Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: bisszy4ever on August 14, 2012, 05:09:41 PM

Title: Suggestions for 2.1
Post by: bisszy4ever on August 14, 2012, 05:09:41 PM
Ok i have a suggestion for 2.1 how about MC80a and All Terrain Scout Transport/Assault (AT-ST/A) and making repair structures that can be built from the space station like golans and Enforcer-class picket cruiser


Just some suggestions hope it gives you guys some ideas :) :)Thanks to the Mod Team :).
Title: Re: Suggestions for 2.1
Post by: Zeron on August 14, 2012, 05:43:38 PM
MC80a is functionally identical to the MC80. We used to have it in the mod but it served no purpose except for cluttering up the build bar. The AT-ST/A is also too similar to the AT-ST, and they have plenty of land units already. Repair structures don't work very well in space with most ships.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on August 14, 2012, 05:44:53 PM
MC80a is functionally identical to the MC80. We used to have it in the mod but it served no purpose except for cluttering up the build bar. The AT-ST/A is also too similar to the AT-ST, and they have plenty of land units already. Repair structures don't work very well in space with most ships.


Yeah true but what about the Enforcer-class picket cruiser?Thanks for Responding Zeron :).
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 14, 2012, 06:22:54 PM
Enforcer is in 2.0
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 14, 2012, 07:38:54 PM
Yes, that made me happy.  I had argued for the Enforcer months before 2.0 started beta-ing.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 14, 2012, 10:05:15 PM
Indeed you did, I remember. Yes it is for the Pentastar Alignment and most useful.
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 19, 2012, 04:19:49 PM
Here's my suggestion, not sure if it's been given yet, or is in 2.0.

In era 5, the Chimaera should have Preybirds replace some of the ties that spawn from it. Also, if I am correct, in Spectre of the Past, Pellaeon orders that the Chimaera fire proton torpedoes (and use the fighters as a screen, to see if Garm was in charge of the fleet that attacked him). Therefore, I suggest that it be given port and starboard torpedo launchers.
Title: Re: Suggestions for 2.1
Post by: JC123 on August 19, 2012, 04:38:47 PM
Here's my suggestion, not sure if it's been given yet, or is in 2.0.

In era 5, the Chimaera should have Preybirds replace some of the ties that spawn from it. Also, if I am correct, in Spectre of the Past, Pellaeon orders that the Chimaera fire proton torpedoes (and use the fighters as a screen, to see if Garm was in charge of the fleet that attacked him). Therefore, I suggest that it be given port and starboard torpedo launchers.

I agree that the Chimaera being further specialized would make sense.  I'm sure it would be a lot of work for the mod team to make preybirds just for that instance (sorry if they are already used elsewhere!)

Speaking of a lot of work...  Wouldn't it make more sense for the Reborn Emperor to be using the Eclipse II because he doesn't return after he dies?  That's just to make things more cannon, since this mod does a great job of keeping things cannon  :D  Also, the ship looks great.
Title: Re: Suggestions for 2.1
Post by: Slornie on August 19, 2012, 05:21:00 PM
In era 5, the Chimaera should have Preybirds replace some of the ties that spawn from it.
In 2.0 all Era 5 Star Destroyers belonging to the Imperial Remnant carry squadrons of Preybirds in place of their normal TIE complement.
Title: Re: Suggestions for 2.1
Post by: Corey on August 19, 2012, 05:55:49 PM
Speaking of a lot of work...  Wouldn't it make more sense for the Reborn Emperor to be using the Eclipse II because he doesn't return after he dies?  That's just to make things more cannon, since this mod does a great job of keeping things cannon  :D  Also, the ship looks great.

Well, since we're not doing two seperate Palpatine cycles we just went with the one that came first to cover the whole era. After all, the Eclipse II only became the flagship after the first Eclipse was destroyed so making the Eclipse II be the one represented alone would seem kind of like jumping the gun, and doing both in sequence would be kind of overkill.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 19, 2012, 06:43:07 PM
Well, since we're not doing two seperate Palpatine cycles we just went with the one that came first to cover the whole era. After all, the Eclipse II only became the flagship after the first Eclipse was destroyed so making the Eclipse II be the one represented alone would seem kind of like jumping the gun, and doing both in sequence would be kind of overkill.

And also asking too much of the evil New Republic to be able to defeat two of the eclipses.
Title: Re: Suggestions for 2.1
Post by: JC123 on August 19, 2012, 08:54:10 PM
And also asking too much of the evil New Republic to be able to defeat two of the eclipses.

While I agree that having both would be typical IR overkill making the GC a pain for everyone else, I am sure that I"m not alone in thinking that the Eclipse II was the best of the two.  Of course, this is just my bias for awesome looking triangle ships.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 21, 2012, 03:04:14 AM
Well, since we're not doing two seperate Palpatine cycles we just went with the one that came first to cover the whole era. After all, the Eclipse II only became the flagship after the first Eclipse was destroyed so making the Eclipse II be the one represented alone would seem kind of like jumping the gun, and doing both in sequence would be kind of overkill.

I would like to ask the Eclipse have it's gravity well projectors.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on August 21, 2012, 06:52:51 AM
Xizer, according to the manual, both the Eclipse and Sovereign will have interdicting ability.
Title: Re: Suggestions for 2.1
Post by: Slornie on August 21, 2012, 07:02:05 AM
Xizer, according to the manual, both the Eclipse and Sovereign will have interdicting ability.
Yeah, but that depends on Corey remembering to actually code it in.  :angel:
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 21, 2012, 09:05:14 AM
I'm new this is my first post yay ;D but anyway I think you so sould add the  Lucrehulk-class battleship the AT-TE and the Providence-class carrier/destroyer to the Pentastar Alignment. they need more clone wars stuff to make them different from the IR .

http://starwars.wikia.com/wiki/Lucrehulk-class_battleship

http://starwars.wikia.com/wiki/All_Terrain_Tactical_Enforcer

http://starwars.wikia.com/wiki/Providence-class_carrier/destroyer
Title: Re: Suggestions for 2.1
Post by: JC123 on August 21, 2012, 04:37:40 PM
Yeah, the PA could use some more heavy hitters that don't belong to other factions to go toe to toe with IR and NR.  Then again, I have yet to see how effective the Preator II is in direct comparison to it's cost.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 21, 2012, 05:40:43 PM
It can easily hold it's own against 3 ISD-II's or MC80b's from what I've found in my testing.  AI doesn't build enough MC90's for me to have tested that.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 21, 2012, 07:51:10 PM
hi me again 2'nd post ever also you should add these.

 the spider droids were used by the empire so add to IR or PA and this ship for the PA  

http://starwars.wikia.com/wiki/DSD1_dwarf_spider_droid

http://starwars.wikia.com/wiki/Recusant-class_light_destroyer

Title: Re: Suggestions for 2.1
Post by: Corey on August 21, 2012, 09:11:03 PM
The reason for the Clone Wars stuff they do have is both to differentiate them from the IR, but also to represent their geographical and political position within the Empire. They were mainly part of the New Territories and Oversector Outer, neither of which had any real sway within the Empire until Tarkin took over as Grand Moff in the Oversector. This is why  they have what they do; a mix of the holdover Republican vehicles from the Clone Wars to defend the backwater planets, as well as some of the more powerful but still old Imperial ships (Praetor II) to represent the growing importance of specific parts of what would become the core of the PA. The CIS stuff is strictly from the Banking Clan, seeing as they were based on Muunilinst, which is one of the most important planets in the Alignment.

The problem with using a lot of the rest of the CIS stuff is their manufacturers and who ended up with them after the war. Lucrehulks and Recusants tended to end up in the northeastern parts of the galaxy with Seperatist holdouts, the Rebellion and then were bought up by the Corporate Sector Authority, so I'm not sure how comfortable we'd be with adding them as PA units. It's a bit more difficult to justify, with Seperatist holdouts in general being associated with the Rebels but not the Empire.

AT-TEs on the other hand, are a lot more viable considering how they were definitely passed through Imperial service, especially in the Outer Rim (Which includes the PA)

Quote
they need more clone wars stuff to make them different from the IR .

The problem with this is that there's no real reason one should be considered more Imperial than the other.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 22, 2012, 01:30:29 AM
I'm new this is my first post yay ;D but anyway I think you so sould add the  Lucrehulk-class battleship the AT-TE and the Providence-class carrier/destroyer to the Pentastar Alignment. they need more clone wars stuff to make them different from the IR .

http://starwars.wikia.com/wiki/Lucrehulk-class_battleship

http://starwars.wikia.com/wiki/All_Terrain_Tactical_Enforcer

http://starwars.wikia.com/wiki/Providence-class_carrier/destroyer

The Lucrehulk class battleship wouldn't make sense as it was the staple of the Trade Federation, which was completely disbanded and it's ships decommissioned or scrapped.

The Providence also wouldn't make much sense either as it was developed by the Quarren near Dac and also was phased out at the end of the Clone Wars.

The AT TE sounds more reasonable though and might well have been part of the PA, but they DID have ATATs as the staple heavy unit by that time, and the PA IS an Imperial offshoot of the Empire so they would have a lot of Imperial equipment.

The Muunificents are part of the PA due to the Intergalactic Banking Clan on Muunilinst(under the supervision of Humans) still had a navy for security of investments, so long as the vessels were manned by loyal Imperials and behaved themselves.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 22, 2012, 08:19:54 AM

Cool I was just looking around wookieepedia for stuff that might fit you know trying to help don?t know much about Star Wars history other then Revan is cool and imps are epic. :) And you might have missed these.

 The spider droids were used by the empire so add to IR or PA and this ship for the PA 

http://starwars.wikia.com/wiki/DSD1_dwarf_spider_droid

http://starwars.wikia.com/wiki/Recusant-class_light_destroyer
Title: Re: Suggestions for 2.1
Post by: Corey on August 22, 2012, 02:04:11 PM
The Recusant falls under the same category as the other non-IGC CIS units, and the problems with the DSD are more logistical than anything. As far as the AT-TE, I wouldn't be opposed to having it replace the AT-AT for them after era 2 or something.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 22, 2012, 02:13:38 PM
Sweet glad to help. ;D

Title: Re: Suggestions for 2.1
Post by: tlmiller on August 22, 2012, 09:32:22 PM
The Recusant falls under the same category as the other non-IGC CIS units, and the problems with the DSD are more logistical than anything. As far as the AT-TE, I wouldn't be opposed to having it replace the AT-AT for them after era 2 or something.

Although if you do that, they really should get the AT-AT in era 1 (currently in patch5, it's only era2+).
Title: Re: Suggestions for 2.1
Post by: Corey on August 22, 2012, 09:52:47 PM
Yeah, I already changed that when I gave them the AT-AA or whatever it was.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 22, 2012, 10:12:55 PM
Oh, cool.  AT-TE is my favorite ground forces there are.  Nowhere near as capable as the AT-AT in the games that have them, but so much cooler looking.
Title: Re: Suggestions for 2.1
Post by: Corey on August 22, 2012, 10:13:58 PM
Also they have 6 legs. That's 50% more legs.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 22, 2012, 10:15:32 PM
Big, destructive beetles...
Title: Re: Suggestions for 2.1
Post by: ArcHeavyGunner on August 22, 2012, 10:35:04 PM
Also they have 6 legs. That's 50% more legs.

But do the fire 66% more bullet per bullet?.........I meant to say laser.
Title: Re: Suggestions for 2.1
Post by: zadedx on August 23, 2012, 04:39:57 AM
My suggestion for 2.1 if possible to add heroes in from the ground up GC if possible  -_^
Title: Re: Suggestions for 2.1
Post by: Slornie on August 23, 2012, 06:02:26 AM
Although if you do that, they really should get the AT-AT in era 1 (currently in patch5, it's only era2+).
Yeah, I already changed that when I gave them the AT-AA or whatever it was.
You never told me this. :(
Title: Re: Suggestions for 2.1
Post by: MMM2409 on August 25, 2012, 01:58:38 PM
i dont know if this has already been suggested but how about adding more eras?
and how about making an all-era campaign like in UEaW?
Title: Re: Suggestions for 2.1
Post by: Corey on August 25, 2012, 02:32:22 PM
What would the extra eras be? Going forward into the Vong side of things would be better suited to be its own mod if we even wanted to do it. We've considered doing a Galactic Civil War pre-Endor GC, which is the only real way to expand the mod without getting to a point where it would be better as a standalone.

There already are two all-era GCs where you progressive through the different parts of the timneline we cover, Art of War and Art of War Light (renamed to Essence of War in 2.0).

If by eras, you're using them in the general canon classification sense, as in KOTOR era, Clone Wars Era, GCW era, New Republic Era, Vong era, etc that I believe UEaW also used where you have one mod and play through essentially every single major time period in Star Wars history, then there's some huge problems with doing it, in my opinion.

The first and I think simplest reason is really that if you want a mod in each of those time periods, then make a mod in each of those time periods. The way we do eras in ICW works because it's all still part of one cohesive conflict. If you take all of those other major eras, you've got multiple factions with nothing that ties them together. If you want to make some distinction between light side and dark side, then that's I guess one binary way to link it all together but it still doesn't really work. You're way better off with four or five seperate mods to cover each one. You're not gaining any sort of storytelling benefits from combining them.

The next reason is workload and the logistics behind making it. You basically are making five seperate mods, you're just combining them into one. This would result in a really pointlessly big file for the mod to cover all of the different planets, ships, vehicles and whatnot you would need to have a decently fleshed out unit list for each faction. All of this would also mean a hell of a lot more work involved in making it.This may sound like a lazy excuse not to do work, but mods that focus on just one era are really hard to do, and take years as it is. Doing all of those eras in one mod takes that workload and multiplies it by 5. Chances are it wouldn't get anywhere near finished, and if it did every faction would be so bare-bones as to not really be worth playing. You're removing the character from each era in order to get more eras, basically.
Title: Re: Suggestions for 2.1
Post by: JC123 on August 25, 2012, 03:03:05 PM
I agree with that sentiment.  UEaW took a long time and still never finished.  It was a monumental task.  There already is a good clone wars mod and hopefully a good Vong and Legacy mod on the way.  Putting them all together... that would be huge.
Title: Re: Suggestions for 2.1
Post by: MMM2409 on August 25, 2012, 03:57:16 PM
yeah you are right about the eras

There already are two all-era GCs where you progressive through the different parts of the timneline we cover, Art of War and Art of War Light (renamed to Essence of War in 2.0).
well i mean a real campaign which follows the story of the new republic or the imperial remnant, including the important battles, etc.
Title: Re: Suggestions for 2.1
Post by: Calamitasi on August 25, 2012, 04:04:58 PM
Perhaps a Turbulent-class Star Destroyer?  Has heavy armoring and hangers, you make a great heavy-carrier type ship.

http://starwars.wikia.com/wiki/Turbulent-class_Star_Destroyer (http://starwars.wikia.com/wiki/Turbulent-class_Star_Destroyer)

Also Pellaeon died on one.
Title: Re: Suggestions for 2.1
Post by: MMM2409 on August 25, 2012, 04:15:56 PM
well they are from the second galactic civil war, which is over a decade after the the Vong War.

but how including some Mandalorians (if there arent some already), for exampe as elite troppers?
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 25, 2012, 04:20:40 PM
Also Pellaeon died on one.

That would also be a good reason to destroy every Turbulent ever built and strike the records of the class ever existing from the history books.
Title: Re: Suggestions for 2.1
Post by: Calamitasi on August 25, 2012, 04:54:57 PM
Oh yes, I forgot about the era it existed, its pretty far out there.
Title: Re: Suggestions for 2.1
Post by: Rissien on August 25, 2012, 09:10:51 PM
There used to be a mod for the Legacy of the Force time frame when that series was still being written, I was part of the testing team but the leader basically abandoned it.

Currently a mod for the Legacy era *the distant future one not Legacy of the Force*

Also theres the mod with the Yuuzhan Vong in it, still fairly early but they are putting out some nice new models.
Title: Re: Suggestions for 2.1
Post by: StarWarsSupremeCommander on August 26, 2012, 06:29:18 AM
There used to be a mod for the Legacy of the Force time frame when that series was still being written, I was part of the testing team but the leader basically abandoned it.

Currently a mod for the Legacy era *the distant future one not Legacy of the Force*

Also theres the mod with the Yuuzhan Vong in it, still fairly early but they are putting out some nice new models.

Theres the old republic mod, awesome stuff but only has one person working on it.. Pity. I have yet to be impressed by the Yuuzhan Vong mod(And Yuuzhan is Chinese!)
Title: Re: Suggestions for 2.1
Post by: predator30 on August 28, 2012, 06:51:44 AM
Hi TR team

I have and idea well it could be seen as more of a fix. The power to shield (PTS) ability on some of the empire of the hand ships is overpowered. By contrast the PTS on the MC cap ships has been reduced. In the interest of balance this needs to be looked at as the MC are known to have advanced shields. It is almost pointless using PTS on the MC80B at the moment. Great mod, this is the only issue I have found so far.

I have been playing TR since V1 keep up the good work! :)

predator
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on August 28, 2012, 08:02:04 AM
Also can you guys add more missions for GC because i love doing them :) thanks.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on August 28, 2012, 10:13:17 AM
Is there a way you can randomize when raid fleets appear? Right now it seems to be a fixed designated time after the battle starts. I've found the best way to make sure I don't get taken unawares is to use an initial fast unit like a starfighter squadron, corvette or frigate to spearhead an assault, and then quickly move it out of the initial deployment zone just in case a raid fleet emerges.

It would be really cool if you had to worry that once you're heavily engaged with up enemy forces, THEN all of a sudden the raid forces appeared behind your lines and starting causing you all sorts of trouble.
Title: Re: Suggestions for 2.1
Post by: Corey on August 28, 2012, 11:33:40 AM
Hi TR team

I have and idea well it could be seen as more of a fix. The power to shield (PTS) ability on some of the empire of the hand ships is overpowered. By contrast the PTS on the MC cap ships has been reduced. In the interest of balance this needs to be looked at as the MC are known to have advanced shields. It is almost pointless using PTS on the MC80B at the moment. Great mod, this is the only issue I have found so far.

I have been playing TR since V1 keep up the good work! :)

predator

The reason why smaller ships, including the two from the Empire of the Hand (Au'tiette and Kariek) have a stronger version of the ability is because they don't have as much other utility to bring to the table, and this helps them serve more of a purpose even against larger ships, since they can either act as damage sinks or be guaranteed a few more seconds of outputting the small amount of damage they do have. The Mon Cal ships who have the reduced ability duration and power already have superior base shields to what the other factions have, so when they had the stronger version they could cause severe balance problems, where you essentially couldn't kill them unless you had a bunch of ships concentrate on each one. They had high enough base shield refresh and hp stats that they could already take a beating, and they also have the damage to back it up. Now, the ability can be used to give a few more seconds of shields before they give out and start losing hardpoints, instead of being an automatic life generation button. It can be enough to put the edge in their favour when they're fighting another capital ship in a close fight, but not enough to turn every fight into their favour.

Quote
Is there a way you can randomize when raid fleets appear? Right now it seems to be a fixed designated time after the battle starts. I've found the best way to make sure I don't get taken unawares is to use an initial fast unit like a starfighter squadron, corvette or frigate to spearhead an assault, and then quickly move it out of the initial deployment zone just in case a raid fleet emerges.

It would be really cool if you had to worry that once you're heavily engaged with up enemy forces, THEN all of a sudden the raid forces appeared behind your lines and starting causing you all sorts of trouble.

It is by a designated time, which I've increased. I've wanted to try using a random number generator for it, but I'm not sure if the commands used for the delay will work with a variable. Ideally I'd want to put them spawning at a new marker as well, but there's a lot of maps and I'm not sure what the implications of missing a marker on a map would be.
Title: Re: Suggestions for 2.1
Post by: Slornie on August 28, 2012, 11:40:35 AM
Is there a way you can randomize when raid fleets appear? Right now it seems to be a fixed designated time after the battle starts. I've found the best way to make sure I don't get taken unawares is to use an initial fast unit like a starfighter squadron, corvette or frigate to spearhead an assault, and then quickly move it out of the initial deployment zone just in case a raid fleet emerges.
I'd certainly like to see the entry time be a bit more flexible. Maybe even just a range of a couple of minutes from the start of the battle.
Title: Re: Suggestions for 2.1
Post by: MMM2409 on August 28, 2012, 01:50:54 PM
increase space pop cap
Title: Re: Suggestions for 2.1
Post by: Corey on August 28, 2012, 02:01:35 PM
People's computers would have trouble handling a higher pop cap, a lot of the pop caps of individual ships were balanced around the 40 cap, and increasing the pop cap would mean the already-terrible pathfinding EaW has would have to account for even more ships.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 31, 2012, 04:08:03 PM
Okay how about the TIE Oppressor for a bomber for the PA if not then what about theTIE Aggressor or mabye both. ;)
 
the Gladiator-class Star Destroyer seems cool you should add it to PA or IR and the Dauntless-class heavy cruiser for the NR plus the  Bulwark Mark III battlecruiser  to stand up to the Praetor Mark II .

http://starwars.wikia.com/wiki/Gladiator-class_Star_Destroyer

http://starwars.wikia.com/wiki/TIE_Oppressor

http://starwars.wikia.com/wiki/TIE_Aggressor

http://starwars.wikia.com/wiki/Dauntless-class_heavy_cruiser

http://starwars.wikia.com/wiki/Bulwark-class_battle_cruiser
Title: Re: Suggestions for 2.1
Post by: Corey on August 31, 2012, 04:27:26 PM
Me and Enceladus were casually discussing this (read as: Nothing in this post should be taken as something we definitely intend to do), and we thought a potential way to fit in some units for the PA would be a kind of sideline advancement type seperate from eras. Considering how much of the PA was centeredt on corporations, we may be able to make somethign where you "buy" a merger with the Corporate Sector and get access to some of the ships and vehicles they had, which would include some of the previously suggested ships and vehicles.

Quote
http://starwars.wikia.com/wiki/Gladiator-class_Star_Destroyer

This is a design several of us have always liked, but the ship itself is effectively useless. It's 150 meters longer than the Carrack, but would have exactly three hardpoints: A single dual light turbolaser hardpoint, a laser cannon hardpoint, and a conc hardpoint. It would be by far the weakest ship in the mod, and as a carrier it only has 2 squadrons. It'd be pretty much unjustifiable to build them.

Quote
http://starwars.wikia.com/wiki/TIE_Oppressor
http://starwars.wikia.com/wiki/TIE_Aggressor
Aggressor was developed and scrapped before the first Death Star. Honestly, I'd rather avoid going into more and more obscure TIEs for them.


As for the other two, the last thing the NR needs is more powerful capital ships. Their build bars are pretty much full, and they tend to field the best set of capital ships in the game to begin with.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 31, 2012, 06:54:57 PM
I would love to see the PA ships garrison something other than the same TIE Fighters, TIE Interceptors and TIE Bombers as the IR.  I would love to see them with maybe A9's (since they already have them on the Venator), Skiprays (from the Munificents), and Tie Hunter to replace the Interceptor.  Just to provide a little more uniqueness to the PA.  Don't expect to see it done since it would make them more powerful (Skiprays having ions and shields, Hunters having ions (although fewer lasters than an Interceptor, and A9's being way  faster than the TF).
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 31, 2012, 09:20:18 PM
Okay.
Title: Re: Suggestions for 2.1
Post by: melbournelad on August 31, 2012, 11:09:13 PM
As for the other two, the last thing the NR needs is more powerful capital ships. Their build bars are pretty much full, and they tend to field the best set of capital ships in the game to begin with.


