Turret range increased, and cost bumped to 600$
*Missile Tank range increased and out-ranges Rocket Turrets.
*Siege Tank range increased and out-ranges Gun Turrets but not Rocket Turrets.
*Cost of faction heavy vehicles was increased (Deviator=1200$, SonicTank=1200$, Devastator=1250) with respectively adjusted build times.
*Combat Tanks now don't have disadvantages but rather a specific role: Atreides=Damage, Harkonnen=Armor, Ordos=Speed that almost matches quads)
========================================================================
Some changes are questionable but heck that's why we test them =p Maybe it will help future balancing to see what works and what doesn't.
This will most likely be the build that will be streamed by Mr. SoScared this upcoming Monday so grab it here!
This build is based on the latest bleed with all of its changes.
*v02Hotfix - corrected Rocket Turret armor type.
Download v02
https://www.dropbox.com/s/5z0qc087jajbm ... 2.zip?dl=0