Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: DarthRevansRevenge
« on: February 08, 2017, 05:16:10 PM »

yes, but they still can't travel separately, so no spamming ties(other than defenders) and sending them throughtout the galaxy
Posted by: kucsidave
« on: February 08, 2017, 02:01:35 PM »

I don't think the game really makes that distinction between fighters with hyperdrives and fighters without, or at least not that I remember.  Non-hyperspace capable ships will happily travel between planets as long as they're moving in the same fleet as something that does have a hyperdrive.
yup. it is true.
Even if it is just an IPV
Posted by: Slornie
« on: February 08, 2017, 01:35:34 PM »

One issue with fighter purchase is the variable capability of different faction's fighters. All tie models except the Defender lack a hyperdrive, so all they could be used for is system defense as carriers come with their own.
I don't think the game really makes that distinction between fighters with hyperdrives and fighters without, or at least not that I remember.  Non-hyperspace capable ships will happily travel between planets as long as they're moving in the same fleet as something that does have a hyperdrive.
Posted by: kucsidave
« on: February 08, 2017, 01:05:01 PM »

but he can still tell us the current plans
I think that's not my job. I am just a humble XML coder. Nothing mayor.
Posted by: DarthRevansRevenge
« on: February 07, 2017, 07:44:05 PM »

but he can still tell us the current plans
Posted by: Helix345
« on: February 07, 2017, 07:24:44 PM »

I think that the secutor is still subject to change.
Posted by: DarthRevansRevenge
« on: February 07, 2017, 07:23:44 PM »

since the endurance is up, mind putting up the various Secutor configurations out as well?
Posted by: kucsidave
« on: February 07, 2017, 05:18:50 PM »

The advantage of the Endurance is not in the immediate number of fighters, but the constant supply of them.
For Comparison:
NebulaEndurance
Fighter Spawn1xDefender2xE-Wing
Fighter Reserve1xDefender4xE-wing
Bomber Spawn1xK-Wing2xK-Wing
Bomber Reserve1xK-Wing3xK-Wing
So basically the Endurance carries 3 times the fighters and 2.5 times the bombers a Nebula does
Posted by: MaxL_1023
« on: February 07, 2017, 04:18:05 PM »

One issue with fighter purchase is the variable capability of different faction's fighters. All tie models except the Defender lack a hyperdrive, so all they could be used for is system defense as carriers come with their own.

The population issue could be addressed (if possible) by giving fighters limited torpedo/missile ammunition - a wing for 1 pop would work in that case. Otherwise, it would be spam central even more so than currently.

Fighter purchase could be limited to garrison duty at 1 pop/wing (NR Defenders, Tie/Ln and Tie/In and maybe some clawcraft models) with the hyperspace-capable fighters left as they are - 1 squad per pop unit. The carrier ships generally are slightly weaker than non-carrier capitals in the same class (Tector vs ISD, maybe reduce the Nebula's fighter complement and give the Endurance only 5 or 6 pop) making up for the fighter population.

Also, why is the endurance so expensive pop wise? It does not seem to launch that many more fighters than a Nebula and is massively weaker in ship to ship.
Posted by: DarthRevansRevenge
« on: February 02, 2017, 07:31:58 PM »

so, i'm not going to start another thread for this, but can we see the Jedi also be minor space units flying a single X-Wing, like Luke? that would then give another little bit of lore, since Jedi were usually excellent pilots.
Posted by: yutpaeksi
« on: January 21, 2017, 06:57:33 AM »

Lately I've found a good use for strike craft - cheap and fast to build garrison forces. Since light frigate space stations just spit out 2 X-wing and 2 Y-wing squadrons at a time, having another 12 squadrons of E-wings, B-wings, etc, can be a nice cheap equalizer.

That being said, perhaps making the cost of buying strike craft lower is worth considering. If the team does go the route of buying wings of fighters versus a single squad, can you also bump up the production time?
Posted by: Aeradom
« on: January 19, 2017, 03:30:28 PM »

Playstyles aside, I do think that this system is terribly unbalanced as it is and in the long run just isn't worth the cost. Consider this; according to the manual, 2x X-Wings and 2 Y-Wings cost a total of 920 credits. Now on paper and compared with the 2100 credits it costs to purchase a Quasar Light Carrier, it might seem like a good tradeoff. But the fact is that strike craft are particularly vulnerable to getting obliterated. If just one Lancer Frigate is unaccounted for you can lose those four strike craft quickly. I recently fought a battle to take out a couple of defense stations and thought that I did pretty well as it didn't seem like I lost that many strike craft. Turns out, I lost 4x X and Y-Wings. Had I bought them, that means I've wasted 2000 credits! On the other hand, I keep my Quasar Light Carrier far back from the battle. And as the AI isn't smart enough to task strike craft to go and get them (not that it help but at least it would mean I'd have to split my forces), I can rest assured they will be there for the next battle, regardless of what happens to my fighters.

I echo others in that something needs to change here; either making the bought strike craft more substantial or just getting rid of the bought strike craft altogether. I'd personally recommend getting rid of the bought strike craft altogether for now. This will force the AI to spend more money on larger ships which should make the game overall tougher as right now, the human player who knows better not to purchase those individual wings.
Posted by: Aeradom
« on: January 17, 2017, 06:53:54 PM »


and while this is true, we also see lone squadrons or fighters going to do recon or sneak attacks. the thing was i wanted to see a little more balance, especially with the aircraft being the bane of the SSD

Oh, that's a good point. But couldn't you use the light carriers to serve that purpose.  Deploy the fighters then fall back to the edge of the map. When they've take care of t he job, retreat. And unlike if they were actual strike craft, you could come back and do it all again.
Posted by: Helix345
« on: January 17, 2017, 02:15:06 PM »

apologies  if i insulted anyone. i just auto-think corey, because he does all the updates and i don't know if any other team members have youtube, because all the stuff comes through corey. so apologies.

also, just who all IS working on ICW right now? just curious

click on the link

am far from the only one working on it.

Posted by: DarthRevansRevenge
« on: January 17, 2017, 02:09:27 PM »

You know, it's interesting that I was just looking for somewhere to comment on the way this mod handles strike craft. As opposed to the OP, though, I LOVE the way this mod handles them. Now you have understood, I really like using carriers in these sorts of games and managing the strike craft. And while trying to figure out why the mod wasn't working (which has been resolved), I decided to hop on and try out the base game. I realized quickly the ships don't have them by default so I started building them and sending them out with the fleet. However, the fact is (at least for me) the strike craft is just too vulnerable, particularly when assaulting a space station. One warped in corvette firing all weapons just shreds my strike craft before I have a chance to react. It's not that they aren't cheap and easy to replace, it's just a hassle to have to go and buy more strike craft to send them back to reinforce the fleet when the other ships can more than handle the task without me having the replace them as often. The way this mod does that, it's okay because I'll have them to use next time. But were the mod to go strictly to using the strike craft separate from the ships, I don't think I'd purchase them because they are just squishy.

In other words, I love and appreciate the way you guys handle the strike craft and for one wouldn't want to see the number of craft that the ships put out altered. And besides Star Wars, very rarely do I see a lore that uses strike craft independent of larger ships to repair and maintain them. So it's not just that it's more convenient, but feels more realistic.


and while this is true, we also see lone squadrons or fighters going to do recon or sneak attacks. the thing was i wanted to see a little more balance, especially with the aircraft being the bane of the SSD
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!