To add more units, if the build bar is full would it be possible to implement a filter system ?
Title: Re: Suggestions for 2.1
Post by: Corey on August 31, 2012, 11:13:38 PM
Those tend to rely on story scripting that would conflict with the era system scripting. Either way, the build bar limits tend to be a good indicator for when you've stopped adding useful stuff with enough variance to keep it diverse and gone into the adding shit "just because" territory.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 01, 2012, 08:37:51 AM
Why not the tie oppressor you have a reason aside from this
I'd rather avoid going into more and more obscure TIEs for them.

 


And the Corporate Sector Authority Picket Fleet probably merged with the Pentastar Alignment navy it had this the Recusant-class light destroyer and Lucrehulk-class battleship plus the Mankvim-814 light interceptor so why not give them to the PA.

the eclipse should spawn The Emperor's Royal Guard TIE/In starfighters and era 3 should have Shadow Droids for the IR and X-1 Vipers for the NR .

http://starwars.wikia.com/wiki/Corporate_Sector_Authority_Picket_Fleet

http://starwars.wikia.com/wiki/Mankvim-814_light_interceptor

http://starwars.wikia.com/wiki/Emperor%27s_Royal_Guard_TIE/In_starfighter

http://starwars.wikia.com/wiki/Shadow_Droid

http://starwars.wikia.com/wiki/X-1_Viper
Title: Re: Suggestions for 2.1
Post by: Corey on September 01, 2012, 11:10:12 AM
If your post is missing, it's because I've split them up and moved them to more appropriate topics, cause virtually nothing here was on topic. Feedback and general modding questions aren't really suggestions for 2.1. Check your profile -> Posts if you can't find them.


These are the topics everything's in now:
[Melbournelad - Has modding done x] (http://gutr.swrebellion.com/forums/index.php/topic,2806.0.html)
[Willhelm - Gilzean] (http://gutr.swrebellion.com/forums/index.php/topic,2757.msg37024.html#msg37024)
[MandalorOrdo - Ship Roles] (http://gutr.swrebellion.com/forums/index.php/topic,2808.msg37046.html#msg37046)

I'll come back in a bit to edit this post and respond to other stuff.
Title: Re: Suggestions for 2.1
Post by: tlmiller on September 01, 2012, 11:49:32 AM
Oh, I have a good, easy idea.  Have the PA AT-AT's drop PA Enforcers, not Stormtroopers.
Title: Re: Suggestions for 2.1
Post by: Enceladus on September 01, 2012, 12:07:10 PM
Not quite as easy as it sounds actually. The stormies use a unique animation when they're dropped from the AT-AT IIRC.
Title: Re: Suggestions for 2.1
Post by: Corey on September 01, 2012, 01:57:00 PM
I would love to see the PA ships garrison something other than the same TIE Fighters, TIE Interceptors and TIE Bombers as the IR.  I would love to see them with maybe A9's (since they already have them on the Venator), Skiprays (from the Munificents), and Tie Hunter to replace the Interceptor.  Just to provide a little more uniqueness to the PA.  Don't expect to see it done since it would make them more powerful (Skiprays having ions and shields, Hunters having ions (although fewer lasters than an Interceptor, and A9's being way  faster than the TF).

To continue with the theme of the backwater Imperial world which we know used older technology for its garrisons, we've been thinking about putting the V-19 Torrent in for them. We have a pretty damn good looking model for it, and it was, according to some of the roleplaying games, relegated to backwater Imperial duty; perfect for what we need. I don't know how much I want to remove TIE Fighters from them, however, especially early on. They're still Imperial, even if they're backwater Imperial/FotR dumping ground.

Quote
And the Corporate Sector Authority Picket Fleet probably merged with the Pentastar Alignment navy it had this the Recusant-class light destroyer and Lucrehulk-class battleship plus the Mankvim-814 light interceptor so why not give them to the PA.

It didn'g. The CSA was on the far northeast, PA in the northwest. During the formation of the PA, Zsinj conquered the Corporate Sector., however after his death it presumably broke back free and returned to its neutral psotion selling things to both the IR and NR, but that's where my post from before comes from; since they're both very corporation centric, we can, upon Zsinj's death (or something) make a trading deal available to the PA that gives them access to certain ships the CSA would have had, which could include some of what you mentioned (Recusant, Lucrehulk, Providence, other shit the Empire pawned off on the CSA after the Clone Wars). Mankvim isn't worth doing, pretty useless.

Quote
http://starwars.wikia.com/wiki/Emperor%27s_Royal_Guard_TIE/In_starfighter
These were used before Endor by Palpatine's personal guard.

We wanted to do the Shadow droid, but didn't have time.


The Viper is one of the dumbest things I've seen in my life, I'd rather kill myself than put a walker that looks like that into the mod. The New Republic didn't ever make them either, they were Imperial and got hijacked by the NR in a battle. It says so in the article.
Title: Re: Suggestions for 2.1
Post by: tlmiller on September 01, 2012, 02:30:55 PM
To continue with the theme of the backwater Imperial world which we know used older technology for its garrisons, we've been thinking about putting the V-19 Torrent in for them. We have a pretty damn good looking model for it, and it was, according to some of the roleplaying games, relegated to backwater Imperial duty; perfect for what we need. I don't know how much I want to remove TIE Fighters from them, however, especially early on. They're still Imperial, even if they're backwater Imperial/FotR dumping ground.


I like that idea, anything to make them slightly more unique and less just the IR with a different leader and slightly altered ground trooops, and the Torrents had a few concs to give them a multipurpose fighter like the X-Wing.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 01, 2012, 04:54:22 PM
Why not the tie oppressor you have a reason aside from you'd rather avoid going into more and more obscure TIEs for them.
Title: Re: Suggestions for 2.1
Post by: tlmiller on September 01, 2012, 04:59:06 PM
Why not the tie oppressor you have a reason aside from you'd rather avoid going into more and more obscure TIEs for them.


Personally speaking, that's as good a reason as any to me.
Title: Re: Suggestions for 2.1
Post by: Corey on September 01, 2012, 06:06:40 PM
The question to ask isn't "why not add x", it's "why add x, and what are the other options for the role that x fills".

The TIE Oppressor and Aggressor are both pretty much filling the same roles to begin with, but that same role is better filled in my opinion by the V-19. The TIE Oppressor and Aggressor were both experimental projects, and ended up being pretty rare, whereas the V-19 is something that was definitely relegated to the worlds that would end up in the Pentastar Alignment. Tarkin made Oversector Outer more prominent, so they could have some rarer stuff, but that's already represented with the TIE Hunter for fighters.

That's why we usually prefer suggestions to include reasons why it should be implemented, and where you think it should be implemented. Just linking to Wookie articles isn't a great way to convince us something is worth doing; it's very unlikely you're going to find a ship that we don't already know about.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 01, 2012, 07:18:20 PM
Just trying to help :-[
Title: Re: Suggestions for 2.1
Post by: Corey on September 01, 2012, 07:24:21 PM
I'm not saying you aren't, I'm trying to give you ways to more effectively get what you want in.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 02, 2012, 12:35:01 AM
For 2.1 can you buy more Nova Troopers  :) because i don't like how the storm troopers can't crouch for cover.
Title: Re: Suggestions for 2.1
Post by: PimpBacca on September 02, 2012, 04:31:30 PM
Any chanch we will ever see the second Imperium?
http://starwars.wikia.com/wiki/Second_Imperium

Jason Fry states on page 16 of his end notes to The Essential Guide to Warfare that it was Daala leading them along.
http://jasonfry.tumblr.com/post/27417920547/eg-to-warfare-endnotes-pt-16
Title: Re: Suggestions for 2.1
Post by: Corey on September 02, 2012, 05:03:54 PM
They were still pretty minor, and there's nowhere to put them unless we made a new GC for them, which I don't think is worth it. They existed after the peace treaty was signed between the IR and NR, and the only extensions we make past 19ABY are for technology in era 5, there's no GC actually set between 19 and 23 ABY.
Title: Re: Suggestions for 2.1
Post by: JC123 on September 02, 2012, 06:47:39 PM
Me and Enceladus were casually discussing this (read as: Nothing in this post should be taken as something we definitely intend to do), and we thought a potential way to fit in some units for the PA would be a kind of sideline advancement type seperate from eras. Considering how much of the PA was centeredt on corporations, we may be able to make somethign where you "buy" a merger with the Corporate Sector and get access to some of the ships and vehicles they had, which would include some of the previously suggested ships and vehicles.

I think this could be expanded upon with a lot of promise.  Here's my tweak of the idea.  The PA needs to conquer certain planets to buy more tech and access to units.  This offers incentive to expand and conquer just as the NR has incentive to improve their tech by killing IR leaders and IR has incentive to keep their leaders alive to a point.

This opens the door for the PA to have all sorts of old tech or obscure tech (doesn't HAVE to be old or obscure, just fyi) that will make it different from the IR and also more fun to play!

I think turning the PA into a power that searches to tech would be a lot of fun and has a lot of different options.
Title: Re: Suggestions for 2.1
Post by: melbournelad on September 02, 2012, 07:19:10 PM
They were still pretty minor, and there's nowhere to put them unless we made a new GC for them, which I don't think is worth it. They existed after the peace treaty was signed between the IR and NR, and the only extensions we make past 19ABY are for technology in era 5, there's no GC actually set between 19 and 23 ABY.

So no plans to include a GC in the last few years before the Vong War?
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 02, 2012, 08:05:04 PM
I think this could be expanded upon with a lot of promise.  Here's my tweak of the idea.  The PA needs to conquer certain planets to buy more tech and access to units.  This offers incentive to expand and conquer just as the NR has incentive to improve their tech by killing IR leaders and IR has incentive to keep their leaders alive to a point.

This opens the door for the PA to have all sorts of old tech or obscure tech (doesn't HAVE to be old or obscure, just fyi) that will make it different from the IR and also more fun to play!

I think turning the PA into a power that searches to tech would be a lot of fun and has a lot of different options.
 

I agree also The tie oppressor should be added so they have a unique Bomber like the have a unique fighter aka the TIE Hunter which is also obscure.
Title: Re: Suggestions for 2.1
Post by: tlmiller on September 02, 2012, 08:14:18 PM
It would be better to simply switch them over to the Skipray Blastboat, since they already have units that use them.
Title: Re: Suggestions for 2.1
Post by: Corey on September 02, 2012, 09:37:53 PM
I think this could be expanded upon with a lot of promise.  Here's my tweak of the idea.  The PA needs to conquer certain planets to buy more tech and access to units.  This offers incentive to expand and conquer just as the NR has incentive to improve their tech by killing IR leaders and IR has incentive to keep their leaders alive to a point.

This opens the door for the PA to have all sorts of old tech or obscure tech (doesn't HAVE to be old or obscure, just fyi) that will make it different from the IR and also more fun to play!

I think turning the PA into a power that searches to tech would be a lot of fun and has a lot of different options.

Well we're still pretty limited in what we can do to unlock and lock units for them. They can't use their own lock/unlock events like other factions can, which means new stuff via conquering is pretty much out of the question. It's why they don't have their own planet capture rewards. And the point with the CSA is the faction is heavily based on corporations, as far as war goes it was largely neutral until it felt it had the resources to confront the NR (which it never actually did, directly).

To get more technical, the basic limit of what we can do basically involves spawning a free building with every planet they capture, and that's what's used as a prereq for what's considered "era 1", "era 2" we just didn't have to use that script yet because they didn't have enough units to be worth locking anything out as eras progress. However, that would still be basically binary, it's either set x or not x, you can't make it different combinations based on what they control.

So no plans to include a GC in the last few years before the Vong War?

No, because nothing interesting happened in that period. Certainly nothing a GC could be made out of. The Remnant and NR were the only two galactic powers worth speaking of in the known galaxy, and they were at peace. There were one or two Imperial holdout groups, but they never did anthing worth covering in the mod. The Second Imperium, for example, along with the Empire Reborn, were each essentially tiny single-planet holdouts, at best.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on September 02, 2012, 10:53:19 PM
Can a cost system be implemented for starfighter complement replenishment? Right now you can hit and run, or swarm with "free" fighters if you're the the NR or EotH. Now I know you can't force a replenishment system since they're spawned from each capital ship, carrier, and frigate. But how about incurring a cost at the end of each battle?

I noticed a field in the XMLs for the units called <Score_Cost_Credits> which doesn't seem to be in play. Is that value used for those victory screen calculations? Can you use that value attached to each starfighter squadron to asses a cost after each battle for replenishment? For instance, If I enter a battle with an MC80 and I lose one of the X-wing squadrons, after the battle maybe it would cost me 50 credits, since that X-wing squadron will be available again instantly in the next battle. Now of course the cost should be much less, say, 20% or 25% of the actual cost of the squadron. Also you could take out the cost for squadrons spawned by destroyed ships.

Economically-wise, this might require a negative (debt that simply prevents you from building more but otherwise doesn't hurt) credit balance, or you could incur an income (for the upcoming week) penalty.

This fits well with the navies in play, as the IR's cheap disposable fighters are supposed to be easy to replenish but the NR's fighter are supposed to be cost more and be tougher to replace. I'd imagine clawcraft would be the similar.
Title: Re: Suggestions for 2.1
Post by: MawDrallin on September 03, 2012, 05:39:55 PM
I'm a first time poster, long time lurker, and I've been playing ICW 2.0 for a few days and I have a couple of suggestions:

1: First, I'd like to see Grand General Malcor Brashin added as a hero for the IR in Era 1. My reason for this he was in the mod originally and long time ago, and he was in charge of the defense of Coruscant when the NR invaded. I presume before he was removed because of his horrible icon, which is understandable. But now that you (the TR Dev Team) have access to an icon artist, you would be able to make a new icon for him. If he was to be added in, he could have his personnel SD in space (which because the IR already has so many ISD Heroes in this era, he doesn't really have to have it) and on land he could command an A9 Floating Fortress, which we know the IR used at this time (X-wing: Wedge's Gamble wasn't it?) and it is already in the game.

2: In Final Imperial Push, you have Natasi Daala and the Scylla as a hero, because at this time she was in command of the Replacement Warlords. However, in the mod you have her located along with the main Imperial Forces (the old Pentastar Alignment). For 2.1, it would be a little more canon for her to be located at one of the Deep Core planets, whose forces she commanded. I know its small, but hey, that's one more reason to do it ;D

3: Also in Final Imperial Push, one of the things I've seen mentioned somewhere on these forums is that some people wanted Kuat added in this GC, so the IR could get a corporation to use as a boost to their production when they capture it, but Corey stated that if Kuat was added in, that would just give the NR another shipyard to add to their considerable question. However, to satisfy everyone, what if KDY could be built on Gyndine, just for this GC? It's already in the GC and KDY had several shipyards over the planet.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 05, 2012, 07:18:16 PM
I think you should move the Immobilizer 418 cruisers price from 9000 down to 7000 and move the Interdictor-class Star Destroyer up to 10000
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 05, 2012, 10:32:09 PM
A couple of suggestions:

1) The Carrack cruiser was praised for its speed, so maybe it should be given a boost engine power ability, to make it a bit more useful as a picket ship.
2) I like what someone said about the PA having older tech. I was thinking that maybe The PA could have only VSD and ISD mark 1's buildable until Kuat is captured. When it is captured, KDY can be built for the PA, and then VSD and ISD mark 2's can be built only at Kuat. This could somewhat make up for the fact that they have two SSD's throughout all five eras and can build Praetors in all levels.
Title: Re: Suggestions for 2.1
Post by: KierenHorn on September 06, 2012, 01:13:34 PM
The audio has come a long way. I'm still amazed at the customization provided in 2.0, seriously you guys have taken this mod to a whole new level and it's just absolutely fantastic. Still, not every unit has its own voice. I'm sure plenty of people have offered to lend their voices for this, do you have a method for them to send you audio files? Or something?
Title: Re: Suggestions for 2.1
Post by: Corey on September 06, 2012, 01:23:41 PM
I'm sure plenty of people have offered to lend their voices for this, do you have a method for them to send you audio files? Or something?

Actually, very few people have and I rarely ever hear from them after the first email. Also very few of those that do are really old enough to sound right in whatever role they're trying to, and most don't have especially good microphones and whatnot. All of the stuff we have now is from Lord Xizer and his group of friends/contacts.
Title: Re: Suggestions for 2.1
Post by: Rissien on September 07, 2012, 02:24:43 AM
If you need another voice for future patches etc id be willing to help
Title: Re: Suggestions for 2.1
Post by: Corey on September 07, 2012, 05:57:09 AM
Anyone who wants to "audition" can still send samples to ThrawnsRevenge@Gmail.com

I don't want to come across as overly critical of the people who've volunteered in the past whose submissions we haven't been able to use; the audio stuff is hard enough to get sounding right ingame at the best of times, so even md-range quality mics are a bit iffy, and a lot of the characters we're trying to cover are quite a bit older than what I think the general playerbase is, as well as myself which is part of why I'm not in the mod either. That and I'd probably cringe every time I heard myself ingame.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 07, 2012, 11:44:21 AM
Corey, did you not receive my Dreadnaught and Cronus VOs I had sent a few weeks back?
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 08, 2012, 01:01:06 AM
Heres a suggestion more structures like Farms on domesticated planets like when you build a farm it grants you extra money, and provides a 25% health boost when playing on that map or like a special factory that when you buy it it builds like one victory star destroyer a day or like builds 5 stormtroopers a day or something so when you already brought the structure they keep building units for you :).
Title: Re: Suggestions for 2.1
Post by: StarWarsSupremeCommander on September 08, 2012, 01:17:24 AM
That's a good suggestion. Perhaps a building like local academy that provides troops and maybe some kind of factory that provides certain units( outdated, since most of those factories are probably old)
Title: Re: Suggestions for 2.1
Post by: z741 on September 08, 2012, 01:22:31 AM
this could be problematic. say you are the IR and you want a ton of walkers, well theyd all end up in the barges and if an enemy decides to attack and you got no fleet guess what

you are SOL on all those wasted credits.

i like the idea but too many issues with it
Title: Re: Suggestions for 2.1
Post by: StarWarsSupremeCommander on September 08, 2012, 01:25:18 AM
That is true, there might be balancing issues that could make a particular faction OP or underpowered. I myself think that NR is OP.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 08, 2012, 01:36:41 AM
That's a good suggestion. Perhaps a building like local academy that provides troops and maybe some kind of factory that provides certain units( outdated, since most of those factories are probably old)

Yeah  :)

this could be problematic. say you are the IR and you want a ton of walkers, well theyd all end up in the barges and if an enemy decides to attack and you got no fleet guess what

you are SOL on all those wasted credits.

i like the idea but too many issues with it

I see what you mean maybe there should be a cap like when it reaches a certain number of units it says you have to move them to another planet but i guess you could retreat and save some units because they do take a while to get to you and by the time they do you can call for a retreat but i see your point.

That is true, there might be balancing issues that could make a particular faction OP or underpowered. I myself think that NR is OP.

Well maybe different units for each one because the NR is overpowered i agree with you but they did a pretty good job at balancing.

 Also maybe a unit in space that repairs capital ships by going into them when in a battle them and does one hard point at a time which one you choose something like this:

http://starwars.wikia.com/wiki/M13

EDIT: or you could upgrade your shipyard so that it repairs your ships
Title: Re: Suggestions for 2.1
Post by: MawDrallin on September 08, 2012, 11:40:04 AM
I also have a few additional suggestions:

*For the NR, since you have to capture Myrkr to gain Karrde, you should probably do the same with Mara Jade, since she was his second-in-command. And a similar mission, if the New Republic captures New Cov, they gain Garm Bel Iblis and a few Katana Dreadnaughts.

*For another IR Mission, in Era 2, you could take Thrawn with an attack force and capture Sluis Van, and in result gain several Mon Calamari Cruisers.
Title: Re: Suggestions for 2.1
Post by: z741 on September 08, 2012, 02:43:27 PM
*For the NR, since you have to capture Myrkr to gain Karrde, you should probably do the same with Mara Jade, since she was his second-in-command. And a similar mission, if the New Republic captures New Cov, they gain Garm Bel Iblis and a few Katana Dreadnaughts.

*For another IR Mission, in Era 2, you could take Thrawn with an attack force and capture Sluis Van, and in result gain several Mon Calamari Cruisers.

I agree with you here, since it is technically canon. id like to see more missions in the GCs personally i like optional off to the side missions as well as needed missions like in the original GC for EAW
Title: Re: Suggestions for 2.1
Post by: Senza on September 10, 2012, 10:22:36 PM
Not quite as easy as it sounds actually. The stormies use a unique animation when they're dropped from the AT-AT IIRC.

Yes, this is correct, and if you try to drop anything else from them it doesn't work right, I tried modding some other mod a while back to have an upgraded AT-AT that was in the mod drop more elite troops, and every type of infantry i tried either caused the game to crash, or they would not work once they  hit the ground. You can use the stormtrooper variation models, I.E snowtrooper, sandtrooper, and reskin them and give them different stats and such, but other than that, it'd probably be more trouble than it's worth to get it to work.
Title: Re: Suggestions for 2.1
Post by: Corey on September 10, 2012, 10:28:19 PM
Well it'd work if another anim was just renamed to it, like the falling one. That'd be a little less elegant though.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 13, 2012, 07:14:59 AM
Here's a suggestion for 2.1 storm troopers can crouch for cover i miss that in 1.3.
Edit:Maybe The first At-At during the clone wars for the PA.
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 13, 2012, 02:05:57 PM
I had a suggestion for a new Infinities map perhaps for multiplayer. The Playable Factions would be the NR, PA, and the EotH. It would be shaped like a hybrid sp2 atomic orbital (look it up, it has three lobes at 120 degrees from each other. It would be entitled Race to the Core, and thus the central planet would be Coruscant. Each of the playable factions would begin at the most advanced tech level (I'm guessing level five) And would be given two planets: a home world and a capital shipyard. The goal is of course to destroy the other factions, but there is a secondary goal of capturing Coruscant. Capturing Coruscant would give you a huge credit boost, and since it would be at the convergence of the three "lobes" of planets, you could accumulate you entire fleet over that one planet. However, in order to get to the Core, the factions would have to push through the other planets in your "lobe" all of which are controlled by an extremely aggressive IR non playable AI at its strongest tech level (I'm guessing level 3). This just sounded cool, as the first third of the game would require immediate and efficient mobilization of your forces, followed by the slow and steady pace of a normal battle.
Title: Re: Suggestions for 2.1
Post by: Corey on September 14, 2012, 04:33:25 AM
I also have a few additional suggestions:

*For the NR, since you have to capture Myrkr to gain Karrde, you should probably do the same with Mara Jade, since she was his second-in-command. And a similar mission, if the New Republic captures New Cov, they gain Garm Bel Iblis and a few Katana Dreadnaughts.

This was probably something we should have done from the start.

*For another IR Mission, in Era 2, you could take Thrawn with an attack force and capture Sluis Van, and in result gain several Mon Calamari Cruisers.

This is definitely a mission we'd like to do, but these missions took quite a bit of work so we'd probably be better off prioritizing something


As for the building that periodically spawns stuff like that, we've thought about a building whose sole purposes was spawning stuff in the tactical battles, but as far as spawning them in the galactic map, that wouldn't work out well. Planets would essentially start overflowing with multiple versions of the same unit, and the point of the game is to give players control over what they're doing. If people want a unit, they can build it. There's already enough issues that occur when there's too many units involved, and we wouldn't want to exacerbate them in a way that really doesn't expand your options for gameplay.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 14, 2012, 08:24:27 PM
As for the building that periodically spawns stuff like that, we've thought about a building whose sole purposes was spawning stuff in the tactical battles, but as far as spawning them in the galactic map, that wouldn't work out well. Planets would essentially start overflowing with multiple versions of the same unit, and the point of the game is to give players control over what they're doing. If people want a unit, they can build it. There's already enough issues that occur when there's too many units involved, and we wouldn't want to exacerbate them in a way that really doesn't expand your options for gameplay.

I see your point Corey and what about when the New Republic captures Star Destroyers the have the New Republic symbol on them :).
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on September 14, 2012, 10:12:52 PM
I see your point Corey and what about when the New Republic captures Star Destroyers the have the New Republic symbol on them :).

Did that ever happen in the canon? I don't know if it's worth the time and effort the team would have to go through to add the crest. Also, it's not like MCCs, or Nebulas and Endurances have a big crest on them, why would their Star Destroyers have them?
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 15, 2012, 01:53:53 AM
Did that ever happen in the canon? I don't know if it's worth the time and effort the team would have to go through to add the crest. Also, it's not like MCCs, or Nebulas and Endurances have a big crest on them, why would their Star Destroyers have them?

It is canon i think because there is a picture about it in The Essential Guide to Warfare (2012) and i can see there is really no point for the team to put time and effort into that but i thought it would look awesome and i think they putted it on the Star Destroyers so the enemy and them no which one is on there side.
Title: Re: Suggestions for 2.1
Post by: Corey on September 15, 2012, 02:23:36 AM
There's no textual references to it, and there's images that both show it and don't show it. I think it's just a stylistic thing done at the discretion of the artist, so we could do either for it, but graphically it wouldn't be as appealing. I think the team colour stripes as they are tend to be sufficient, if anything's necessary at all.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 15, 2012, 04:39:18 PM
the Pa should have the DP20 frigate this http://starwars.wikia.com/wiki/The_Pentastar_Alignment  says they do it should also have Scourge Squadron and more heros like Wyrn Otro and Ib Dekeet who could have a star destroyers also Elta Besk.
Title: Re: Suggestions for 2.1
Post by: Slornie on September 15, 2012, 05:17:21 PM
the Pa should have the DP20 frigate this http://starwars.wikia.com/wiki/The_Pentastar_Alignment  says they do
That page, for an RPG article, only says that there was a reference to a DP20.  The Slader's Raider II (http://starwars.wikia.com/wiki/Slader%27s_Raider_II) was owned by a pirate/smuggler, and there is no evidence linking him, or the DP20, to the Alignment.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 15, 2012, 05:23:45 PM
They should still scourge Squadron and more heros like Wyrn Otro and Ib Dekeet who could have a star destroyers also Elta Besk who could build droids on the planet she was on .
Title: Re: Suggestions for 2.1
Post by: StarWarsSupremeCommander on September 16, 2012, 03:52:47 AM
They should still scourge Squadron and more heros like Wyrn Otro and Ib Dekeet who could have a star destroyers also Elta Besk who could build droids on the planet she was on .

I feel that there's enough ISDs.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 16, 2012, 10:17:09 AM
then put  Wyrn Otro and Ib Dekeet in the enforcer or the Praetor and Elta Besk who could build droids on the planet and she was on a Munificent the PA needs more heros.
Title: Re: Suggestions for 2.1
Post by: Corey on September 16, 2012, 05:53:19 PM
the Pa should have the DP20 frigate this http://starwars.wikia.com/wiki/The_Pentastar_Alignment  says they do it should also have Scourge Squadron and more heros like Wyrn Otro and Ib Dekeet who could have a star destroyers also Elta Besk.

Yeah, keep in mind that's not the article for the Pentastar Alignment as a faction, it's the article for a sourcebook called "The Pentastar Alignment." The lists on that page are referring to anything mentioned inside the book, regardless of what capacity they were in.

Scourge Squadron wouldn't make a good hero, it's like Death Squadron in the Empire. It was the name for a task force. Just like Death Squadron was Vader's squadron of ISDs lead by the Executor (it was present at Hoth). As such, there's no information about what's actually in Scourge Squadron except that it was most likely a bunch of Star Destroyers, and it's possible that Reaper with Kaine was the head of it, but either way it's not something that would fit into the mod.

Wyrn Otro and Ibn Dekeet aren't there because they aren't military people ion any capacity, and they'd have no purpose to serve in the mod. There are a lot of corporate heads mentioned for the PA, and they're two of them. We put in Gregor Raquoran to basically do that job (price reductions, etc) but if we put in more it would just mean the PA gets to camp them out at 3 shipyards and get a huge advantage. Other than that they'd just be guys in regular Star Destroyers.

The same can be said of Elta Besk being on a munificent, she was a corporate head. As for the thing about building droids, what droids would she be needed to build? As it is if we did that all it would mean is a limitation on where the PA can build Hailfires as opposed to expanding their possibilities.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 17, 2012, 08:38:58 AM
Units that come with units like an AT-AT comes with two AT-STs or like an SSD comes with 2 ISD like you can deploy it :).
Title: Re: Suggestions for 2.1
Post by: MMM2409 on September 17, 2012, 11:35:30 AM
I dont know if it has already been decided but a campaign would be nice for 2.1
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 17, 2012, 03:20:07 PM
then put  Wyrn Otro and Ib Dekeet in the enforcer or the Praetor and Elta Besk who could build droids on the planet and she was on a Munificent the PA needs more heros.

Wyrn Otro should have an Enforcer as that's what his company contributed and offer a bonus to other Enforcers efficiency.

Elta Besk could have a Muunificent and offer a production time decrease on Hailfire Droids and Muunificents. This second suggestion is just a thought since she's the Droid contributor(though i don't want to see B1 Droids, Droidikas or Magnaguards since they'd LONG since been phased out and outlawed from production to boot too.)

I personally think the Alignment should have 5 Heroes since their name does kind of mean 5. Wyrn would be useful and help make the Enforcers even more tactical.
Title: Re: Suggestions for 2.1
Post by: Corey on September 17, 2012, 04:56:47 PM
I dont know if it has already been decided but a campaign would be nice for 2.1

Campaigns can't be done especially well in EaW mods. There's a lot of functionality we don't have access to so as far as a narrative it'd be pretty lacking, as well as a lot of work. We're doing the sidemissions and even the era system essentially as a way to work in the story without going on an all-out campaign which would end up being by necessity lacklustre.
Title: Re: Suggestions for 2.1
Post by: MawDrallin on September 17, 2012, 05:08:01 PM
I've got an idea for the PA. How about including the B2-HA Super Battle Droid as their plex trooper? It is known that a member of the Alignment, Dynamic Automata, produced droids and since they already use Hailfires and Munificents, and since they lack Plex Stormtroopers already, I think it would be a good addition, and it would add more variation to the Alignment's forces.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 17, 2012, 06:54:13 PM
I agree and they need more heros
Title: Re: Suggestions for 2.1
Post by: MawDrallin on September 17, 2012, 07:25:56 PM
I have yet another suggestion for the Pentastar Alignment: The PX-10 CAV/w. Currently, the Alignment doesn't have a dedicated anti-infantry vehicle, so this little tank would be yet another thing for their forces to use. My reasons for adding this, for one it was in common use within the Empire, and since it was often deployed on worlds without large Imperial garrisons, the PX-10 would have been pretty commong within the worlds of the New Territories. Also, these cheap little tanks would have been a perfect weapon for Kaine, as they didn't come with a self-destruction feature so any pilot dumb enough to let his hand fall on that button couldn't waste credits and resources, and they could be controlled by one man, thus not straining his forces to supply large crews for these tanks.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 17, 2012, 07:41:04 PM
I have yet another suggestion for the Pentastar Alignment: The PX-10 CAV/w. Currently, the Alignment doesn't have a dedicated anti-infantry vehicle, so this little tank would be yet another thing for their forces to use. My reasons for adding this, for one it was in common use within the Empire, and since it was often deployed on worlds without large Imperial garrisons, the PX-10 would have been pretty commong within the worlds of the New Territories. Also, these cheap little tanks would have been a perfect weapon for Kaine, as they didn't come with a self-destruction feature so any pilot dumb enough to let his hand fall on that button couldn't waste credits and resources, and they could be controlled by one man, thus not straining his forces to supply large crews for these tanks.


Not a bad suggestion. The Pentastar Alignment has the AT PT though. Isn't the it an anti infantry vehicle?(I ask because they seem to fire the same bolts at the same pace as the TIE Mauler and Chariot vehicles which ARE anti infantry.)
Title: Re: Suggestions for 2.1
Post by: MawDrallin on September 17, 2012, 07:56:39 PM
Not a bad suggestion. The Pentastar Alignment has the AT PT though. Isn't the it an anti infantry vehicle?(I ask because they seem to fire the same bolts at the same pace as the TIE Mauler and Chariot vehicles which ARE anti infantry.)

While the AT-PT is an anti-infantry vehicle, it isn't a dedicated AI Vehicle, meaning it isn't as effective against infantry as say, the TIE Mauler. The PX-10 has a Medium Laser Cannon, meaning it can do more damage than the AT-PT, despite the lack of a Concusison Missile Launcher, but the PX-10 could make up for it with the ability to run over and crush infantry. And, the PX-10 is substantially faster, capable of going up to 260 km/h, a vast improvement to the AT-PT's 60 km/h.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on September 18, 2012, 06:43:21 PM
You should add the Ssi-ruu they would add a sense of spanning of the event after endor they should have there one mini galactic conquest like the black fleet crisis with a combo of imp-rebel tech and could be in art and essence.
Title: Re: Suggestions for 2.1
Post by: Bubba on September 18, 2012, 06:53:18 PM
I have a few more suggestions to make. The first is the ULAV for the New Republic. Its a small, light repulsor vehicle, used heavily by the Rebel Alliance, with many of them also going into service with the New Republic. With its concussion grenade launcher & medium blaster cannon, it could be used as a light repulsor craft with more of an aptitude for going against vehicles. Additionally, it could be given to the Imperial Remnant in the GC's "Hunt for Zsinj" and "Into the Cluster".

My next suggestion is the CC-7700/E Frigate. Notice, this is the Slash-E variant, one with no canon image or design, so unlike the first CC-7700 you had in the mod, you have more freedom with the ship's design, and it will give the NR there own interdictor, and not just some hero who rarely survives Art of War (at least in my playthroughs anyway).

Next, is the Crusader-class Corvette, a gunship originally in FoC, and canonically was used by Daala's forces at the Maw, and purchased in considerable numbers by the Imperial Remnant soon after. I propose it should be added to Era 4 and 5, or at least Era 4, to add in more unit variation. And a reason for it to be added gameplay wise, not only could it defend against fighters & bombers, but also was equipped with Point-Defense Lasers, meaning it could be useful for eliminating any missiles that get too close to your capital ships.

Finally for the Pentastar Alignment is the Vigil-class Corvette, a relatively new ship designed by Ansel Hsaio and introduced in the EGTW. As to my knowledge, it doesn't have any stats as far as armament is concerned, meaning you could equip it for whatever purpose comes to mind. Also, it would add another space unit to the Alignment's small unit line-up.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 18, 2012, 10:06:15 PM
While the AT-PT is an anti-infantry vehicle, it isn't a dedicated AI Vehicle, meaning it isn't as effective against infantry as say, the TIE Mauler. The PX-10 has a Medium Laser Cannon, meaning it can do more damage than the AT-PT, despite the lack of a Concusison Missile Launcher, but the PX-10 could make up for it with the ability to run over and crush infantry. And, the PX-10 is substantially faster, capable of going up to 260 km/h, a vast improvement to the AT-PT's 60 km/h.

I see, you actually make a valid point. It's possible the PX-10 will be in the future...
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 20, 2012, 04:00:14 AM
More fire for gonlan's and structures like that i think it will be even more realistic  :).
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 20, 2012, 02:30:53 PM
Actually less fire would be more canon for the Golans as a GII was supposed to be comparable to a Victory II SD in firepower but had much more shielding.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on September 20, 2012, 04:03:05 PM
More fire for gonlan's and structures like that i think it will be even more realistic  :).

I believe the TR team has painstakingly worked out every ship, and the Golan platforms included, to have the same number of guns as indicated in the canon. Thus each Golan probably already has the firing rate it should.

They weren't meant to be impenetrable defenses. A Golan III is tough as it is, if you're not careful it can cost you a capital ship or two to take one down.

What I'd like to see added is some form of starfighter defenses to each Golan. While that's not canon, it would be a great balance addition. Perhaps additional or replenishable starfighter squadrons (like those from the shipyard), or just replacing say 4 turbolaser HPs with 4 laser cannon HPs would increase the survivability of a GIII by a lot.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 20, 2012, 04:41:30 PM
Sorry i mean flames like when hard points are destroyed there is fire.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 20, 2012, 07:14:28 PM
ah like on capital ships?
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on September 20, 2012, 10:53:32 PM
ah like on capital ships?

Yeah you get me Lord Xizer :)  :HA:.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 21, 2012, 10:15:26 AM
I think they'll add that in in the future when there's time.
Title: Re: Suggestions for 2.1
Post by: z741 on September 25, 2012, 07:48:38 PM
ive heard rumors of an AT-AT MKII with light turbo-lasers. if this is canon why not give the IR this unit as an upgrade of sorts? say in era 2.

"Sometime after the Battle of Endor, the Empire replaced the AT-AT's lasers and blasters with light turbolasers, easily capable of defeating many highly protected defensive weapons emplacements."

also

"During the reborn Emperor Palpatine's insurgency in a clone body from 10 ABY to 11 ABY, the Empire developed a new variant of the AT-AT that was equipped with the most powerful Imperial turbolasers and the new X-80 power cells."

Era 3 i believe this variant should be added as the AT-AT MKIII

http://starwars.wikia.com/wiki/All_Terrain_Armored_Transport

there was a mod in EAW original i believe it was called the Absolute Enhancement Mod that included the AT-AT MKII as a separate unit on a few select worlds from research facilities

I know that the IR gets more adaptable units in the later eras but these are canon so i think it might be a good addition

Im a fan of the AT series of Imperial Walkers if you couldnt tell.

Title: Re: Suggestions for 2.1
Post by: StarWarsSupremeCommander on September 28, 2012, 03:36:53 AM
Those AT-ATs played little part in Palpaine's campaign, sunce he had World Devestators and the Galaxy gun. Adding them is as good as adding a land executor Dreadnaught. The turbOlasers would probably be able to blast every other vehicle, if not severely damage them.
Title: Re: Suggestions for 2.1
Post by: Raijin on September 28, 2012, 05:59:05 PM
The IR is already very powerful and can simply steamroll without the addition of the Galaxy Gun and World Devastators. For Canon purposes I would love to see their inclusion into the 3rd Era but the NR would need something drastically substantial to counter them.

For Era 1-4 I would like to the Imperial Royal Guards to be made on certain planets, also after Era 3 if possible the heros from Crimson Empire, Kir Kanos, Carnor Jax among others as even though their was a minor storyline sideline but canon still none the less gives the steps for progression.

Fix vessels larger then Imp Class Destroyer direction malfunction- Units such as the SSD and Eclipse have a very hard time navigating to proper selected space so often times unit will be useless and cumbersome. Units will sometimes do loop circles and come nowhere near selected curser space.

In Era 4 Pellaeon has the VSD, but for Era 5 he moves back to the Chimera when by the time he is a Grand Admiral he has already taken command of the Reaper after GM Kaine died, then the Megador another SSD. I would like to see the GA deserve what he gets, namely a big freaking warship :)

I would like to see Hutt Crime Lords in notable areas such as Nar Sharda and Tat. More pirate vessels being available as well as some ancient tech like the Sith Interdiction Vessel and battle destroyer. These units would not be practical as they would be antiqued but would have a nice lower level opposition interest.

One interesting idea would to have the inclusion of bonuses for captured territory or sectors, similar to if one were to capture all core worlds then you would get + Unit Production + Unit Time + Defense + etc. A faction specific colored outline would indicate the planets needed and the inclusion of those planets merits the bonuses, if lost one planet then bonuses will be lost until regained. This would only a practical idea on more larger GC maps of 50 + planets

The Shipyards should have defenses on them, small to medium sized as they are designed to just build ships but they don't have to be defenseless, as well as destroy able hard points and hangers as of right now ships can continually spawn from shipyards but their is no hanger point.

Fix Duros ground map to be playable, exception error every time only auto resolve option.

Fix base layout option for maps, blank screen for layout option.

Spacetrooper Armour- Spacetrooper armour functions as a small personal attack craft. The Zero-G Assault suit is designed to interface with standard stormtrooper armour. Inside the cabin, the soldier has access to an array of controls that range from targeting and sensor arrays to life support and navigation as well as a heavy laser and a concussion missile launcher. This power armour provides environmental protection against the vacuum of space and a repulsorlift propulsion unit that enables the soldier to move and fight in space for extended periods.
The primary function of the two-meter tall spacetrooper armour involves capturing enemy vessels intact and containing rebellious crews. A spacetrooper's equipment usually consists of laser cutters and power vibro-saws for quick penetration into a vessel's hull and magnetic couplers that attach to any metallic surface. Thus, a platoon of spacetrooper soldiers can overtake a smaller capital ship with a determined assault. Just a idea to maybe include? Thrawn used them in when he was trying to steal ships so if you might make them work?

Include the Bayonet-class Light Cruiser Capital Ship into ether First Era Isard, PA or Empire of the Hand as it says this vessel was used by the Imperial Navy for the Mid and Outer Rims, but was largely outdated but still formidable. Empire of the Hand needs more powerful capital starships to counter larger vessels by other factions.

Love to see the Consular-class Cruiser added for the NR side any Era.

Pursuer Enforcement Ship, YT-1300, Firespray-class Interceptor and Dynamic Class Freighter to be added for pirate, PA, EoH or NR starships

Bobba Fett to be brought back under faction depending on where he is at during each timeline

Black Sun Pirate group organization to be brought back, after Era 2 they started to regain power, add Darkstar Battleship to Black Sun Pirates, PA or Empire of Hand.

Add Pulsar Battle Cruiser to the Hapes Consortium. It is the culmination of centuries of Hapan research and development funneled into one all-encompassing design and purpose. Intended to be a concentrated heavy weapons platform, its 170 weapon emplacements can cut through nearly all other capital ships before the Pulsar?s thick overlapping shields even weaken to expose its heavily armored hull. The turbolasers are strategically spaced neatly down both its lateral wings so that a single well-placed explosion from a proton torpedo or space bomb would not be able to take out more than one emplacement at a time. Expand Hapes to be more powerful and have more territory, in the book it says they had 68 planets and all were very powerful and their technology was light years ahead of most in the galaxy.

Add Droid control star ships and all CIS weaponry to Empire of the Hand or PA as that region of space is where the CIS was mainly located after being driven back by the Republic. Lucrehulk 3210 Battleship, C-9979 Landing Ship, Tri-Droid Fighter, Scarab-class Droid Fighter, Armoured Attack Tank, Single Troop Aerial Platform, Battle Droid, Super Battle Droid, Destroyer Droid etc.

Im still playing through everything but I like what I see so far and think that it can only get better!




Title: Re: Suggestions for 2.1
Post by: Corey on September 28, 2012, 11:34:11 PM
Thanks for all the suggestions.

The IR is already very powerful and can simply steamroll without the addition of the Galaxy Gun and World Devastators. For Canon purposes I would love to see their inclusion into the 3rd Era but the NR would need something drastically substantial to counter them.

We don't want to include more superweapons in EaW because it can't handle them properly. There are no satisfactory ways to implement them and still follow what they're supposed to be able to do. For the World Devastators for example, their role was to strip planets and ships for resources and create more, but that can't really be done in EaW. They'd just be giant combat vessels which are extremely expensive while barely having more firepower than the much smaller ISDs as well as completely absent from land, where they were really supposed to have their main effect (as resource extractors).

Fix vessels larger then Imp Class Destroyer direction malfunction- Units such as the SSD and Eclipse have a very hard time navigating to proper selected space so often times unit will be useless and cumbersome. Units will sometimes do loop circles and come nowhere near selected curser space.

That isn't something we can fix. Pathfinding is not moddable, we have to live with it how it is. It's why we always hate adding large ships to EaW.

In Era 4 Pellaeon has the VSD, but for Era 5 he moves back to the Chimera when by the time he is a Grand Admiral he has already taken command of the Reaper after GM Kaine died, then the Megador another SSD. I would like to see the GA deserve what he gets, namely a big freaking warship :)

The main period covered by the fifth era is the Caamas Crisis. The Remnant did have a few SSDs left in their possession, but this is after Pellaeon had left them. The Reaper was actually destroyed in 13ABY, and era 5 is basically 17-19ABY story-wise, so it's way out of the period. Megador and Dominion were both still under Imperial control by 17ABY and were part of the Final Imperial Push, with Megador as Pellaeon's flagship for about one battle, but the the bulk of the era 5 timeperiod, including the most important parts, Pellaeon was on the Chimera. Pellaeon didn't permanantly take on the Megador as his flagship until much, much later.

I would like to see Hutt Crime Lords in notable areas such as Nar Sharda and Tat. More pirate vessels being available as well as some ancient tech like the Sith Interdiction Vessel and battle destroyer. These units would not be practical as they would be antiqued but would have a nice lower level opposition interest.
There's really no reason to include the Hutts, they didn't have enough power or influence to be worth including, and their ships all basically suck. We used to have them in in older versions but it was absolutely pointless. We only have so many faction slots to work with, and for technical and gameplay reasons we only can put so many planets and factions in each one, so we always go for the more relevant and powerful factions, which the Hutts definitely are not.

As for the ancient ships, they'd also be a lot of work with absolutely no reward. For one thing, they weren't still in service and there'd be nowhere to put them, and for another thing they'd be worse than useless.  The 600 meter long Sith Interdictor, as one of the most powerful ships of its time, would be completely outclassed even by the 250 meter Lancer frigate which isn't even meant as a combat ship.

The Shipyards should have defenses on them, small to medium sized as they are designed to just build ships but they don't have to be defenseless, as well as destroy able hard points and hangers as of right now ships can continually spawn from shipyards but their is no hanger point.

If you want to have defenses for your shipyards, you have to build ships or Golans to defend them, it's a conscious design choice. There is a hangar point (otherwise it wouldn't be able to spawn fighters at all), but it's not targetable or else the entire health of the shipyard would be in that one hardpoint. They're meant as production buildings, not defensive ones.


Fix Duros ground map to be playable, exception error every time only auto resolve option.
Fix base layout option for maps, blank screen for layout option.
I don't think there's a problem with Duro, it would have to be with something else. I've played on Duro multiple times.
As for the blank screen thing, as we've said we're working on it but it's caused by an overlapping texture and we just haven't been able to find which one.

Spacetrooper Armour- Spacetrooper armour functions as a small personal attack craft. The Zero-G Assault suit is designed to interface with standard stormtrooper armour. Inside the cabin, the soldier has access to an array of controls that range from targeting and sensor arrays to life support and navigation as well as a heavy laser and a concussion missile launcher. This power armour provides environmental protection against the vacuum of space and a repulsorlift propulsion unit that enables the soldier to move and fight in space for extended periods.
The primary function of the two-meter tall spacetrooper armour involves capturing enemy vessels intact and containing rebellious crews. A spacetrooper's equipment usually consists of laser cutters and power vibro-saws for quick penetration into a vessel's hull and magnetic couplers that attach to any metallic surface. Thus, a platoon of spacetrooper soldiers can overtake a smaller capital ship with a determined assault. Just a idea to maybe include? Thrawn used them in when he was trying to steal ships so if you might make them work?

This has been brought up before, and we're not using them for several reasons.
1) For combat they'd be worse than fighters. They'd be entirely ineffectual in battle.
2) As boarders it'd be completely impossible to balance. With the few ways there are to implement some form of boarding, it's compleyely inefficient from a technical standpoint, and from a gameplay standpoint there's absolutely no way to make it fail. It'd just be send something next to the ship -> win.

Include the Bayonet-class Light Cruiser Capital Ship into ether First Era Isard, PA or Empire of the Hand as it says this vessel was used by the Imperial Navy for the Mid and Outer Rims, but was largely outdated but still formidable. Empire of the Hand needs more powerful capital starships to counter larger vessels by other factions.

Love to see the Consular-class Cruiser added for the NR side any Era.

These were effectively unarmed transport ships, something the NR already has the Gallofrees for. There's nowhere to put them.

Pursuer Enforcement Ship, YT-1300, Firespray-class Interceptor and Dynamic Class Freighter to be added for pirate, PA, EoH or NR starships
There's no real purpose freighters would serve in the game.

Bobba Fett to be brought back under faction depending on where he is at during each timeline
He wasn't affiliated with anyone during this period, really. He did some independent work, worked for some Hutts and then did something for the Restored Empire once (another faction way to small to be worth including, they had one planet canonically and virtually no navy). He didn't do much galactically until a while after he became Mandalore.

Black Sun Pirate group organization to be brought back, after Era 2 they started to regain power, add Darkstar Battleship to Black Sun Pirates, PA or Empire of Hand.

Basically the same response as to the Hutts here. These factions are way too small to be included. They're way smaller than the Hutts, too. The territory representations here would be way off, even the smallest factions we include (Hapans and Yevetha) had several times more territory than these people, and are also a lot more relevant to the stories we're covering. More importantly, the Black Sun didn't actually have any territory. You can't really have stateless actors in EaW.

Add Pulsar Battle Cruiser to the Hapes Consortium. It is the culmination of centuries of Hapan research and development funneled into one all-encompassing design and purpose. Intended to be a concentrated heavy weapons platform, its 170 weapon emplacements can cut through nearly all other capital ships before the Pulsar?s thick overlapping shields even weaken to expose its heavily armored hull. The turbolasers are strategically spaced neatly down both its lateral wings so that a single well-placed explosion from a proton torpedo or space bomb would not be able to take out more than one emplacement at a time.
Pretty sure that isn't actually a thing.

Expand Hapes to be more powerful and have more territory, in the book it says they had 68 planets and all were very powerful and their technology was light years ahead of most in the galaxy.

They're actually overrepresented in the mod, territorially. They did have 68 planets canonically, but we don't put every single planet each faction had into the mod. A sector was basically defined as 125 inhabited planets. The Remnant even at it's smallest point had about 10 sectors. The Empire of the Hand had as many as 300 by the same point, so 68 planets really isn't that much compared to what they're up against. It's also why we don't include factions that only canonically controlled one planet; they'd be incapable of doing anything, and get destroyed before one week ingame, even with their significantly inflated territory (I mean, one planet out of 91 is still way higher of a percentage than their actual 1/thousands). And since we have limited resources and are technically limited in what we can include, it has to go to the more relevant or major factions. Star Wars has a lot of lore, so there's a lot of stuff we "could" do, but we have to ask whether it actually should be done, or if we're bloating the mod just for the sake of having it.

The power of their individual ships is actually exactly where it should be as well (our armement system uses actual stats), and compared to IR and NR technology, their turbolasers are technically worse.

Add Droid control star ships and all CIS weaponry to Empire of the Hand or PA as that region of space is where the CIS was mainly located after being driven back by the Republic. Lucrehulk 3210 Battleship, C-9979 Landing Ship, Tri-Droid Fighter, Scarab-class Droid Fighter, Armoured Attack Tank, Single Troop Aerial Platform, Battle Droid, Super Battle Droid, Destroyer Droid etc.

The EotH territory is in the Unknown Regions, so the CIS definitely wasn't there. And the important thing with where the CIS technology isn't the geography, since there's a lot of lore about where CIS technology actually ended up. The Munificent and Hailfire are part of the PA because the Banking Clan's "successor" was part of the PA, whereas a lot of the other CIS stuff was sent off to the Corporate Sector, destroyed, or mothballed. Several Lucrehulks were sent to the Corporate Sector for example, which also made limited use of some Battle Droids. We'd like to include a seperate horizontal advancement type thign with the PA where they can acquire assets from the Corporate Sector since they were both largely business-centered and get them some more units, but a lot of the units you listed just simply weren't used anymore, or wouldn't be worth including. Why do they need battle droids if they already have the Enforcers,for example?





Title: Re: Suggestions for 2.1
Post by: StarWarsSupremeCommander on September 29, 2012, 12:24:58 AM
Well, if they were sent to the Coparate Sevtor, why not make those ships as rewards for capturing planets there?
Title: Re: Suggestions for 2.1
Post by: Corey on September 29, 2012, 12:31:30 AM
Because we want to use them to expand the roster for the PA, not for the other three factions. However, planet capture rewards are done through story scripting, which means it can't be done for the Pentastar Alignment.
Title: Re: Suggestions for 2.1
Post by: melbournelad on September 29, 2012, 05:12:46 AM
How about instead of planet capture rewards, make a few old CIS units buildable only on those corporate sector planets up near ession, and only buildable by the Alignment? Makes it a key goal to take those planets if your playing as them.
Title: Re: Suggestions for 2.1
Post by: Corey on September 29, 2012, 05:15:46 AM
Yeah there are a few ways we've been talking about implementing them, and that's definitely one of the options.
Title: Re: Suggestions for 2.1
Post by: Eclipse on September 30, 2012, 01:34:08 PM
You could add for era 3 with the IR the world devastator maybe? but it would be too strong for anything even turbolasers. The death star prototype would be cool too. For the new republic i belive you should add the CC-7700
Title: Re: Suggestions for 2.1
Post by: Corey on September 30, 2012, 03:35:28 PM
Quote from: Me a few posts ago
We don't want to include more superweapons in EaW because it can't handle them properly. There are no satisfactory ways to implement them and still follow what they're supposed to be able to do. For the World Devastators for example, their role was to strip planets and ships for resources and create more, but that can't really be done in EaW. They'd just be giant combat vessels which are extremely expensive while barely having more firepower than the much smaller ISDs as well as completely absent from land, where they were really supposed to have their main effect (as resource extractors).
Title: Re: Suggestions for 2.1
Post by: z741 on September 30, 2012, 08:12:25 PM
corey i think you missed my comment about the modded AT-ATs

ive heard rumors of an AT-AT MKII with light turbo-lasers. if this is canon why not give the IR this unit as an upgrade of sorts? say in era 2.

"Sometime after the Battle of Endor, the Empire replaced the AT-AT's lasers and blasters with light turbolasers, easily capable of defeating many highly protected defensive weapons emplacements."

also

"During the reborn Emperor Palpatine's insurgency in a clone body from 10 ABY to 11 ABY, the Empire developed a new variant of the AT-AT that was equipped with the most powerful Imperial turbolasers and the new X-80 power cells."

Era 3 i believe this variant should be added as the AT-AT MKIII

http://starwars.wikia.com/wiki/All_Terrain_Armored_Transport

there was a mod in EAW original i believe it was called the Absolute Enhancement Mod that included the AT-AT MKII as a separate unit on a few select worlds from research facilities

I know that the IR gets more adaptable units in the later eras but these are canon so i think it might be a good addition

Im a fan of the AT series of Imperial Walkers if you couldnt tell.


Title: Re: Suggestions for 2.1
Post by: tlmiller on September 30, 2012, 08:37:13 PM
Absolute Enhancement/Absolute Corruption, yes, that was the mod.  All the AT-AT mkII was in that mod though was a normal AT-AT that was shielded.

Although they were insanely powerful because of that.
Title: Re: Suggestions for 2.1
Post by: z741 on October 01, 2012, 09:26:27 PM
light shields yes but my quote from them being upgraded with turbolasers was from wookiepedia and they werent shielded
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 01, 2012, 11:41:00 PM
Oh, I know.  I was just pointing out that the AT-AT MKII in that mod wasn't a canon MKII.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 02, 2012, 03:41:33 PM
I have an interesting idea, don't know if it's feasible though. All right, in 1.3, reinforcement points were all 10 RPs. Therefore, taking more RPs wasn't really necessary unless you wanted a more forward drop point. I'm very glad you changed that in 2.0. My idea is thus: in many maps, I believe, there are quite a few RPs. Your maximum unit cap on land is ten, so once again, you don't have to control all ther RPs to bring in ten units. I was thinking that there could be a bonus to the player who captures all the reinforcement points. Their unit cap would be raised by the number of RPs on the map if the attacker, and they would get that many extra garrison units as the defender.
Title: Re: Suggestions for 2.1
Post by: Corey on October 02, 2012, 05:48:51 PM
ive heard rumors of an AT-AT MKII with light turbo-lasers. if this is canon why not give the IR this unit as an upgrade of sorts? say in era 2.

"Sometime after the Battle of Endor, the Empire replaced the AT-AT's lasers and blasters with light turbolasers, easily capable of defeating many highly protected defensive weapons emplacements."

also

"During the reborn Emperor Palpatine's insurgency in a clone body from 10 ABY to 11 ABY, the Empire developed a new variant of the AT-AT that was equipped with the most powerful Imperial turbolasers and the new X-80 power cells."

Era 3 i believe this variant should be added as the AT-AT MKIII

http://starwars.wikia.com/wiki/All_Terrain_Armored_Transport

there was a mod in EAW original i believe it was called the Absolute Enhancement Mod that included the AT-AT MKII as a separate unit on a few select worlds from research facilities

I know that the IR gets more adaptable units in the later eras but these are canon so i think it might be a good addition

Im a fan of the AT series of Imperial Walkers if you couldnt tell.
The AT-ATs in the mod don't have any light weapons, they already essentially function like that, there's no distinguishing factors between the AT-AT in the mod and what you're calling the Mk II. As for making a Mk III, again, there's no real way to say what the exact power for each one would be, so there's no way to say that it would have been more powerful than it is, so making a second type available is entirely redundant. If we did it as a replacement, it's a complete imbalance. The AT-AT is already the most powerful land unit, by far.


I have an interesting idea, don't know if it's feasible though. All right, in 1.3, reinforcement points were all 10 RPs. Therefore, taking more RPs wasn't really necessary unless you wanted a more forward drop point. I'm very glad you changed that in 2.0. My idea is thus: in many maps, I believe, there are quite a few RPs. Your maximum unit cap on land is ten, so once again, you don't have to control all ther RPs to bring in ten units. I was thinking that there could be a bonus to the player who captures all the reinforcement points. Their unit cap would be raised by the number of RPs on the map if the attacker, and they would get that many extra garrison units as the defender.

The Defender already gets more land units from garrisons and has a huge advantage in that it has the full 10 right off the bat plus those garrisons. The Attacker is at a disadvantage from not having those points initially, so allowing the defender to benefit from them would be even more annoying to play against. It's something we were already trying to mitigate with the garrison changes in 2.0, so making the defender get more units from capturing an RP would just go back to breaking what we tried to fix. More importantly, it'd be way to easy to exploit. You'd just have to capture it, wait for the attacker to come back and capture it away from you, and then go capture it again and bam, more free units.

As for giving the attacker more available slots, that breaks the GUI. We used to have a land pop cap higher than 10, but that means when you'd win the land battle with 11-15 units in the battle, when you get back to the galactic screen they've stacked on each other in the 10 slots, making some of them unselectable.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 02, 2012, 09:09:42 PM
And I do say that the changes to garrisons in 2.0 is a HUGE bonus.  Land combat is actually fun now.  You can actually attack knowing that you only have to survive a finite amount of T2B's.
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 03, 2012, 02:54:50 AM
And I do say that the changes to garrisons in 2.0 is a HUGE bonus.  Land combat is actually fun now.  You can actually attack knowing that you only have to survive a finite amount of T2B's.

Hear, hear! In 1.3, to combat the horde of unending T2Bs, I had to fortify a location with hardpoints backed up by AT-ATs. Was a slow and agonizing process.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 03, 2012, 01:11:42 PM
In space you could add to the knight hammer the cloaking power too. I know you are goning to say "but you won't go far with it" but it would be cool anyway specially when you are on retreat. And please fix Gordin Tierce voice on the galaxy map , you are using han's voice wich is ok but it's really weird hearing chewbacca lol
Title: Re: Suggestions for 2.1
Post by: Corey on October 03, 2012, 02:29:55 PM
The Knight Hammer didn't hve a cloaking device, it was just painted a darker colour. We've reflected this by painting it a darker colour.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 03, 2012, 05:40:53 PM
Are you sure? accordin to wookipedia "Covered in stealth armor and hosting automated systems that allowed it to run with a fraction of the standard crew size, the Knight Hammer was particularly advanced for ships of its class ". I know it is not the same as cloaking but it would work too
Title: Re: Suggestions for 2.1
Post by: Corey on October 03, 2012, 07:00:37 PM
Yeah, stealth armor refers to the colour. No cloaking device.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 03, 2012, 07:16:48 PM
Well it would have been easier if instead of stealth it would have said just "black"  :P . I mean when all of use read the term tealth we associate it with "avoiding detection" that's why I suggested the cloaking skill
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 03, 2012, 11:16:37 PM
Yes, and in the backdrop of black space, a black armored ship is much harder to see.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 03, 2012, 11:47:31 PM
I found really funny the idea of your's TLMILLER I mean with all the tecnology I wouldn't expect that the gunner would be looking at space searching for enemy ships I belive that there mus't be something similar to the radar. just my opinion
Title: Re: Suggestions for 2.1
Post by: Corey on October 04, 2012, 12:18:20 AM
Stealth is different from cloaking. Modern Stealth bombers are essentially done the same way.
Title: Re: Suggestions for 2.1
Post by: Slornie on October 04, 2012, 01:11:44 PM
Yeah. It's like the StealthX's from LotF.  They don't have cloaking generators, but the hull was a "star-flecked body of irregular, matte-black fiberplast that rendered it almost invisible against a background of stars", which I imagine was also combined with some fancy EMCON stuff.
Title: Re: Suggestions for 2.1
Post by: Singularity on October 05, 2012, 06:31:38 PM
This is quite a small thing, but I'd really like it if the Vindicator was made to look different from the Enforcer or Immobilizer, maybe colour it a darker shade of grey?

It's just that one battle I had yesterday was a disaster when I accidently built a fleet of Vindicators instead of Enforcers, and got slaughtered by a bunch of NR bombers.
Title: Re: Suggestions for 2.1
Post by: Corey on October 06, 2012, 07:05:32 AM
The thing there is that they do canonically look the same, so there's one point against it. The other is that it wouldn't really make a difference unless you memorized the exact shades, and individually you still then wouldn't know which is which. Take into account map lighting variance and it loses any significance. I've been told there are *50 shades of grey, but only one or two look acceptable in a Star Destroyer type ship. The rest turn it into a cartoony pile of awful.

*Yes, I hate myself for this.
Title: Re: Suggestions for 2.1
Post by: Slornie on October 06, 2012, 09:59:35 AM
I've been told there are *50 shades of grey, but only one or two look acceptable in a Star Destroyer type ship. The rest turn it into a cartoony pile of awful.
And there was me thinking they were all painted Star Destroyer White. :P
Title: Re: Suggestions for 2.1
Post by: Corey on October 06, 2012, 10:20:41 AM
It's actually a really light shade of grey that's really close to white. Code and I had this conversation multiple times.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 06, 2012, 09:06:30 PM
I had a suggestion. I know all of us are Boba Fett fans, and we wish that he could be in this mod. Well I have an idea. In the Fate of the Jedi series, it is mentioned that Daala and Fett are good friends. Thus, maybe you could have him as an Era 4 hero for the IR.

If not, here is my second fett related idea. As you had said, Fett was a bounty hunter, and he was loyal to the highest bidder. Therefore, I think he should be purchasable in Skirmish at the neutral bases for all sides.
Title: Re: Suggestions for 2.1
Post by: Singularity on October 08, 2012, 12:47:45 PM
Okay, here's another suggestion, how about replacing the Praetor II that the Empire can build in Era 3 with the Allegiance Class Battlecruiser?

http://starwars.wikia.com/wiki/Allegiance-class_battlecruiser

It was a lot more common in that period, and it would add a bit more variety to the IR vs PA battles.


Oh and another thing, the PA can do with a proper AA ground vehicle.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 08, 2012, 10:28:57 PM

Oh and another thing, the PA can do with a proper AA ground vehicle.

???  They have one, the AT-AA (same as the IR).
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 09, 2012, 04:30:27 AM
Okay, here's another suggestion, how about replacing the Praetor II that the Empire can build in Era 3 with the Allegiance Class Battlecruiser?

http://starwars.wikia.com/wiki/Allegiance-class_battlecruiser

It was a lot more common in that period, and it would add a bit more variety to the IR vs PA battles.

This actually would not be a bad idea. I would also say that when Kaine dies the first time around from Era 1 to Era 2, that the SSD disappears altogether, but that is just me.
Title: Re: Suggestions for 2.1
Post by: Singularity on October 09, 2012, 05:27:06 PM
???  They have one, the AT-AA (same as the IR).
Do they? I can't build them for some reason   :-\ , the same way I can't build V-Wings as the NR...
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on October 09, 2012, 05:36:28 PM
Do they? I can't build them for some reason   :-\ , the same way I can't build V-Wings as the NR...

You need the 2.0 Hotfix 1. Here:

http://gutr.swrebellion.com/forums/index.php/topic,2742.0.html

Apparently there's also a hotfix 2 now...
Title: Re: Suggestions for 2.1
Post by: Corey on October 09, 2012, 05:40:34 PM
V-Wings are era 3+ for the NR. Also, if you don't have the first patch then the AT-AA would have been locked out before era 2.

The reason we went with the Praetor II over the Allegiance is because we wanted something to fill the large gap between the ISD and the SSDs. The Allegiance simply doesn't do that. It's only marginally larger than the ISD.

Quote from: Thrashia
I would also say that when Kaine dies the first time around from Era 1 to Era 2, that the SSD disappears altogether, but that is just me.

Not sure what you mean by this.
Title: Re: Suggestions for 2.1
Post by: Singularity on October 09, 2012, 05:48:23 PM
Thank you!
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 11, 2012, 04:16:17 AM
I would suggest returning the orbital bombardment to its more focused form. As it stands, the wide spread of shots just makes it useless on heavily concentrated targets and takes so long to be operational - that it is useless. I've just stopped using it, even when available. You can keep the firing rate the same, I'm fine with that, but at least focus the beams more. Otherwise those are the shitiest gunners this side of Kessel, imho.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 11, 2012, 07:24:00 PM
I was thinking about the Victory I class, and the fact that it doesn't have any special ability. You guys should give it the missile firing ability that the Interceptor Frigate had in FoC. I also think that instead of being given Concentrate Firepower, Hapan Battle Dragons should have an Ion Cannon shot similar to the Y-wings, except much more powerful.
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 12, 2012, 04:08:27 AM
Also, is it just me or are the Kariek Cruisers of the EotH a little bit too OP?
Title: Re: Suggestions for 2.1
Post by: Singularity on October 12, 2012, 01:41:32 PM
Also, is it just me or are the Kariek Cruisers of the EotH a little bit too OP?
I wouldn't say OP, just a bit too strong for such a small ship.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 12, 2012, 02:17:00 PM
I actually belive that EoTH ship's are supposed to be stronger than most of the other's faction equivalent ships
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 12, 2012, 03:32:51 PM
I actually belive that EoTH ship's are supposed to be stronger than most of the other's faction equivalent ships

Yes they are, that's why they are more expensive.

I had a suggestion for the PA. As far as I know, their only artillery is the Hailfire droid, which is more maneuverable, can take more damage, but does less damage than standard artillery. I suggest that they be given another beefy light artillery unit: the AT-TE, as it had a light artillery cannon as well as medium-heavy antiarmor cannons.

Also, is there any possibility for land based fighters like AC has? I love that part about it, and they did use starfighters in atmosphere.

Title: Re: Suggestions for 2.1
Post by: Eclipse on October 12, 2012, 03:58:28 PM
Yes would be cool both the AT-TE and the star fighter I remember Force Commander you were able to build tie fighters and tie bombers. Also I would like to see a bit more of EoTH buildings or the IA only builds the vehicule factoru, the barracks and turbolasers.
Title: Re: Suggestions for 2.1
Post by: Enceladus on October 12, 2012, 04:32:27 PM
We have no intention of adding fighters to ground battles. It is not a dynamic we see fit to include in the mod.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on October 12, 2012, 04:59:57 PM
Also, is it just me or are the Kariek Cruisers of the EotH a little bit too OP?

I wouldn't say OP, just a bit too strong for such a small ship.

I actually belive that EoTH ship's are supposed to be stronger than most of the other's faction equivalent ships

I don't think it's that overpowered. It's power-to-shields ability just gives it much longer lasting power than other similar vessels. It's a great example of the EotH's high-value ship design philosophy. One thing though, it COULD use a price increase. At 1200 credits it's cheaper than the asdroni and vigilance gunships, and it carries a fighter squadron to boot. It's also just one pop. You could put together a group of 3-4 of these and with careful management of their shields, you can bring down practically any non-dreadnought capital ship without losing a single Kariek.

I'd recommend that it be bumped up to 1800-2000 credits.
Title: Re: Suggestions for 2.1
Post by: Lord_jacob on October 12, 2012, 06:30:18 PM

Units:
Allegiance-Class Battlecruiser
Shadow Droids
Republic-Class Star Destroyer (I loved this ship, and am sad to see it go. I still love it too)
Galaxy Gun (Basically Superlaser from Eclipse on a small ship)
Conquests:
Art of war/essence of war- make New Republic a tad bit stronger.
New GC- More smalls factions (Hapans, Warlords, Pentastar,Yevetha) Plus IR and NR
Make a Final Imperial push without Eoth (keep the one with it, just make another one)

Unit Corrections:
I cannot stress this enough..... fix the Enforcer! Its the hull of a immobilizer, not a Vindicater that should be used.
Title: Re: Suggestions for 2.1
Post by: Slornie on October 13, 2012, 06:22:38 AM
Unit Corrections:
I cannot stress this enough..... fix the Enforcer! Its the hull of a immobilizer, not a Vindicater that should be used.
Now don't quote me on this, but I believe we decided that the Enforcer image on Wookiee is wrong.  The text (http://starwars.wikia.com/wiki/Enforcer-class_picket_cruiser) states that it was created "after naval architects removed the massive power generators from an Interdictor cruiser and discovered that by re-arranging the vessels power grids, they could significantly enhance the ship's energy weapons, shields, and tractor beams."

To my mind at least this could only be referring to the gravity well generators (especially since there is no reference to the Enforcer having interdiction capabilities), which means the Pentastar engineers were essentially retrofitting the Immobilizer design back into a Vindicator-like configuration (albeit with some additional tweaks to improve power distribution and efficiency).
Title: Re: Suggestions for 2.1
Post by: Singularity on October 13, 2012, 09:22:58 AM
Allegiance-Class Battlecruiser
They said it wouldn't really fit in anywhere, its just a slightly bigger ISD (but I would like to see it)
Shadow Droids
They were going to put these in but didn't have the time, but I agree.
Republic-Class Star Destroyer (I loved this ship, and am sad to see it go. I still love it too)
They probably took it out for a reason.
Galaxy Gun (Basically Superlaser from Eclipse on a small ship)
They deliberately left out superweapons as they can break the game.
New GC- More smalls factions (Hapans, Warlords, Pentastar,Yevetha) Plus IR and NR
I think they've covered all the small factions worth mentioning.
Make a Final Imperial push without Eoth (keep the one with it, just make another one)
Agreed, playing as the IR is hard enough on that without the EotH kicking down my back door.

Title: Re: Suggestions for 2.1
Post by: Singularity on October 13, 2012, 09:31:39 AM
Sorry about the double post, but there's something I really want in 2.1.

How about probe droids for the PA? Each other faction has some way of spying on the enemy, so why not the PA?
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 13, 2012, 11:37:01 AM
Sorry about the double post, but there's something I really want in 2.1.

How about probe droids for the PA? Each other faction has some way of spying on the enemy, so why not the PA?

Or you could make Dark Jedi stealth units that could spy. I had an idea for including a super weapon for Palps. Now, don't blow up at me for this suggestion, saying that you don't want superweapons. I know that already, but you have to admit that having these would fit in to Palpatine's style. I suggest that you create World Devastators. You would have a build limit of two and a lifetime build limit of two. They could only be used galactically and would be consumed upon use. They would automatically destroy the planet and give you a one time, large credit bonus. If any forces attack the planet the Devastators are on, and you lose or retreat, the Devastator is lost.

I also think you should change Empires at war and remove the NR from being a playable faction and give instead either the Yevetha or the Warlords as the other faction.
Title: Re: Suggestions for 2.1
Post by: Lord_jacob on October 13, 2012, 11:57:38 AM
They deliberately left out superweapons as they can break the game.
The Eclipse and  Sovereign had superlasers, like what i suggest the Galaxy Gun should have.
Title: Re: Suggestions for 2.1
Post by: Singularity on October 13, 2012, 02:59:27 PM
The Eclipse and  Sovereign had superlasers, like what i suggest the Galaxy Gun should have.
The Sovy and Eclipse having superlasers was already pushing it, but adding yet another insta-kill button for the IR would be too much.

Or you could make Dark Jedi stealth units that could spy.
This would probably be better, I think AC had stealth Dark Jedis as well.

I also think you should change Empires at war and remove the NR from being a playable faction and give instead either the Yevetha or the Warlords as the other faction.

I'm pretty sure you can't play the NR in Empires at War, and yes, the Yvetha should be playable.
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 13, 2012, 11:50:15 PM
If possible I would also say that you should put the "Take Cover" ability back to more infantry units. I think I remember why it was taken out, something about a bug right? Would it be possible to at least give it back to Stormtroopers and the equivalent unit of the NR and the PA?
Title: Re: Suggestions for 2.1
Post by: Slornie on October 14, 2012, 02:35:22 AM
If possible I would also say that you should put the "Take Cover" ability back to more infantry units. I think I remember why it was taken out, something about a bug right? Would it be possible to at least give it back to Stormtroopers and the equivalent unit of the NR and the PA?
Can't do, because the NR infantry model doesn't have the take-cover animation and we can't give it one. The units not having take cover is better than getting dozens of reports of the NR infantry bugging out while trying to take cover.
Title: Re: Suggestions for 2.1
Post by: Enceladus on October 14, 2012, 03:08:50 AM
Take cover will not be re-added because the NR troopers don't have the anims for it .There would be a lack of balance between the basic infantry for the different factions.
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 14, 2012, 04:55:47 AM
Yeah, I figured as much about the glitch.

On another note, I'd say that the ISD and ISDII need to be a bit more powerful somehow. I keep getting the feeling as if they aren't strong enough. I've literally lost battles with an ISD that should not have been lost, and not through tactical error on my part either. This in part goes back to my earlier suggestion about Kariek Cruisers from the EotH being too beefed up.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 14, 2012, 08:33:34 PM
Not sure if anyone has already asked for it but I'd like to see some death animations for certeain unist such as the Viscount or de capital shipyard. The explosions are ok but it looks horrible on bigger things. I'm not asking for something very complex
Title: Re: Suggestions for 2.1
Post by: Corey on October 15, 2012, 12:04:49 AM
I would suggest returning the orbital bombardment to its more focused form. As it stands, the wide spread of shots just makes it useless on heavily concentrated targets and takes so long to be operational - that it is useless. I've just stopped using it, even when available. You can keep the firing rate the same, I'm fine with that, but at least focus the beams more. Otherwise those are the shitiest gunners this side of Kessel, imho.

That's kind of the point. It's not useless, you just have to use it in the right context (ie not heavily concentrated forces). Before it was the functionally the same as the bombing run. Now if you use it on a dispersed base or in the middle of a large enemy force covering a lot of area, you're probably going to destroy at least 1/2 buildings or enemy units. I'd hardly say hitting within a relatively small radius where they're told to be shooting from orbit makes them shitty gunners. The patterns aren't random either, so you can figure out proper spacing pretty easily if you pay attention.

Quote from: A propos du Kariek
Quote from: Thrashia
Also, is it just me or are the Kariek Cruisers of the EotH a little bit too OP?
Quote from: Singularity
I wouldn't say OP, just a bit too strong for such a small ship.
Quote from: Eclipse
I actually belive that EoTH ship's are supposed to be stronger than most of the other's faction equivalent ships
Quote from: Revanchist
Yes they are, that's why they are more expensive.
Quote from: Yutpaeksi
I don't think it's that overpowered. It's power-to-shields ability just gives it much longer lasting power than other similar vessels. It's a great example of the EotH's high-value ship design philosophy. One thing though, it COULD use a price increase. At 1200 credits it's cheaper than the asdroni and vigilance gunships, and it carries a fighter squadron to boot. It's also just one pop. You could put together a group of 3-4 of these and with careful management of their shields, you can bring down practically any non-dreadnought capital ship without losing a single Kariek.

I'd recommend that it be bumped up to 1800-2000 credits.

The Kariek is something of a special case in that if we had everything exactly how we wanted, it wouldn't be where it is. It's slightly more powerful than a ship of its length would normally be made by us, and it has nothing to do with "EotH ships being more powerful than their equivalents", which actually isn't true to begin with just going purely by the numbers. In the case of the Kariek, it was adjusted up because it's filling not only the generic light frigate role, but also the medium frigate and everything else up to the Chaf. The most direct comparison as far as intended role pre-adjustments would be the Carrack, but in order to make up for the more sparse EotH roster it had to do a bit more. The Nuruodo and Warlord are in that ballpark, but both are very niche and from the later eras in the case of the Nuruodo.

Even then, however, it's not technically overpowered. Here's some direct comparisons between the Carrack and the Kariek with some other ships thrown in for perspective. As far as damage goes, it's easily one of the least powerful ships in the mod, with less firepower than a Carrack or Munificent. The adjustment comes more from its added fighter squadron and the health being more in the midrange, slightly under a Vindicator.

If and when we get a new frigate for them in the right size and power range, it'll be adjusted down in the health department but until then it's where it needs to be, at which point it and the Decimator will have some role and lore changes as well.

Quote from: Lord Jacob
Allegiance-Class Battlecruiser
I've already commented on why we're not doing that in this thread I think, but I'll expand on it some more. The Praetor II already fills the role of mid-sized ship between Executor and ISDII, and if we were to put it in it would either step too much on the toes of the Tector or of the Praetor II. We have no idea which since there isn't actually stats for it beyond a picture and the length. There's no real argument for it to be in.

Quote from: Lord Jacob
Shadow Droids
We considered doing these for 2.0, however they'll only get done if we're really bored and have basically nothing else to do. They're functionally very similar to some other fighters, and would therefore only be used if we wanted to add more era diversification, but since it's Palpatine's era that isn't a huge deal considering it's already the most powerful and the most unique of the Imperial eras.

Quote from: Lord Jacob
Republic-Class Star Destroyer (I loved this ship, and am sad to see it go. I still love it too)
We've discussed why this was removed multiple times and our position hasn't changed.

Functionally: There are exactly 2 differences in armament between it and the Nebula Star Destroyer.
1. Nebula has concs.
2. Nebula: 20 Ion Cannons, 40 Dual Heavy Turbos, 40 Turbos
    Republic: 20 Ion Cannons, 40 Dual Heavy Turbos, 40 Heavy Turbos
The Nebula also carries 5 squadrons whereas the Republic carries 3, and the Nebula was more compact.

As far as function goes, that makes the two virtually indistinguishable, with a slight edge going to the Nebula.

Visually: The Republic is an irredeemably ugly ship. The Nebula is not.

Canonically: Production of the Republic was supplanted by the Nebula. The Republic was designed around the time of Thrawn, however production on it was delayed for several years until it started getting made properly a little bit before when our era 4 is. By the start of era 4, they'd more or less stopped production in favour of the Nebula.

So, in a faction that already has by far the most capital ships, and is hurting for build bar space, we had to choose one.
Which is more effective? Nebula. They're too similar for it to matter either way.
Which looks better? Nebula (This question is subjective, but the team all agrees on it, and we're the ones responsible for making it)
Which fits canon better? Nebula
Why make the Republic? I honestly have no idea, as nobody has ever actually stated a reason for why they want it. They just say they do.

Quote from: On the Galaxy Gun
Quote from: Lord Jacob
Galaxy Gun (Basically Superlaser from Eclipse on a small ship)
Quote from: Singularity
They deliberately left out superweapons as they can break the game.
Quote from: Lord Jacob
The Eclipse and  Sovereign had superlasers, like what i suggest the Galaxy Gun should have.
Quote from: Singularity
The Sovy and Eclipse having superlasers was already pushing it, but adding yet another insta-kill button for the IR would be too much.

There's one huge problem with this: the Galaxy Gun did not have a superlaser. It fired a projectile that went through hyperspace and could only destroy planets. It couldn't target ships with that, unless the ships got caught in the explosion of the planet. I suppose it could try to target ships, but that would be rather like trying to aim at a fly with a pistol. So yeah, it could only destroy planets which is a really fucking awful mechanic in EaW.
But not in Sins


Quote from: Lord Jacob
Art of war/essence of war- make New Republic a tad bit stronger.
Why?
Quote from: Lord Jacob
New GC- More smalls factions (Hapans, Warlords, Pentastar,Yevetha) Plus IR and NR
This basically describes Empires at War, Stars Align, Essence of War, or Into the Cluster.

Quote from: Singularity
How about probe droids for the PA? Each other faction has some way of spying on the enemy, so why not the PA?
This is something we'll probably do.

Quote from: Revanchist
I suggest that you create World Devastators. You would have a build limit of two and a lifetime build limit of two. They could only be used galactically and would be consumed upon use. They would automatically destroy the planet and give you a one time, large credit bonus. If any forces attack the planet the Devastators are on, and you lose or retreat, the Devastator is lost.
It couldn't be done the way you're describing, and see previous statements about planet destroying mechanisms.

Quote from: Revanchist
I also think you should change Empires at war and remove the NR from being a playable faction and give instead either the Yevetha or the Warlords as the other faction.

It would be really hard to replace the NR as a playable faction in Empires at War considering how they're not in it. And making the Yevetha playable in a GC that large would require developing that faction a lot more. They work in the BFC GC because of how small it is, but they don't have the infrastructure or unit roster to be worth playing in a larger GC, nor is it worth the work to create another direct Imperial clone like that. You already have the Remnant for that.

Quote from: Thrashia
On another note, I'd say that the ISD and ISDII need to be a bit more powerful somehow. I keep getting the feeling as if they aren't strong enough.

They're exactly where they should be according to the numbers we have, unless you can give some more specific examples as to what's underpowered about them.

Quote from: Eclipse
Not sure if anyone has already asked for it but I'd like to see some death animations for certeain unist such as the Viscount or de capital shipyard. The explosions are ok but it looks horrible on bigger things. I'm not asking for something very complex

This actually is asking for something very complex. Animation is a skillset that I don't have and I don't have the time to learn. It's a completely different skillset from modeling and skinning. Kalo and Codeuser used to do deathclones, and Kalo was working on some for 2.0 however his computer broke and 3DS Max 9 no longer ran. If he's able to get the right version of Max back working he may be able to go back through and do some, but if not we won't be doing any.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on October 15, 2012, 03:50:14 AM
Can you make the AT-ATs bigger so it is more canon or Infantry a bit smaller so it fits with the other vehicles :).Also For PA you should maybe put the AT-TE as the first 3 eras then the first AT-AT during the end of the Clone Wars and just change the model a bit :).
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 15, 2012, 06:37:43 AM
Regarding the Kariek Cruiser: I understand what you mean and I can see that. However, I think their "boost power to shields" or whatever special ability it is should be removed. Simply make their shields a quarter or more powerful than it currently it is so they still remain a strong unit, but not as strong as their special abilities make them. A friend of mine who picked up this mod and loves the EotH stopped making anything other than Kariek Cruisers, he said "they're cheap and BAMF enough to deal with anything, even against SSDs. So I just spam them and destroy everything."

Regarding ISDs: I can see what you mean by the numbers and I must admit that you and the others went about a very elegant way of rearranging the weaponry for an ISD. However, I feel that the shields and health are not up to what they should be. I keep seeing ISD shields pop a lot faster than I would ever expect them to. I'm not saying that they have to be godly, but simply increasing them by at least another 25% of what they are now would probably be the perfect fix.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on October 15, 2012, 07:02:56 AM
yes put in the at-te.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 19, 2012, 12:53:47 PM
I have a few suggestions

1) Adding Galak Fyyar to the warlord with Doomgiver as flag ship
2)For the new reupblic the CC-7700 (I think) wich is the interdictor version
3)Imperial saboteurs and the equivalents to republic and the other factions with of course the sabotage skill from FoC.

That's all ... For now
Title: Re: Suggestions for 2.1
Post by: mynameisyou on October 19, 2012, 01:32:16 PM
 make the lasers shoot mutipul targets like in phoenix rising
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 19, 2012, 03:23:32 PM
I thought of an idea as to why the Republic SD should be included. Make it only available in Era 3.
Title: Re: Suggestions for 2.1
Post by: Enceladus on October 19, 2012, 03:27:31 PM
Doesn't really solve the whole problem of that it's an ugly ship that none of the team really likes.
Title: Re: Suggestions for 2.1
Post by: Slornie on October 19, 2012, 03:29:29 PM
2)For the new reupblic the CC-7700 (I think) wich is the interdictor version
I'm afraid this one won't be happening. We had the CC-7700 in a previous version, but pretty much all the team hated it and so it was cut.

make the lasers shoot mutipul targets like in phoenix rising
Unfortunately this is part of the tradeoff between the weapon systems used by each mod:
Now as I understand EAW, and I'm sure Corey will correct me if I'm wrong, the apparent difference in targeting lies with the size of the salvo fired by each hardpoint. Whereas PR's many individual hardpoints can retarget after each single-shot salvo, our 10 or twelve shot salvos vastly reduces the opportunity for retargeting.
Title: Re: Suggestions for 2.1
Post by: Corey on October 19, 2012, 03:52:15 PM
Doesn't really solve the whole problem of that it's an ugly ship that none of the team really likes.

As well as being completely redundant and nt something that would have been available during era 3 since it didn't start actual production until after Palpatine died again.

As for the targetting thing with PR,Slornie's mostly right. It's essentially because of how many hardpoints there are that the ship has too many different firing arcs to hit the same target. It's not really anything special, you can see the same thing with our Executor and other SSDs which have a similar number of hardpoints to their ISD. This system has abunch of inherent issues though some of which Slornie mentioned, which is why we opted not to do every single weapon as it's own hardpoint.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 19, 2012, 03:59:10 PM
Well let's supose the CC-7700 sucks and all what you said. But what about the other stuff? The sabouteurs and Galak Fyyar?

Also I woul'd like to see a GC during era 4 but with more planets 16 are really few and maybe it could be right after Daala had taken control of the warlords
Title: Re: Suggestions for 2.1
Post by: Corey on October 20, 2012, 01:18:54 AM
Galak Fyarr and the Empire Reborn in general is something we've addressed multiple times. Fyarr was part of a very specific Imperial group, which was essentially irrelevant until after the mod's timeline (by which point Fyyar had gotten himself killed already), and even then didn't do much. The Empire Reborn was way too insignificant to be worth including.

Also, the sabotage skill in FoC was the most aggravating thing in the game, we have no desire to reinclude that.
Title: Re: Suggestions for 2.1
Post by: melbournelad on October 20, 2012, 06:29:29 AM
Some quick additions for the PA that would fill a role could be B1 Battledroids as cheap infantry from former CIS worlds and AT-TE since they were used in outer rim campaigns by the Empire and some probably fell into the hands of the PA.

And for the NR, would ULAV or T-16 Skyhopper be pointless additions or serve a role?
Title: Re: Suggestions for 2.1
Post by: Singularity on October 20, 2012, 08:31:16 AM
I've got some more ship suggestions

NR:
-Dauntless-class heavy cruiser
-Bulwark-class battle cruiser
-Liberator-class cruiser

IR:
-Assault Gunboat
-TIE Avenger
-RTT

PA:
-Correllian Gunship (DP90)
-Victory-II Class Frigate
-V-Wing
-ARC-170
-V-19 Torrent
-AT-TE
-AT-AR
-SPHA (artillery)


About the CC-7700, I can see why they got rid of it, its pretty ugly.
Title: Re: Suggestions for 2.1
Post by: Thrashia on October 20, 2012, 09:00:23 PM
PA:
-Correllian Gunship (DP90) [Could work and I think it might be a good addition.]
-Victory-II Class Frigate [They already have the VicStar I & II; plus the Enforcer and its variants...]
-V-Wing [If they take the V-wing, then you don't need to the V-19 or the ARC-170]
-ARC-170
-V-19 Torrent
-AT-TE [I agree. From eras 1 to 2 and maybe 3, this would be a nice addition]
-AT-AR [A nice later-era addition, stronger than the AT-ST it should be]
-SPHA (artillery) [Considering the strong abilities and speed of the Hailfire droid, I don't think this is needed]



Title: Re: Suggestions for 2.1
Post by: Enceladus on October 20, 2012, 11:49:05 PM
If you've been keeping up with our videos you'd know that one of the units that you listed is already planned to be in 2.1.  ;)
Title: Re: Suggestions for 2.1
Post by: Corey on October 21, 2012, 12:20:57 AM
Are you sure Enc? I thought that was the video with you, Kalo and I that we didn't actually release because of certain reasons.

PS. I do plan to get to some other suggestions directly but for the past few days I've been posting mostly from my phone since I've been busy, and it's a pain to do research/long posts from a phone, but I have been reading everything. I'm not trying to ignore anyone.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on October 21, 2012, 09:10:49 AM
Add the Ssi-ruu.
Title: Re: Suggestions for 2.1
Post by: Enceladus on October 21, 2012, 10:33:47 AM
Are you sure Enc? I thought that was the video with you, Kalo and I that we didn't actually release because of certain reasons.


No suh, http://www.youtube.com/watch?v=O0Ewv3pcois&feature=plcp

Add the Ssi-ruu.

One fairly big issue with that is that modelling and animating dinosaurs isn't exactly easy. I think Corey would agree it's a bit beyond our current capabilities at least to the extent of the ground side of things.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on October 21, 2012, 10:55:30 AM
then have there droids on the ground and there ships in space.
Title: Re: Suggestions for 2.1
Post by: Enceladus on October 21, 2012, 11:05:40 AM
Skimping out on a faction of dinos wouldn't do them much justice.
Title: Re: Suggestions for 2.1
Post by: Corey on October 21, 2012, 06:40:31 PM
Some quick additions for the PA that would fill a role could be B1 Battledroids as cheap infantry from former CIS worlds and AT-TE since they were used in outer rim campaigns by the Empire and some probably fell into the hands of the PA.
The problem with the B1 is that the PA's infantry already are the most numerous and worst as it is, the B1's are even farther in the same part of the spectrum. We'd only potentially include them as part of the whole CSA thing, since most of them ended up there.

The AT-TE is something we've said we want to do in multiple places, including several times in this thread, however there's some issues with actually making the art assets for it.

And for the NR, would ULAV or T-16 Skyhopper be pointless additions or serve a role?

The U-LAV is another vehicle we used to have but which got cut. In general it was just underwhelming. Two blasters at the front with the turret at the back, and with its limited firing arc there was just never a reason to build it instead of the T2-B  (and I imagine the Freerunner's presence now would make it even worse). We could technically use it for Zsinj as well, but we'd have to overcome that general feeling of uselessness it came with.

The T-16 would just be kind of redundant. We already have the Snowspeeder and the V-Wing for the NR for air vehicles, and it would just be a worse one of those for whatever era it ended up in.

Quote from: Singularity
-Dauntless-class heavy cruiser
-Bulwark-class battle cruiser
-Liberator-class cruiser

The main problems with the Liberator, Bulwark and Dauntless tend to be their obscurity. It's kind of limited, and pretty minor, but from what we know they're essentially filling the same roles as multiple other ships the NR already has, and the NR essentially has a full space roster in every era so putting them in means taking something else out, in the case of the Liberator and the Dauntless. We considered doing the Dauntless for 2.0 and may do it for 2.1, but it's a pretty low chance.

With the Bulwark, it's a balance thing as well as a relevence thing. They must have been very rare, but they're also about 2500 meters and as powerful as a Praetor, so it's not the kind of tool we want to give the NR early on.

I'd say some pretty similar things about the Imperial fighters you've suggested as well. The main challenges with the IR/NR at this point is avoiding oversaturating them as opposed to finding more stuff to give them. They're relatively complete as is, with a considerable amount of variance between eras. There's a lot of stuff we *could* add as far as they go, and certainly a bit more room for some different ships for some of the IR eras (I'd say 4-5 are a bit too similar
at this point) but I'm not sure that more fighters really have a place within the faction. Some of the stuff, ie the TIE AVenger could have a place within the PA however.

Quote from: Singularity
-RTT

I'm not actually sure what this refers to. Link?

Quote from: Singularity
PA:
-Correllian Gunship (DP90)
Not sure why they'd need or have this.

Quote from: Singularity
PA:
-Victory-II Class Frigate
There's really no information on what this did, what its size was, etc since all of it came from Battlefront and is therefore completely out of whack with anything that would make sense in the rest of SW. All it really is is a weirdly sized design at this point.

Quote from: Singularity
PA:
-V-Wing
Something we're considering, depending on how their fighters feel later on.

Quote from: Singularity
PA:
-ARC-170
Effectively does the same stuff as the TIE Hunter, so unless we pushed the Hunter a bit further down the Era line I don't think we'd do it.

Quote from: Singularity
PA:
-V-19 Torrent
Something we're in the middle of doing right now.

Quote from: Singularity
PA:
-AT-AR
Same animation stuff.

Quote from: Singularity
PA:
-SPHA (artillery)
Their scale and function would make them really clunky in EaW, and also the whole hailfire thing brought up by other people. The whole weird beam situation doesn't really help.

Quote
Add the Ssi-ruu. then have there droids on the ground and there ships in space.
The Ssi-Ruuvi are a faction we've always liked and wanted to do, but without the actual Ssi-Ruuvi themselves it would be pointless. We can't really have a faction like that without infantry and with nothing but some small astromech-looking droids on ground, especially when their inclusion would necessitate a new GC build entirely around them. It just wouldn't be fun. It'd be like if we did the Yevetha in BFC without any infantry and their only ground unit was a nerfed AT-ST, an you could only play as the NR, so we won't be doing the Ssi-Ruuvi in Imperial Civil War. On the other hand, the era progression code was done in a way that also takes into account a faction called SsiRuuvi.
.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 21, 2012, 08:20:23 PM
Well, I've been gone a while, but I'm back with some more suggestions

1) I saw some suggestions about adding the T-16, and you are right, it would be useless for any of the factions. However, given that they were a common civilian item (I think), they could be part of the garrisons that spawn from indigenous dwellings.

2) I have also seen suggestions about adding the ARC-170. One way to add it would be to (as you said) only make it available in certain eras because it is very similar to the TIE Hunter. You could make it a heavier fighter with stronger shields, a rear gun, and torpedoes. However, this would come at the cost of maneuverability and speed. At a certain era (say, era three) a switch could be made to the TIE Hunter, which would be faster and more maneuverable but have less shielding and no torpedoes.

3) For the IR & PA, the Maw Installation. It could give you some kind of weapon or shield bonus as well as give you specialized fighters. For example, the PA could build TIE Avengers whereas the IR could create my favorite ship the Missileboat. Also an idea as to an effect the Maw could have: it could take retreating units extra time to plot a safe course through the black holes (say 5-10 seconds).
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on October 22, 2012, 12:38:08 AM
Im not sure if you read this but what about the original AT-ATs for PA like during the Clone Wars?

 Also what about the Lormar-class Refinery Station for mining in space?

http://starwars.wikia.com/wiki/Lormar-class_Refinery_Station

Belarus-class medium cruiser

http://starwars.wikia.com/wiki/Belarus-class_medium_cruiser

Torpedo Sphere

http://starwars.wikia.com/wiki/Torpedo_Sphere

Title: Re: Suggestions for 2.1
Post by: Singularity on October 22, 2012, 10:44:37 AM

I'm not actually sure what this refers to. Link?

These things: http://starwars.wikia.com/wiki/Reconnaissance_Troop_Transporter

Could act as a quick, but weaker version of the juggernaut

And I like the sound of fighters like the TIE Avenger being added to the PA.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 23, 2012, 12:56:27 PM
Honestly the Torpedo Sphere looks awfull it's just a sphere wich fires proton torpedos. If it's add ok but I won't use it
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 23, 2012, 03:16:44 PM
Torpedo Sphere

See comments by Corey on superweapons to find out why this is a terrible idea.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on October 23, 2012, 04:49:02 PM
Honestly the Torpedo Sphere looks awfull it's just a sphere wich fires proton torpedos. If it's add ok but I won't use it

See comments by Corey on superweapons to find out why this is a terrible idea.

Yeah it is a bad idea.
Title: Re: Suggestions for 2.1
Post by: MawDrallin on October 23, 2012, 05:29:30 PM
I have a few more suggestions to add for 2.1. They are:

*Ye-4 Gunship --- As seen in Star Wars Galaxies, these are similar to the Sentinel-class Landing Craft, and piloted by elite fighter pilots. These are effective fighter killers, with several turrets mounted across the hull. They could be used by either the Pentastar Alignment, since the Ye-4 is a SFS product, or the Imperial Remnant in Era 4, as many of these ships were kept around the Kessel system.
*Crusader-class Gunship --- First seen in FOC and later appeared in LotF: Revelation, the Crusader originally served as part of Admiral Daala's fleet during her campaign against the New Republic, and following that the IR purchased several more of the cruisers. Not only would this ship be good against fighters and bomber, but also comes equipped with a point-defense system capable of taking out missiles. These could be used by the IR in Era 4 and possibly Era 5.
*Shadow Droid --- Utilized by the Dark Empire, these terrifying fighters were piloted by the disected brains of mortally wounded TIE pilots, and were powered by the Dark Side of the Force.

*Warrior-class Gunship --- Part of the New Class project, these ships could serve as a replacement to the CR90 and DP20 in Eras 4 and 5 for the New Republic. However, a redesign of the ship would have to be done, because currently a Gamorrean would be prettier than that ship.
*Proficient-class Cruiser --- A CEC Cruiser better armed than the KDY Nebulon-B, the Proficient was found across NR Battle groups before the New Class Project, thus the cruiser could be placed in Era 1, 2, or 3. But, a new model would be needed on a fresh design.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 23, 2012, 06:11:22 PM
Talking about drois why not adding for the IR the x-1 viper droid?
Title: Re: Suggestions for 2.1
Post by: Corey on October 24, 2012, 03:17:36 AM
1) I saw some suggestions about adding the T-16, and you are right, it would be useless for any of the factions. However, given that they were a common civilian item (I think), they could be part of the garrisons that spawn from indigenous dwellings.

I'm not sure if that would add much other than frustration. Even with the expanded number of units which can target them, air units can be a bit of a hassle and I'm not sure where would have them as indigenous. I could see them being put into those secondary structures which spawn units when captured, or, like we did with the units that spawn from those in the first place, add them to the Pentastar as opposed to the New Republic.

2) I have also seen suggestions about adding the ARC-170. One way to add it would be to (as you said) only make it available in certain eras because it is very similar to the TIE Hunter. You could make it a heavier fighter with stronger shields, a rear gun, and torpedoes. However, this would come at the cost of maneuverability and speed. At a certain era (say, era three) a switch could be made to the TIE Hunter, which would be faster and more maneuverable but have less shielding and no torpedoes.

Well the thing there is still trying to maintain the fact that they are still Imperial, so the more TIE presence the better, and the less that is directly representative of the Republic the better as well. If we're already doing the other Republic units that we are, I'm not sure if we want that many more of them when other units not already used by the IR fit it just as well, though I'd have to check again. We (the team) are honestly pretty conscious of the overlap as it is and don't want to go too far with it. We'll talk about it but of all the Republic content, it's probably the unit I'd be most wary of adding (Short of putting the stormtroopers in old Clone Trooper armour).


Im not sure if you read this but what about the original AT-ATs for PA like during the Clone Wars?
Honestly don't see the point. Those were limited prototypes and the PA would definitely have had the real AT-ATs anyways. Funtionally they're not too different from the AT-AT so they'd have to be a replacement instead of an addition, and on top of that they're visually less appealing so there's really nothing going for them.

Also what about the Lormar-class Refinery Station for mining in space?

Not sure what use this would be, either.

Belarus-class medium cruiser
This abortion of a ship has always confused me. For one thing, the armament is drastically worse than the ship it was supposed to be a modernized version of. For the second, it doesn't look like what it should considering what it was. That being said, I'm not eager to put in another ship which somehow manages to be simultaneously bigger and yet only moderately more powerful than a Nebulon-B, except without fighters.

Torpedo Sphere

We thought about this for Daala before, but there's a few problems with it, not the least of which is the difficulty of making it not look terrible.


These things: http://starwars.wikia.com/wiki/Reconnaissance_Troop_Transporter
Could act as a quick, but weaker version of the juggernaut

Doesn't really fill the same role. From what I can see it's about the size of a T2-B with a bit less power, but as a transport it'd be pretty ineffective. At most it could carry a single squad.

*Crusader-class Gunship --- First seen in FOC and later appeared in LotF: Revelation, the Crusader originally served as part of Admiral Daala's fleet during her campaign against the New Republic, and following that the IR purchased several more of the cruisers. Not only would this ship be good against fighters and bomber, but also comes equipped with a point-defense system capable of taking out missiles. These could be used by the IR in Era 4 and possibly Era 5.

My understanding of this was that it was referring to events during the LotF series as opposed to the previous stuff. In any case, 2 individual Crusaders doesn't seem like a reason to replace something as iconic as the Lancer.

*Warrior-class Gunship --- Part of the New Class project, these ships could serve as a replacement to the CR90 and DP20 in Eras 4 and 5 for the New Republic. However, a redesign of the ship would have to be done, because currently a Gamorrean would be prettier than that ship.

We wanted to do this for 2.0 (and actually previous versions) for eactly the reasons you stated, but the last part has always been the issue.

*Proficient-class Cruiser --- A CEC Cruiser better armed than the KDY Nebulon-B, the Proficient was found across NR Battle groups before the New Class Project, thus the cruiser could be placed in Era 1, 2, or 3. But, a new model would be needed on a fresh design.

Like you said, it doesn't have a design which is a big issue, and has the armament of a ship about a quarter of its size so it would be a bit useless.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on October 24, 2012, 05:28:58 AM
The EotH in earlier eras, their ships of the line below capital class lack a lot of punch. The Kariek's damage is on the low side, then there's nothing until you get to a Chaf destoryer, which is closer to a capital ship in cost and stats. The Nuruodo frigate and Warlord Gunships help fill this gap in the later eras, but in the beginning portions of EoW and AoW, they could really use another vessel. 

Now I know that adding completely new designs for the EotH is a lot of work, but how about something Imperial in the earlier eras? Strike cruisers, for instance, would certainly help fulfill this role in early EotH fleets. While building full fledged ISDs might have been tough for Thrawn to push out there, building a frigate might have been more realistic/possible. Or for ideas for a ship, a design that combines elements of the Strike Cruiser (like how the Nssis incorporates TIE elements) would fit in well.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 24, 2012, 10:23:11 AM
For the imperial warlords could you give them the possibility to build the light factory, it's very borgin to only face a lot of stortroopers
Title: Re: Suggestions for 2.1
Post by: Corey on October 24, 2012, 03:18:19 PM
The EotH in earlier eras, their ships of the line below capital class lack a lot of punch. The Kariek's damage is on the low side, then there's nothing until you get to a Chaf destoryer, which is closer to a capital ship in cost and stats. The Nuruodo frigate and Warlord Gunships help fill this gap in the later eras, but in the beginning portions of EoW and AoW, they could really use another vessel. 

Now I know that adding completely new designs for the EotH is a lot of work, but how about something Imperial in the earlier eras? Strike cruisers, for instance, would certainly help fulfill this role in early EotH fleets. While building full fledged ISDs might have been tough for Thrawn to push out there, building a frigate might have been more realistic/possible. Or for ideas for a ship, a design that combines elements of the Strike Cruiser (like how the Nssis incorporates TIE elements) would fit in well.

In short, this gets back to what I was saying about the Kariek before. We do plan on adding a new unit or two to fill that gap between Kariek and Chaf, but I don't want to do it with an Imperial ship; it'd feel tacked on. In any case the Strike Cruiser is a bit closer to the Kariek than the new ship would be.



For the imperial warlords could you give them the possibility to build the light factory, it's very borgin to only face a lot of stortroopers

They do have their own vehicle factories, however in most GCs they don't have an active AI because the number of active factions would cause the freeze way earlier, so in those GCs they can't and don't build anything.
Title: Re: Suggestions for 2.1
Post by: bisszy4ever on October 24, 2012, 03:38:33 PM
Infantry smaller or AT-ATs bigger.
Title: Re: Suggestions for 2.1
Post by: Corey on October 24, 2012, 03:45:51 PM
Infantry can't be smaller because the terrain and most nature stuff is all scaled to them, and AT-ATs can't be bigger because you'd get severe pathfinding issues.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 26, 2012, 03:39:29 PM
Maybe the landing craft could lay down suppressive fire against enemies while the units disembark. You could also make aerial units and AA be able to hit transports, giving you the possibility to destroy the transports before the units disembarked.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 26, 2012, 04:47:29 PM
That remind me Star Wars Force Commander were you could actually destroy the enemy transport and they had to pay for a new one :P
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 27, 2012, 10:45:22 PM
So I saw the new SSD model, and I was wondering: are you going to put this into ICW now for 2.1?

Also had another idea for the Final Imperial Push. If the Chimaera is killed, you could get a message from Pellaeon like this: I overcalculated the resistance of the Rebellion, and the Chimaera was damaged beyond repair. In order to continue the offensive, I have selected a new ship to command-the Right to Rule. She will require some funds to bring back into fighting shape, but my hope is that the oldest ship in the fleet will be as inspiring to my forces as Thrawns former ship.
You could then be able to buy Pellaeon in the Right to Rule, which would be an ISD I in weaponry, but have an updated fighter compliment, ISD II armor and shielding, and a higher morale boost than the Chimaera.
Title: Re: Suggestions for 2.1
Post by: Corey on October 28, 2012, 03:17:41 AM
So I saw the new SSD model, and I was wondering: are you going to put this into ICW now for 2.1?

It'll probably make its way in along with a few other things. We're still placing a higher priority on new content from either mod, however, meaning stuff like the V-19 into ICW and the Nebulon-B into Ascendancy would be more important to us than getting the new Nebulon-B or Executor into ICW from Ascendancy.

Also had another idea for the Final Imperial Push. If the Chimaera is killed, you could get a message from Pellaeon like this: I overcalculated the resistance of the Rebellion, and the Chimaera was damaged beyond repair. In order to continue the offensive, I have selected a new ship to command-the Right to Rule. She will require some funds to bring back into fighting shape, but my hope is that the oldest ship in the fleet will be as inspiring to my forces as Thrawns former ship.
You could then be able to buy Pellaeon in the Right to Rule, which would be an ISD I in weaponry, but have an updated fighter compliment, ISD II armor and shielding, and a higher morale boost than the Chimaera.

If we did that there'd be no reason not to just kill Pellaeon in a suicide run, and the Right to Rule was from several years after the mod, even if you use the extended timeline we have just for technology (which we allow right up to the start of the Vong War for).
Title: Re: Suggestions for 2.1
Post by: Senza on October 29, 2012, 12:30:24 AM
Could we maybe get smaller minimap icons for the fighters? They make it look like there's a lot more there than there actually is. My friend who I just got to try the mod pointed this out, and I realized I'd kind of thought that too, just never really realized it.
Title: Re: Suggestions for 2.1
Post by: Corey on October 29, 2012, 12:40:12 AM
Those pips for small ships including fighters are already basically 1 pixels so short of removing them you can't really make it smaller. I'd rather have it just show one for the squadron but it doesn't work that way.
Title: Re: Suggestions for 2.1
Post by: Senza on October 29, 2012, 01:11:23 PM
Fair enough. Also, could we get the amount of credits AI get in skirmish toned down? It's basically impossible to beat anything but an easy AI on your own, they come out with like 5 capital ships like 10-15 minutes in the game. I've found the only way I can win is by playing 3 player and letting them beat the crap out of each other while I build a fleet to destroy them.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 29, 2012, 05:32:40 PM
I honestly haven't treid much skirmish but I beat the the IA in normal and it was very bored because it didn't acutally build any capital ship XD so a Phalanx got the job done pretty fast (War machine map).

Also is there a posibility to change the music that is played when you attack/are attacked?
Title: Re: Suggestions for 2.1
Post by: Singularity on October 30, 2012, 04:56:52 PM
This is pretty small, but could you fix the names for SSD's? Every Executor I or the computer tries to build is always called the Annihilatior, and Sovereigns don't seem to use their own names either.
Title: Re: Suggestions for 2.1
Post by: Slornie on October 30, 2012, 05:04:05 PM
This is pretty small, but could you fix the names for SSD's? Every Executor I or the computer tries to build is always called the Annihilatior
This isn't something we can do anything about. The game just goes through the list of names in order, starting again each battle.  Annihilator is the first name in the Executor file, if you happen to have a second it will be called Guardian.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 31, 2012, 07:13:19 PM
How about adding the the IR and/or the PA the shadow trooper like a commando sotrmtrooper but with the stealth skill and the sabotage skill from the republic infiltrators?
Title: Re: Suggestions for 2.1
Post by: Corey on October 31, 2012, 07:21:02 PM
I already addressed that last time it was posted in this thread.
Title: Re: Suggestions for 2.1
Post by: Singularity on October 31, 2012, 07:47:36 PM
This isn't something we can do anything about. The game just goes through the list of names in order, starting again each battle.  Annihilator is the first name in the Executor file, if you happen to have a second it will be called Guardian.

No, I fought 3 Executors in one battle and they were all called Annihilator.
Title: Re: Suggestions for 2.1
Post by: Corey on October 31, 2012, 08:07:52 PM
The naming mechanism EaW uses is fucking stupid and can't be changed. All we can do is put the names in the file, there's nothing we can do to make it actually function in a rational way.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 31, 2012, 09:30:23 PM
I have an idea it's quite stupid but it might work it's about the names of the SSD if in each era you can just build 3 of them why no making 3 different SSD of wich you can only make 1 with a lifetime of 1 and each one would have it's proper name.
Title: Re: Suggestions for 2.1
Post by: Corey on October 31, 2012, 09:36:19 PM
That would overcomplicate the story scripting.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 01, 2012, 05:01:44 PM
you think so? I mean I belive it's gonna be a full copy and paste and change some names but well you are the one who knows how to do it and if you say it would overcomplicate then it's ok
Title: Re: Suggestions for 2.1
Post by: Enceladus on November 01, 2012, 07:29:57 PM
Yeah except for the part where it wouldn't be just a simple copy and paste. It's a large amount of work for very minimal gains. At least you can look forward to Ascendancy where you can name your ships whatever you want.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 01, 2012, 08:21:15 PM
I am looking forward to it but now it's not the best time to buy a new strategy game I need to pass the exams :P
Title: Re: Suggestions for 2.1
Post by: Corey on November 01, 2012, 08:46:16 PM
you think so? I mean I belive it's gonna be a full copy and paste and change some names but well you are the one who knows how to do it and if you say it would overcomplicate then it's ok

I said story scripting, not that the coding of the ships themselves would be difficult. Making the ships themselves would be a simple copy/paste, yes. However, in order to make them change between the set of two or three, you also have to set each one to either lock or unlock with the building of the previous one or else you end up with all 3 on the build bar. That would mean the addition of that cycling script to every one of the Imperial story scripts in the mod. That alone wouldn't be a big deal, except the way the era progression works, there'd have to be additional scripts to make sure it doesn't interfere with the era progression and give the faction Executors when they shouldn't have them, or to make sure the wrong ones don't get locked at the wrong time. That's a lot of work and testing to do to address a situation that only noticed when:

1) There's more than one Executor in a battle at the same time
2) The player bothers to look at the ship names (most don't)

And just as importantly, this doesn't actually prevent the SSDs from sharing names, it just means it'll cycle through 3 instead of just one. You'd still have a chance to end up with the same name in the same battle at the same time. That is a huge amount of bullshit to go through to just add 2 names to a roster for a single ship. You'll notice the exact same situation happens with literally every other named ship. I honestly would just remove the whole naming system entirely because of how horribly Petroglyph implemented it, but then people would complain, so we're stuck with their broken system, and I have absolutely no desire to make dozens of cycling variants for each ship which would interfere with the actual function of the game (interfere with era progression, may lock out certain times when they should be able to build ships, may allow them to build the ships when they can't, and would ruin group selection functions) just to get more names.
Title: Re: Suggestions for 2.1
Post by: melbournelad on November 01, 2012, 10:24:55 PM
Has there been any sources regarding the use of the old Republic ground units in the GCW and whether they were still around? If not, technically the Alignment could have found a use for vehicles such as the AV-7, Stun Tank, AT-XT et ?
Title: Re: Suggestions for 2.1
Post by: Revanchist on November 02, 2012, 12:38:29 PM
Has there been any sources regarding the use of the old Republic ground units in the GCW and whether they were still around? If not, technically the Alignment could have found a use for vehicles such as the AV-7, Stun Tank, AT-XT et ?

If I am correct, the team stated that they are trying to not make the PA just be the IR with OR technology. So while they could have it, they probably won't.
Title: Re: Suggestions for 2.1
Post by: Slornie on November 02, 2012, 01:48:03 PM
I honestly would just remove the whole naming system entirely because of how horribly Petroglyph implemented it, but then people would complain, so we're stuck with their broken system
Would anyone really care if we completely removed the names? More than half of the units in the game don't have them at all anyhow.  The names themselves are even more pointless than the strong/weak against stuff that we already got rid of!
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 02, 2012, 07:34:49 PM
Leave the names I like them, and as Corey said I would actually notice the naming of SSD yes it sucks but well if you want to remove it go ahead. Also I would like to give this idea with the IR in era 3 if you have the Eclipse/sovereign in orbit that the turbolaser space attack could be replaced by the main ship's laser (of couse with less firepower that it should have) but making it more powerfull, destructive a with a bigger effect area so that it would prove it's advante over the normal space attacks.

Edit: Also to the most iconic ships for each faction you could add a small bonus(SSD, Viscount, maybe Praetors) when present on battle but when destroyed, your enemy get's a bonus for destroying it (5% more of damage for example). All this apllied with out any heroes needed to get the bonus.
Title: Re: Suggestions for 2.1
Post by: Newrepublic-woodie on November 03, 2012, 11:32:29 AM
would there be anyway in which we could have some of the old planets (which were previously in Art Of War) in, and maybe remove a faction (Warlords/ EOTH). Maybe the GC could focus on the all the areas apart from the unknown regions?
Title: Re: Suggestions for 2.1
Post by: Revanchist on November 03, 2012, 11:38:53 AM
I like Eclipse's idea there, but also have one of my own. When you kill heroes, I think you should get a credit bonus. I also think you should add Mandalore as a planet that, when captured, allows you to build Mandalorian Assault Squads.
Title: Re: Suggestions for 2.1
Post by: Senza on November 03, 2012, 01:52:10 PM
No but really can we please nerf the Skirmish  AI? They're a little ridiculous.
Title: Re: Suggestions for 2.1
Post by: Corey on November 03, 2012, 03:28:01 PM
The skirmish AI is the GC AI, and we're way more concerned about ruining GC than making skirmish easier.


Quote
Edit: Also to the most iconic ships for each faction you could add a small bonus(SSD, Viscount, maybe Praetors) when present on battle but when destroyed, your enemy get's a bonus for destroying it (5% more of damage for example). All this apllied with out any heroes needed to get the bonus.

There's pretty big balance issues with this. For one thing, superships are all pretty damn powerful, so if them simply being there made every other ship stronger too, that would be a huge issue and make an already powerful ship way more powerful. Then if you lose a supership, it usually means the enemy force is already going to be superior to yours, so why would there need to be a bonus? In either case it's just increasing an already-present advantage way too much. I'm not even sure if it's technically possible, since there'd have to be an object present to give that bonus, and that would need to have an affiliation, which would result in weird glitches (such as the battle being unendable)


Quote
would there be anyway in which we could have some of the old planets (which were previously in Art Of War) in, and maybe remove a faction (Warlords/ EOTH). Maybe the GC could focus on the all the areas apart from the unknown regions?

Personal dislike of a faction is not a good reason for us to make a new GC.




Title: Re: Suggestions for 2.1
Post by: Newrepublic-woodie on November 03, 2012, 10:00:00 PM



Personal dislike of a faction is not a good reason for us to make a new GC.





[/quote]



It has more to do with the fact the freeze always takes over, by the time the player has diverted all their forces all over the map. I enjoy playing as the hand, but they too struggle to take over the PA, Warlords, NR and IR before the freeze kicks in.
Title: Re: Suggestions for 2.1
Post by: Corey on November 03, 2012, 10:04:57 PM
If a faction were to be removed from Art of War for freeze reasons, it would be the Pentastar Alignment. They tend to have it occur first, and they gain the least (read as: nothing) from any era change mechanics, and fit much better into the more focused GCs.

More importantly, the EotH don't have an impact on the freeze for other factions as such, and replacing their territory with more planets for other factions would actually make the freeze more likely for other factions (especially the PA). The "fourth faction" always has their galactic AI disabled in Art of War in order to mitigate the freeze. In 3/4 of the GCs this faction is the PA, and in the PA's it's the Empire of the Hand. By removing the Empire of the Hand and adding more planets distributed around the 3 active factions, you're effectively taking an otherwise-inert bit of territory (in the PA AoW) and making it directly contribute to the freeze by having more active places right off the bat.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 03, 2012, 10:55:15 PM
Well yeah you are right about the bonus. But when I loose a supership I don't always loose I usually end up winning because of any/both of this two reasons:
1) I have another supership to replace the destroyed one
2) The enemy is defeated or has lost 90% of his forces.

However I would like to know you opinion on the other suggestion connected with the Eclipse/Sovereign ground support you think it might work?
Title: Re: Suggestions for 2.1
Post by: Corey on November 03, 2012, 11:14:55 PM
I don't believe it's possible to give a faction more than one type of orbital bombardment to begin with, but even then if an Eclipse/Sovereign superlaser hit a planet it wouldn't be like an orbital bombardment anyways, it'd crack the whole thing open, which isn't desirable.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 03, 2012, 11:24:16 PM
Well i see your point, however I didn't mean a full power beam maybe a 5% or even less of it's power should work to wipe out an entire base. But if it's not possible, well the empire enemys will just die a bit later.
Title: Re: Suggestions for 2.1
Post by: Revanchist on November 04, 2012, 01:00:36 AM
I had an idea that certain heroes should have escort units. For example, Iblis should be the Peregrine and four Katana Dreadnaughts, Palpatine should have Royal guards, and any leaders that are ground heroes should be given a unit of infantry escorts.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 04, 2012, 01:12:04 AM
Just like the Field commander from the vanilla isn't it?
Title: Re: Suggestions for 2.1
Post by: Zharkov on November 04, 2012, 12:49:29 PM
I like the "Infinities: From the ground up" scenario. I understand that you like it canonical, but how about providing a nice playground by giving factions all heroes in Infinities instead of none?
Title: Re: Suggestions for 2.1
Post by: MawDrallin on November 04, 2012, 02:20:41 PM
I like the "Infinities: From the ground up" scenario. I understand that you like it canonical, but how about providing a nice playground by giving factions all heroes in Infinities instead of none?

There would be no challenge in it then. Because then as the IR, you would have: Emperor Palpatine (Eclipse), Ysanne Isard (Lusankya), Ardus Kaine (Reaper), Natasi Daala (Knight Hammer), Sander Delvardus (Thalassa), Delak Krennel (Reckoning), Blitzer Harrsk (Shockwave), Trueten Teradoc (Crimson Sunrise), Ait Convarion (Corruptor), Thrawn (Chimaera), Gilad Pellaeon (Chimaera), Eirisi Dlarit (TIE Interceptor Squadron), Apwar Trigit (Implacable), C'baoth, Brandei (Judicator), Dorja (Relentless), Freja Covell, Sedriss QL, Maximilian Veers, Cronus (13X), Turr Phennir (TIE Interceptor Squadron), Maarek Stele (TIE Defender Squadron), I could go on. Point it, you wouldn't have to build any units to win the GC then. The Empire would be unbeatable in space, and the New Republic with all there heroes would be nearly invincible on land.
Title: Re: Suggestions for 2.1
Post by: Zharkov on November 04, 2012, 03:03:57 PM
There would be no challenge in it then. Because then as the IR, you would have: Emperor Palpatine (Eclipse), Ysanne Isard (Lusankya), Ardus Kaine (Reaper), Natasi Daala (Knight Hammer), Sander Delvardus (Thalassa), Delak Krennel (Reckoning), Blitzer Harrsk (Shockwave), Trueten Teradoc (Crimson Sunrise), Ait Convarion (Corruptor), Thrawn (Chimaera), Gilad Pellaeon (Chimaera), Eirisi Dlarit (TIE Interceptor Squadron), Apwar Trigit (Implacable), C'baoth, Brandei (Judicator), Dorja (Relentless), Freja Covell, Sedriss QL, Maximilian Veers, Cronus (13X), Turr Phennir (TIE Interceptor Squadron), Maarek Stele (TIE Defender Squadron), I could go on. Point it, you wouldn't have to build any units to win the GC then. The Empire would be unbeatable in space, and the New Republic with all there heroes would be nearly invincible on land.

Well, of course you'd have to fullfill certain prerequisites, recruit them for credits and/or upgrade them. Then, thinking about it, might be too much work to code this...
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 05, 2012, 08:04:23 PM
If a faction were to be removed from Art of War for freeze reasons, it would be the Pentastar Alignment. They tend to have it occur first, and they gain the least (read as: nothing) from any era change mechanics, and fit much better into the more focused GCs.

More importantly, the EotH don't have an impact on the freeze for other factions as such, and replacing their territory with more planets for other factions would actually make the freeze more likely for other factions (especially the PA). The "fourth faction" always has their galactic AI disabled in Art of War in order to mitigate the freeze. In 3/4 of the GCs this faction is the PA, and in the PA's it's the Empire of the Hand. By removing the Empire of the Hand and adding more planets distributed around the 3 active factions, you're effectively taking an otherwise-inert bit of territory (in the PA AoW) and making it directly contribute to the freeze by having more active places right off the bat.

I'm not sure it's working correctly, because every time I play as the PA, the EoTH attacks me and takes over 1/2 the universe.  Last time I played they conquered Kuat, Coruscant, Corulag, etc.  They were destroying the IR planets as quickly as I was destroying the hand.

However, I have NOT yet attempted a PA GC in fixed patch2.
Title: Re: Suggestions for 2.1
Post by: Corey on November 05, 2012, 08:36:29 PM
I'm assuming you're playing Art of War Lite, then. We didn't do it for Lite, just Art of War.
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 06, 2012, 11:56:37 AM
You would be correct.  I've never been able to finish Art of War as anyone without the freeze, so I've been trying to get through lite as the PA.
Title: Re: Suggestions for 2.1
Post by: Singularity on November 06, 2012, 03:20:48 PM
I may have said this before, but how about giving the IR or PA Assault Gunboats, Missile Boats and TIE Avengers? (from TIE Fighter). Their answer to the NR's hyperdrive-equipped ships, and they look quite nice as a bonus.


About this 'freeze', I've been playing as the Alignment lately and I've gotten to Era 4 (though it still says Era 2-fix maybe?) and taken over half the galaxy without the game completely breaking (though it still crashes when I try to load sometimes).
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 06, 2012, 07:55:40 PM
OH, I've gotten so that I have less than 1/2 dozen planets to conquer multiple times as the Alignment, but I've never completed a GC as them.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 08, 2012, 07:19:55 AM
I have a suggestion of a way to implement the galaxy gun. In era 3 it should work as a space station buildable only in Byss, the construction of it would allow you to build the galaxy gun proyectiles. These would work as a normal ship but much faster and with the self destruction (unless you can think of a way to ram an enemy ship and blow up) that would cause a huge explosion and damage enemy ships or destroy'em they should cost arround 4.000 credits more or less depending on the power of it's explosion
Title: Re: Suggestions for 2.1
Post by: Singularity on November 08, 2012, 02:50:14 PM
I have a suggestion of a way to implement the galaxy gun. In era 3 it should work as a space station buildable only in Byss, the construction of it would allow you to build the galaxy gun proyectiles. These would work as a normal ship but much faster and with the self destruction (unless you can think of a way to ram an enemy ship and blow up) that would cause a huge explosion and damage enemy ships or destroy'em they should cost arround 4.000 credits more or less depending on the power of it's explosion

That would still make the IR overpowered.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 08, 2012, 04:55:49 PM
Tell that to SOASE Ascendacy XD
Title: Re: Suggestions for 2.1
Post by: Slornie on November 08, 2012, 05:21:04 PM
I have a suggestion of a way to implement the galaxy gun. In era 3 it should work as a space station buildable only in Byss, the construction of it would allow you to build the galaxy gun proyectiles. These would work as a normal ship but much faster and with the self destruction (unless you can think of a way to ram an enemy ship and blow up) that would cause a huge explosion and damage enemy ships or destroy'em they should cost arround 4.000 credits more or less depending on the power of it's explosion
If you don't mind me saying that seems like a rather laborious and convoluted way to implement the galaxy gun which, from my understanding of the superweapon, doesn't really make much sense at all given how it functions in canon.
Title: Re: Suggestions for 2.1
Post by: melbournelad on November 08, 2012, 09:21:29 PM
Any plans for a couple more story missions?
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 09, 2012, 04:04:11 PM
I remember when attacking th eclipse in the FoC the star destroyers could be repaired in certain shypyards. Why not adding'em as repair structure on certain planets like Kuat, Fondor, and other important planets?
Title: Re: Suggestions for 2.1
Post by: melbournelad on November 10, 2012, 09:12:23 AM
These units might fit well if you have time to create a model;

NR- Arrow-23 Landspeeder
Storm IV cloud car (Bespin only?)

IR-Talon I combat cloud car (Remnant doesn't have anything right now as a counterpart to the vwing or snowspeeder)
PX-10 Compact Assault Vehicle

All of these are in Phoenix  Rising, so alternatively they could possibly give you one or two of their models if you asked, maybe in return for a model from ICW
Title: Re: Suggestions for 2.1
Post by: Enceladus on November 10, 2012, 10:37:39 AM
We have zero intention of using unit models and skins from other mods. We like to make our our art assets for that.
Title: Re: Suggestions for 2.1
Post by: Singularity on November 10, 2012, 11:51:08 AM
Why aren't the TIE Interceptor sounds from the original game in the mod?
Title: Re: Suggestions for 2.1
Post by: Corey on November 10, 2012, 03:57:44 PM
We have zero intention of using unit models and skins from other mods. We like to make our our art assets for that.

Yeah, we spend quite a bit of time making sure we don't just pack our mod with other people's stuff.



Title: Re: Suggestions for 2.1
Post by: Ahkreeah on November 12, 2012, 10:43:26 AM
I got to say this is a lovely mod, I'm having lots of fun with! I also registered however because I felt I had to suggest something:

I'd suggest (I don't know if it is mentioned already, or if others disagree) to increase Modular Taskforce Cruiser pop count to 2 or 3. Right now it can quickly unbalance battles when it is used in large numbers. With a population count of 1, up to 40 MTC's can be placed close to eachother on the edge of the map, each launching a large number of fighters. This quickly totals up to about 100+ bombers and another 100+ fighters. When grouped together these bombers can rapidly form a screen that is so deadly, that even dreadnoughts fall to it in minutes, while the fighters take care of any enemy fighters in seconds. The only way to reasonably counter this is by forming huge wings of Corellian Corvettes. Using carriers of your own isn't a success either, as they have a population count of 3, opposed to the MTC's mere 1.

As for an idea of a new gameplay mechanic:

I always found it a shame that when you destroy a ship's engines, the ship is destroyed by default when the owner retreats from the battle. It would be far more interesting when there is a chance of that stranded being captured if left behind in a retreat. A capture could depend on factors such as outnumbering the vessel and the size of the vessel (a frigate would be considerably easier to end up captured than say, a massive destroyer). The ship would simply be turned over with a message once the battle is over and the galactic map resumes, similar to how we gain a ship after capturing Fondor or Kuat. It is a reward worth taking the risk for to keep enemy ships alive, while it adds weight to the choice of retreat. You may just end up facing those very cruisers you left behind in the battle later on! :)
Title: Re: Suggestions for 2.1
Post by: Singularity on November 13, 2012, 02:33:22 PM
Can you do something about specialists having thermal detonators? Its nearly impossible to win if they've got 10 infiltrators/commandos running around, as just one can destroy your entire army, and the bombs are so small you can never tell which tank its attached to.
Title: Re: Suggestions for 2.1
Post by: Ahkreeah on November 14, 2012, 11:28:58 AM
Can you do something about specialists having thermal detonators? Its nearly impossible to win if they've got 10 infiltrators/commandos running around, as just one can destroy your entire army, and the bombs are so small you can never tell which tank its attached to.

That's usually why you put down the odd sensor array on a buildpad and mix units with ones that can quickly take down infantry. My commandos always have to get pretty close before they can place explosives. Some troops marching in front and behind a group of vehicles makes quick work of them. They'll think twice before charging. But maybe the re-use timer on the thermal detonators can be set to 99999 (recharging for re-use indefinitely), that way commandos only have one detonator each and have to use them sparsely.
Title: Re: Suggestions for 2.1
Post by: Senza on November 14, 2012, 06:03:29 PM
Please, nerf the hell out of the Air Straeker. Finally got around to using these things. Saw that they were nerfed in the hotfix. Still think the skirmish AI need to be looked at though! Okay Corey, I didn't know that. One thing though,  the MTC costs 1 pop and carries more fighters than the Escort Carrier, which has 2 pop, the MTC is also a good deal more powerful, it'd be nice if this could be changed!
Title: Re: Suggestions for 2.1
Post by: Corey on November 14, 2012, 08:50:44 PM
I don't have the time to go through and address everything people have mentioned so far, but I'll say again; there is no such thing as a "skirmish AI" in EaW as far as what you're talking about. It is the exact same stuff as the Galactic AI uses, so changing income rates and whatnot on skirmish changes the income rates in the exact same way in galactic, and we have no intention to destroy the Galactic AI just to make skirmish on medium and hard easier. If everything above easy is too hard for you to beat, then don't play above easy.
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 14, 2012, 11:21:11 PM
I don't see why you'd want to.  Other than the Airstraeker was too powerful (which is being addressed), with the changes so that they don't get unlimited garrisons it's made skirmish quite winnable even on the hardest levels IMO.
Title: Re: Suggestions for 2.1
Post by: Senza on November 14, 2012, 11:49:29 PM
I meant in space, not on land, where they have like 6 capital ships 10 minutes into the game. But I understand where Corey is coming from and there is nothing really that can be done about it, so I will continue to play 1v1v1 so that the AI can beat each other up while I build up my own forces!
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 15, 2012, 05:27:28 PM
OK, yeah, in space I kinda agree.  I get slaughtered in space skirmish if I try to fight head to head.  I can't remember who posted about it, but just getting to a couple cap ships and jumping them in behind their base works even on the hardest level.  Seems "cheap" since you win despite being outgunned 100:1, but it does work almost every time.
Title: Re: Suggestions for 2.1
Post by: Skyline5gtr on November 16, 2012, 12:10:47 PM
Id like to see fighters rebalanced a little bit, they seem very op at the moment
Title: Re: Suggestions for 2.1
Post by: Revanchist on November 16, 2012, 03:04:02 PM
I have a suggestion to make some skirmish maps Infantry only maps, similar to what they have on RaW. You could only build infantry, speeders, and ground heroes. I also think certain maps should be infantry only, such as Coruscant (how in the world would ATATs maneuver in such a place?) maybe allow for aerial vehicles as well.
Title: Re: Suggestions for 2.1
Post by: Singularity on November 16, 2012, 06:26:03 PM
I'd quite like to see a version of Art of War but with the Alignment as a proper enemy faction with AI.
Title: Re: Suggestions for 2.1
Post by: DarthAbbadon on November 19, 2012, 04:53:43 AM
Hey guys!

First thing:
You really did great work with this mod, its really fun to play and surprisingly very well balanced (mods often are not).

I played it for a while now and I have some small ideas to change too.
For one thing its a little crazy, that every time when an enemy SSD looses his shilds and some hardpoints it just turns around and drives to the border of the map until it trys to flee at ~20% life  ::) That makes it sometimes a little easy to kill them.

Another thing is that your defending fleet is at the beginning of a space battle very near to the invading fleet an very far away from the space station. This is a problem, for example if you play with Hand against Empire and Pentastar, who both have many SSDs. Always when the battle begins the front ships have their shilds down before I can even click on them. Sadly this makes it impossible to use 'weaker' heros for defense like Voss Parck or even Thrawn with Grey Wolf. Immediately they get shot into pieces by the Preators, SSDs, ISZ II, ...

Also it would be fair if Pentastar gets a hero in space skirmish too  ;) Admiral Grant isnt that strong that it would be unfair or something like that.

I have no idea how coding or all that stuff works, so I have also no idea if these problems can be 'fixed'. If not, well its just small things I noticed.

Thats it from me for now.

Wish you all a good morning! (well it is morning where I am at the moment)
Title: Re: Suggestions for 2.1
Post by: Singularity on November 19, 2012, 01:47:52 PM
Hey guys!

First thing:
You really did great work with this mod, its really fun to play and surprisingly very well balanced (mods often are not).

I played it for a while now and I have some small ideas to change too.
For one thing its a little crazy, that every time when an enemy SSD looses his shilds and some hardpoints it just turns around and drives to the border of the map until it trys to flee at ~20% life  ::) That makes it sometimes a little easy to kill them.

Another thing is that your defending fleet is at the beginning of a space battle very near to the invading fleet an very far away from the space station. This is a problem, for example if you play with Hand against Empire and Pentastar, who both have many SSDs. Always when the battle begins the front ships have their shilds down before I can even click on them. Sadly this makes it impossible to use 'weaker' heros for defense like Voss Parck or even Thrawn with Grey Wolf. Immediately they get shot into pieces by the Preators, SSDs, ISZ II, ...

Also it would be fair if Pentastar gets a hero in space skirmish too  ;) Admiral Grant isnt that strong that it would be unfair or something like that.

I have no idea how coding or all that stuff works, so I have also no idea if these problems can be 'fixed'. If not, well its just small things I noticed.

Thats it from me for now.

Wish you all a good morning! (well it is morning where I am at the moment)

That happens to me all the time, it always spawns my interdictors and carriers right in front only for them to get shot to pieces before I can even select them.
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 20, 2012, 03:04:29 PM
Yeah, I never understood that about the game why it put your fleet up front instead of near the relative protection of your golans...
Title: Re: Suggestions for 2.1
Post by: Slornie on November 20, 2012, 03:43:08 PM
Yeah, I never understood that about the game why it put your fleet up front instead of near the relative protection of your golans...
Because that happens to be where the fleet markers were put when the maps were made.  And with 100+ maps (there is almost one for each planet), it's understandable that no one has been keen to go through and change them all.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 20, 2012, 07:23:50 PM
I was just seeing Alliance mod for FoC and if there was one thing that really like and would be cool ( tought I think it's a bit too late) is the way the show the planets. The truth is that they make it look more realistic and they give a planet a size it should have if you have time you maight want to take a look. It's just a small detail but would be really nice one

EDIT: In infinites instead of starting with one planet with heavy shypyard why not starting with a planet with capital ones? or if you think it's stupid and that the IA will get the viscount/sovereign too soon(wich they do anyway), at least made the planets like Byss a bit more reachable, I mean i expected to see just a few star destroyers instead they are armed to the teeth (Sovereign four star destroyers and a lot more)
Title: Re: Suggestions for 2.1
Post by: Corey on November 22, 2012, 12:38:02 AM
Alright, a little less crazy now, so here we go...


I got to say this is a lovely mod, I'm having lots of fun with! I also registered however because I felt I had to suggest something:

I'd suggest (I don't know if it is mentioned already, or if others disagree) to increase Modular Taskforce Cruiser pop count to 2 or 3. Right now it can quickly unbalance battles when it is used in large numbers. With a population count of 1, up to 40 MTC's can be placed close to eachother on the edge of the map, each launching a large number of fighters. This quickly totals up to about 100+ bombers and another 100+ fighters. When grouped together these bombers can rapidly form a screen that is so deadly, that even dreadnoughts fall to it in minutes, while the fighters take care of any enemy fighters in seconds. The only way to reasonably counter this is by forming huge wings of Corellian Corvettes. Using carriers of your own isn't a success either, as they have a population count of 3, opposed to the MTC's mere 1.

I'll look into this. I was under the impression their pop cap was higher already. Either way, I'll blame Slornie.


I always found it a shame that when you destroy a ship's engines, the ship is destroyed by default when the owner retreats from the battle. It would be far more interesting when there is a chance of that stranded being captured if left behind in a retreat. A capture could depend on factors such as outnumbering the vessel and the size of the vessel (a frigate would be considerably easier to end up captured than say, a massive destroyer). The ship would simply be turned over with a message once the battle is over and the galactic map resumes, similar to how we gain a ship after capturing Fondor or Kuat. It is a reward worth taking the risk for to keep enemy ships alive, while it adds weight to the choice of retreat. You may just end up facing those very cruisers you left behind in the battle later on! :)

This wouldn't be possible, the basic functionality isn't doable via LUA. I think at most it *might* potentially be possible with 1 ship per battle in a very basic way, with a lot of work.

Quote
Can you do something about specialists having thermal detonators? Its nearly impossible to win if they've got 10 infiltrators/commandos running around, as just one can destroy your entire army, and the bombs are so small you can never tell which tank its attached to.
We'd probably end up doing something like Akreeah said for that.

Quote
Id like to see fighters rebalanced a little bit, they seem very op at the moment
In what way?

Quote
Another thing is that your defending fleet is at the beginning of a space battle very near to the invading fleet an very far away from the space station. This is a problem, for example if you play with Hand against Empire and Pentastar, who both have many SSDs. Always when the battle begins the front ships have their shilds down before I can even click on them. Sadly this makes it impossible to use 'weaker' heros for defense like Voss Parck or even Thrawn with Grey Wolf. Immediately they get shot into pieces by the Preators, SSDs, ISZ II, ...

Enceladus wrote a response to this but then he deleted it somehow, so I'll say what he said. It's not entirely the laziness thing Slornie said, it's a lot to do with starting forces markers. Put them close to the Golans and station, or farther back in general on most maps and they start the battle completely clipped into each other.

Quote
I was just seeing Alliance mod for FoC and if there was one thing that really like and would be cool ( tought I think it's a bit too late) is the way the show the planets. The truth is that they make it look more realistic and they give a planet a size it should have if you have time you maight want to take a look. It's just a small detail but would be really nice one

I'm assuming you mean tactically. The problem with those full map planets is how high res the texture would have to be to actually look decent or tile properly. I've been an off-and-on fan of the general concept since it started being used in mods like 6 years ago, but while I've always found the idea to be good, I've frankly never seen it executed in a way that actually looks half-decent. It tends to look blurry as hell, which it has to or else there'd be huge performance issues.

Quote
EDIT: In infinites instead of starting with one planet with heavy shypyard why not starting with a planet with capital ones? or if you think it's stupid and that the IA will get the viscount/sovereign too soon(wich they do anyway), at least made the planets like Byss a bit more reachable, I mean i expected to see just a few star destroyers instead they are armed to the teeth (Sovereign four star destroyers and a lot more)

That kind of defeats the entire point, and it has nothing to do with the AI. There's 2 sets of capital shipyards; primary and secondary. Every faction starts within like 2 planets of the primary ones, which have relatively light defenses. The other 3 secondary shipyards are that heavily defended because they're supposed to be an actual challenge to take, which is also why they're the ones that are farthest away from any individual starting world and effectively equidistant between two other starting planets. It wouldn't be much of a GC about building up your forces and prioritizing targets if you started with the best planets in the game and had everything handed to you.
Title: Re: Suggestions for 2.1
Post by: melbournelad on November 22, 2012, 10:51:43 AM
Since 2.1 will be the last release are you looking to get it out within the next 2 or 3 months so you can move on from ICW and focus on Ascendancy?
Title: Re: Suggestions for 2.1
Post by: Enceladus on November 22, 2012, 01:19:14 PM
I wouldn't begin to put a timeline on the release. Frankly this is the busiest part of the year for most of the staff due to University. It'll be done when it's done.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on November 22, 2012, 09:58:28 PM
All should be patient, the team always delivers great work.
Title: Re: Suggestions for 2.1
Post by: Corey on November 22, 2012, 10:17:38 PM
Not necessarily (http://gutr.swrebellion.com/forums/index.php/topic,241.0.html) true (http://gutr.swrebellion.com/forums/index.php/topic,1626.0.html).
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on November 23, 2012, 12:36:01 PM
Not necessarily (http://gutr.swrebellion.com/forums/index.php/topic,241.0.html) true (http://gutr.swrebellion.com/forums/index.php/topic,1626.0.html).

Oh yeah, forgot about that...okay so ALMOST always.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 23, 2012, 01:14:21 PM
Wow I must see that "bad thing" the TR team did please. Checking the corey's links I don't see why you consider those releases as something "bad".
Title: Re: Suggestions for 2.1
Post by: Corey on November 26, 2012, 06:17:28 PM
The minimod was awful because I was 15 and had no idea what I was doing. 1.0 was awful because we just threw it together and wanted to get something out cause I thought I'd be leaving once I got to Uni and the team had been dead for months. I didn't though. Either way, the team's concensus is that 1.3 was what the beta should have been and 2.0 is what 1.0 should have been.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 26, 2012, 08:00:53 PM
Well you should actually feel proud about it doing a minimod at the age of 15? I don't even know how to write basic commands. Besides there are a lot of awful mods that I doubt the V 1.0 was so bad in fact I liked it. I had a lot of troubles to make 1.3 work so I decided to download 1.0 (love the menu music)
Title: Re: Suggestions for 2.1
Post by: rumiks on November 30, 2012, 07:57:31 PM
when you get a other fleet comming in niether side make it a verbal warning to not just a small writting in a corner i dont even get that sometimes
give eoth some more capital ships pls 3 are ok but the asendency can be shot up in like seconds i put that as a medium frigate not a capital
eoth to finally have a super wepon for the space battles (only faction that doesnt and its actually a game about him "THRAWNS REVENGE")
i still think golans are better to give eoth you just take a mass of fighters and it gets out 8 i destroy the hive i destroy the fighters even before the fleet gets near them hive are useless or at least beef up there securityor more star fighters
give the penstar more fighters to buy like the tie hunter maybe give it some missiles back to
maybe give thrawn not a ssd but a ship like one once again eoth is the only group who doent have a big ship imps and penstar has ssd rebels have viscount what about eoth?(i actually had some fun one day took 10 of the phalanax and 10 of the syndic everytime i got behime the ssd it started to move around and omg it moves around faster than my capitals movei actually got it down to half dead before it killed me )
and will you be making more era 3 4 5 maps at all
thats my ideas now just 1 question why is it that rebellion only have 1 ion cannon is there a reason or just made that way
thank you and good afternoon
Title: Re: Suggestions for 2.1
Post by: rumiks on November 30, 2012, 08:09:22 PM
oh and dont think i dont like your mods i do there the only ones i am playing at the moment lol
Title: Re: Suggestions for 2.1
Post by: Eclipse on December 03, 2012, 04:59:05 PM
I had a lot of ideas for the empire but this is the first one for the new republic. I was watching the empire strikes back and during the hoth invasion the rebels seem to have a gun wich is the rebel version of the imperial E-web I belive that it would be good to add it for the New Republic
Title: Re: Suggestions for 2.1
Post by: Corey on December 06, 2012, 05:53:12 AM
when you get a other fleet comming in niether side make it a verbal warning to not just a small writting in a corner i dont even get that sometimes
That's something I wanted to do, we just didn't have an opportunity to actually record any audio for it.

give eoth some more capital ships pls 3 are ok but the asendency can be shot up in like seconds i put that as a medium frigate not a capital

The Ascendancy is actually better defended than both the ISDI and ISDII. It's one of the more resilient capital ships in the game, and in terms of firepower it's only slightly weaker than either of those two. They'll get more ships as we go, but like I've said in the past, there's a greater difficulty in making EotH ships than anything else. If we can't think of a design, we can't put them in. They already have the major bases covered anyways, so they're not missing out on anything.

eoth to finally have a super wepon for the space battles (only faction that doesnt and its actually a game about him "THRAWNS REVENGE")

i still think golans are better to give eoth you just take a mass of fighters and it gets out 8 i destroy the hive i destroy the fighters even before the fleet gets near them hive are useless or at least beef up there securityor more star fighters

maybe give thrawn not a ssd but a ship like one once again eoth is the only group who doent have a big ship imps and penstar has ssd rebels have viscount what about eoth?(i actually had some fun one day took 10 of the phalanax and 10 of the syndic everytime i got behime the ssd it started to move around and omg it moves around faster than my capitals movei actually got it down to half dead before it killed me )
I'm assuming by super weapon you mean like the Hypervelocity Gun/Ion Cannon? Once again, the Visvia fills both of these roles but it simply wasn't finished by the time we released 2.0.  We're not giving the Brask more fighters, it already gets 24, and it technically has more firepower than the Golan I and maybe even II depending on how you want to calculate it. It certainly has a greater map presence than both.

The mod being called Thrawn's Revenge is a complete nonsequitor. I don't see how the mod's name could be used as an argument for implementing things like an SSD for the EotH any more than it could be for putting Palpatine or Luke into them.

I've said this multiple times already, and I'll say it again. I will never give the Empire of the Hand a Super Star Destroyer. It goes against the faction's MO, Thrawn's philosophy, and the entire faction was built around them not having it. If they ever did get one, it would mean the Phalanx, Syndic and Ascendancy all get completely repurposed and the Phalanx essentially would get nerfed into the ground.

The Empire of the Hand works as a faction not in spite of their lack of a supership, but because of it. For The Remnant, their balancing is largely based around the Superships being present, and the superships are a big part of the lore for that faction. For the Pentastar, their starting economic and geographic disadvantage and lack of heroes is what allows the two one-time-only Superships to work. For the New Republic it can be fun to use but it really doesn't make a huge impact either way. Factions being balanced does not mean each faction is a carbon copy of each other faction and then given a reskin, it's holistic. There are aberrations in individual units (Gilzean, apparently MTC spam, potentially some size and firing range tweaks for the Praetor) that need to be addressed but none of the factions are too far from where they need to be right now, in my opinion.

and will you be making more era 3 4 5 maps at all
Unsure.

thats my ideas now just 1 question why is it that rebellion only have 1 ion cannon is there a reason or just made that way

Can anyone else confirm this? Sounds like a possible bug, unless Slornie comes in here and says it's something we planned.

I had a lot of ideas for the empire but this is the first one for the new republic. I was watching the empire strikes back and during the hoth invasion the rebels seem to have a gun wich is the rebel version of the imperial E-web I belive that it would be good to add it for the New Republic

We don't have any infantry modelers or animators, it wouldn't be possible to make it.
Title: Re: Suggestions for 2.1
Post by: Slornie on December 06, 2012, 02:35:54 PM
Can anyone else confirm this? Sounds like a possible bug, unless Slornie comes in here and says it's something we planned.
As far as I can recall it was a deliberate design decision, but without going back through a year of chat logs I couldn't tell you the rationale behind it.
Title: Re: Suggestions for 2.1
Post by: Revanchist on December 06, 2012, 08:33:24 PM
One thing I was thinking to make the EotH unique (not sure if this is already so or not) would be to make Rhazer Missiles penetrate shields.

I also had a slightly funny, slightly interesting alternate win condition for big maps: Make one random planet a ZC planet with a disabled Galactic AI but so that the other factions cannot attack it. It could be a secondary win objective to find and conquer that planet once and for all. I would be well defended by ZC units, though, so you couldn't just early game tank it, and you couldn't auto-resolve through it.
Title: Re: Suggestions for 2.1
Post by: Singularity on December 07, 2012, 05:59:38 AM
I'd really like it if more planet rewards could be added to the different modes, say, by conquering Muunilinst you get a couple of Munificents.

Also, are you thinking of adding any more campaigns in 2.1?
Title: Re: Suggestions for 2.1
Post by: Corey on December 07, 2012, 11:19:21 AM
The planet rewards are nice, but I don't want to go too overboard with them since it can't be done for the Pentastar Alignment.

We may or may not add more GCs in 2.1
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 07, 2012, 04:22:10 PM
The planet rewards are nice, but I don't want to go too overboard with them since it can't be done for the Pentastar Alignment.

Then planetary rewards are BAD!!  :D
Title: Re: Suggestions for 2.1
Post by: Eclipse on December 12, 2012, 07:18:29 PM
For the eclipse and sovereign allow'em to shoot the superlaser but instead of deatroying the planet change to some volcaninc planet with less economical value and a very limited buildings (2 or 3). I know what you are thinking but I doubt we would all do this and still we would have to conquer it but enemy's defenses would be very damaged.
Title: Re: Suggestions for 2.1
Post by: Corey on December 12, 2012, 09:19:00 PM
That's not how that ability functions. There stock "Destroyed planet" stuff related to the ability, you don't get to decide what it turns things into.
Title: Re: Suggestions for 2.1
Post by: negativ21 on December 20, 2012, 06:29:33 PM
Maybe you could add the Victory class frigate mkII.

http://starwars-exodus.wikia.com/wiki/Victory-class_Frigate_Mark_II
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 20, 2012, 08:36:31 PM
I think that's been suggested before.  I can't say I remember the reasoning for not including it, but I'd bet it was something similar to

a.  It's ugly
b.  It serves the same function of at least 2 or 3 existing ships so would be redundant.
Title: Re: Suggestions for 2.1
Post by: Enceladus on December 21, 2012, 12:08:18 AM
That sums up the team's opinion on the ship pretty nicely.  :)
Title: Re: Suggestions for 2.1
Post by: Corey on December 21, 2012, 02:04:03 AM
There's also the fact that the ship lacks any canon stats.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on December 21, 2012, 06:59:43 PM
I think that's been suggested before.  I can't say I remember the reasoning for not including it, but I'd bet it was something similar to

a.  It's ugly
b.  It serves the same function of at least 2 or 3 existing ships so would be redundant.

These statements seem to describe many ideas in this category.
Title: Re: Suggestions for 2.1
Post by: rumiks on December 21, 2012, 08:54:27 PM
but it does not have to be a ssd the rebellion have a viscount smaller but can take on a ssd thats what i was meaning and just a couple new small maps for 3-5 and about the hives how abour giving thrawn a choice of hives or golans or at lest beef up some defence on the hives they break to easy lol and one more thing make easy= easy, medium= medium and hard= hard easy is to hard even for my son try to give easy a 20 year cool down then attack or something if you can and good job getting in the top 100
Title: Re: Suggestions for 2.1
Post by: Eclipse on December 21, 2012, 09:02:12 PM
I would like to see the addition of the hardpoint: engines in some EoTH ships it's frustrating sometimes, they can come with some chaf destroyers hit my fleet and when I'm about to destroy'em they run away.
Title: Re: Suggestions for 2.1
Post by: rumiks on December 21, 2012, 09:08:05 PM
I would like to see the addition of the hardpoint: engines in some EoTH ships it's frustrating sometimes, they can come with some chaf destroyers hit my fleet and when I'm about to destroy'em they run away.
but thats the fun of the game lol (as someone would say )
Title: Re: Suggestions for 2.1
Post by: Eclipse on December 21, 2012, 09:12:51 PM
By that logic remove'em from the star destroyers :) or at least I want a good reason I mean I'm asking for the Chaf at least. The phalanx and sindic well they had pretty big engines and four of them so it's "OK" but the chaf is a joke. Also make their hyperspace jump a bit longer if possible.
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 21, 2012, 10:09:23 PM
I'd actually agree.  Either add them to the EOTH ships, or remove them for all large caps.
Title: Re: Suggestions for 2.1
Post by: Corey on December 21, 2012, 10:59:31 PM
but it does not have to be a ssd the rebellion have a viscount smaller but can take on a ssd thats what i was meaning
The Viscount has pretty much the same size, armament and general stats as the Executor, so that's definitely not a good example. I've explained this 1000 times, it's not happening. The EotH already has the best non-super in the game, as a direct result of them not havign a super; their capital ships are all on the higher tier. Leaving out the story reasons for not giving them a supership, adding one would mean rebalancing the whole faction and redoing every single unit they have in order to accomodate for it.

I'll say it one more time: There are absolutely no reasons to give the Empire of the Hand a supership, and several reasons not to. The entire faction is balanced around them not having one, and they canonically would not have used them. If you're asking for something "smaller but can take on an SSD" in 1v1 then congratulations, you're really just asking for an SSD that functions better because of the smaller size, which only exacerbates the factional design and balance changes that would have to come from it. And how could the same amount of power fit onto a smaller frame in the first place? If you want a larger capital ship that has a lot of firepower than they already have that in the Phalanx, which is the largest and most powerful non-supership in the mod. Why would we add another ship level above the Phalanx when they already fill the top of that food chain? It would mean either the new ship or the Phalanx would be irrelevant, and it would make the Empire of the Hand severely overpowered.

"omg superships r liek sew kewl guize" is a terrible reason to do anything but it's the only one left considerind what I've said above, and that's how you end up with the shitty unit bukake mods that fill this community, and no matter how awesome it might seem for the first 3 seconds you're looking at it, it would have a huge negative effect on gameplay. That's a road we make a conscious effort not to go down.




and just a couple new small maps for 3-5 and about the hives how abour giving thrawn a choice of hives or golans or at lest beef up some defence on the hives they break to easy lol

I've also explained this several times as well. The Visvia is coming, we just couldn't get it into 2.0. The Brask is their light defense platform, we've always stated it was not meant for direct combat, it needs to be defended and its strength comes from its fighters. The Visvia is much heavier, but again we were unable to get it ingame in time for 2.0.

and one more thing make easy= easy, medium= medium and hard= hard easy is to hard even for my son try to give easy a 20 year cool down then attack or something if you can and good job getting in the top 100

We get a bunch of people who either say easy is too hard or hard is too easy or some combination of it all. The basic fact is that Easy is definitely much easier than Medium, which is much easier than Hard. We can't please everybody, we're happy with where it is, and easy is pretty damn easy to be honest.

The AI differences don't actually have anything to do with how the actual AI itself is handled either in EaW. Literally all it is are a few modifiers (credit income values, etc). It has nothing to do with how the AI actually functions.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on December 22, 2012, 12:10:05 PM
the eoth does not need an ssd!
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 22, 2012, 12:28:27 PM
Even more than that, it has been pointed out mulitple times that the very idea of the core of the EOTH precludes the use of the SSD.  Thrawn thought they were a waste of resources.
Title: Re: Suggestions for 2.1
Post by: negativ21 on December 22, 2012, 08:10:01 PM
Could you add a galactic conquest exactly like from the ground up but with the Imps being at era 5 instead of era 3 the whole game. I realize era 3 is their best but it would be cool to be able to use the tector and venator and those later ships especially the Preybird.
Title: Re: Suggestions for 2.1
Post by: Corey on December 22, 2012, 08:13:48 PM
We're probably going to do another FTGU style GC so we can add the PA with the PA in era 1, Remnant in Era 5 and the Empire of the Hand in era 2.
Title: Re: Suggestions for 2.1
Post by: negativ21 on December 22, 2012, 09:05:28 PM
Awesome, and there's no NR :)
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 22, 2012, 09:06:37 PM
Ok, that would be cool.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on December 23, 2012, 10:43:24 AM
will the AoW ever get all factions fighting at once again?(I.E. the Yevetha and Hapans being back in as NP factions in a battle royale?)
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 23, 2012, 12:31:28 PM
I can't see it being able to happen unless you wanted to have the freeze happen by week 60.  :D
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on December 23, 2012, 09:01:56 PM
Sigh, true
Title: Re: Suggestions for 2.1
Post by: Revanchist on December 25, 2012, 08:02:56 PM
the eoth does not need an ssd!

Exactly. I don't know how many times the mod team has had to describe this, and it's getting pretty tiresome. On another note: you could give the Visvia the Deploy Squadron ability, so you could have the option to get more fighters on the field quickly (especially if you know it'll be destroyed).
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on December 25, 2012, 11:32:17 PM
Exactly. I don't know how many times the mod team has had to describe this, and it's getting pretty tiresome. On another note: you could give the Visvia the Deploy Squadron ability, so you could have the option to get more fighters on the field quickly (especially if you know it'll be destroyed).

I don't know, the Visvia seems to serve more of a cap ship killer role with the other EotH defense platform serving as a carrier.
Title: Re: Suggestions for 2.1
Post by: Revanchist on December 26, 2012, 08:05:05 PM
Oops, I meant the carrier platform (thought it was the Visvia) is it the Brask?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on December 26, 2012, 08:27:27 PM
Yes, it's the Brask
Title: Re: Suggestions for 2.1
Post by: Eclipse on December 31, 2012, 05:49:56 PM
Talking of SSD is there a chance that the IR could choose between building the original Executor class and the Vengeance class? It just looks so cool and as some of them were with the empire according to the ICW manual.

And by the way I think the EoTH doesn't build turrets ( I mean the unique ones)
Title: Re: Suggestions for 2.1
Post by: tlmiller on December 31, 2012, 06:16:14 PM
I don't think they would do it strictly out of canon reasons.  To all I know of the Vengeance was just an Executor Jerec managed to have built with a different look, and it was a unique unit, no other Vengeance-style Executors were ever made.
Title: Re: Suggestions for 2.1
Post by: Corey on December 31, 2012, 06:18:32 PM
They were, but they weren't common and they'd be completely redundant next to the Executor itself.
Title: Re: Suggestions for 2.1
Post by: Revanchist on December 31, 2012, 08:03:02 PM
Talking of SSD is there a chance that the IR could choose between building the original Executor class and the Vengeance class? It just looks so cool and as some of them were with the empire according to the ICW manual.

They were, but they weren't common and they'd be completely redundant next to the Executor itself.

Very true, and it has a better feel to give it to just the PA so it can be both canon and unique.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on January 01, 2013, 01:53:36 AM
only 3 Vengeance class SSDs were constructed. The first was Jerec's and the other two were built at Byss.
Title: Re: Suggestions for 2.1
Post by: Singularity on January 03, 2013, 06:42:01 PM
only 3 Vengeance class SSDs were constructed. The first was Jerec's and the other two were built at Byss.
We only know Palpatine used 3 during Dark Empire, we don't know if they built any more afterwards or if Jerec's was one of them.

There's not much point giving the IR the Vengeance, its just an Executor with a different model, but it can't hurt either I guess.
Title: Re: Suggestions for 2.1
Post by: tlmiller on January 03, 2013, 10:37:53 PM
I say if you're going to, then just give them the Vengeance without the Executor.  It's prettier anyway.  :d
Title: Re: Suggestions for 2.1
Post by: Eclipse on January 03, 2013, 10:52:05 PM
That was the reason why I asked for it, it's exactly the same but looks much better and intimidating.
Title: Re: Suggestions for 2.1
Post by: ttrjames on January 05, 2013, 01:53:26 AM
Hey guys, I just had a few suggestions. 

First, I noticed that the planet descriptions have disappeared from the game.  From my understanding, part of this is due to the fact that the pentastar cannot utilize these bonuses.  However, I also noticed that at least on Coruscant the income is greatly increased compared to other planets.  It seems to me that if this bonus is going to be left in the game then it would make sense to make a small mention in addition to the information concerning the level of space station that can be built on that planet.

My second suggestion is perhaps a bit more complex.  I was thinking that it may be an interesting concept to give fighters the ability to dock on ships and structures with fighter bays.  I?m thinking something along the line of infantry being garrisoned inside of troop transports.  This could have several in game applications.  First, it could possibly be used to provide repairs to fighter squadrons.  Second, it would work to reduce clutter on the battlefield by allowing commanders to keep their fighters docked until their presence was required.  This would mean that when moving an entire fleet one would no longer need to first select the fighter screen and then wait until enough fighters had moved before selecting the capital ships in the same area.  This is a problem that I?ve noticed in large space battles because by dragging to select units the fighters are almost always chosen first due to the simple fact that they vastly outnumber all the other ships.  And since only a dozen units may be chosen at a time this makes fleet wide movements very difficult to coordinate.  Anyways, just a thought, not sure on the feasibility but I think it could greatly improve the flow of the game.

Thanks for the great mod and keep up the great work.
Title: Re: Suggestions for 2.1
Post by: Corey on January 05, 2013, 02:34:24 AM
Hey guys, I just had a few suggestions. 

First, I noticed that the planet descriptions have disappeared from the game.  From my understanding, part of this is due to the fact that the pentastar cannot utilize these bonuses.  However, I also noticed that at least on Coruscant the income is greatly increased compared to other planets.  It seems to me that if this bonus is going to be left in the game then it would make sense to make a small mention in addition to the information concerning the level of space station that can be built on that planet.

It actually has nothing to do with the PA, it was because what Petro called "planet abilities" were almost universally pointless, self-evident, or didn't make sense. In this particular case with high-income planets leaving the text is completely useless. Every planet has its own credit value, so it's not like there's an assumption going in that they're the same, and what's more you can see the actual income value far more easily than you can get to the non-specific text that doesn't even tell you how much "high credit value" actually means. You just need to click on the indicator, check the credit log, or look in the manual, and all three would give you the exact base value, while being at least as easy to get to as the screen which just generally tells you it's worth a lot.
Quote
My second suggestion is perhaps a bit more complex.  I was thinking that it may be an interesting concept to give fighters the ability to dock on ships and structures with fighter bays.  I?m thinking something along the line of infantry being garrisoned inside of troop transports.  This could have several in game applications.  First, it could possibly be used to provide repairs to fighter squadrons.  Second, it would work to reduce clutter on the battlefield by allowing commanders to keep their fighters docked until their presence was required.  This would mean that when moving an entire fleet one would no longer need to first select the fighter screen and then wait until enough fighters had moved before selecting the capital ships in the same area.  This is a problem that I?ve noticed in large space battles because by dragging to select units the fighters are almost always chosen first due to the simple fact that they vastly outnumber all the other ships.  And since only a dozen units may be chosen at a time this makes fleet wide movements very difficult to coordinate.  Anyways, just a thought, not sure on the feasibility but I think it could greatly improve the flow of the game.

The actual garrison ability can't be used in space. It's somewhat possible to do it via LUA scripting, someone on the team (Smallpox) has done it before, but from my understanding it has several issues, including the fact that you can send a pretty much dead squadron in and immediately get back a full one.
Title: Re: Suggestions for 2.1
Post by: ttrjames on January 05, 2013, 05:11:23 AM
Thanks for the reply.  As I was experimenting in GC I figured out that first part for myself.  Not too surprised with the issues concerning the second, I figured it would be more complex.  Anyways, I'll keep an eye out for anything else but I kind of doubt I'll find much, you guys really did a great job on this mod.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on January 05, 2013, 05:45:04 PM
How about adding in the ability for carriers and large capital ships to deploy their starfighters? As in, don't automatically deploy all the squadrons until the user chooses to do so. It would be nice to be able to jump in an ISD, let it kill or drive off a few corvettes before deploying its TIEs. Otherwise, the anti-starfighter ships automatically prioritize the fighters and shred the squadrons. It could add a nice extra tactical choice: Deploy fighters now and risk losing them or wait until later and risk having your capital ship take more damage from bombers while waiting for them to deploy one by one?

Since the AI tends to use its abilities as soon as it can anyway, this shouldn't mess with balance.

I could see that it might be a pain in larger engagements when a lot of ships are already present (i.e. not being jumped in as reinforcements), but you could always choose the "auto-fire abilities" option in the menu.
Title: Re: Suggestions for 2.1
Post by: Pox on January 05, 2013, 06:20:00 PM
How about adding in the ability for carriers and large capital ships to deploy their starfighters? As in, don't automatically deploy all the squadrons until the user chooses to do so. It would be nice to be able to jump in an ISD, let it kill or drive off a few corvettes before deploying its TIEs. Otherwise, the anti-starfighter ships automatically prioritize the fighters and shred the squadrons. It could add a nice extra tactical choice: Deploy fighters now and risk losing them or wait until later and risk having your capital ship take more damage from bombers while waiting for them to deploy one by one?

Since the AI tends to use its abilities as soon as it can anyway, this shouldn't mess with balance.

I could see that it might be a pain in larger engagements when a lot of ships are already present (i.e. not being jumped in as reinforcements), but you could always choose the "auto-fire abilities" option in the menu.

Well, there's two ways to do that.
1) Use the Executor's deploy ability, which would in my opinion be annoying to use, since it only deploys one squadron per time. I'm not even sure it has the autofire option?
2) I have already written a script that deploys fighters. The only catch is that it deploys all fighters at once and that means no reserve squadrons once a fighter squadron has been destroyed like it's been in vanila FoC.

So from a scripting point of view it would be possible.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on January 05, 2013, 06:27:02 PM
Well, there's two ways to do that.
1) Use the Executor's deploy ability, which would in my opinion be annoying to use, since it only deploys one squadron per time. I'm not even sure it has the autofire option?
2) I have already written a script that deploys fighters. The only catch is that it deploys all fighters at once and that means no reserve squadrons once a fighter squadron has been destroyed like it's been in vanila FoC.

So from a scripting point of view it would be possible.

The Executor's deploy option is too slow, I agree. For (2), how many ships even carry reserve fighters? I thought the only thing that had reserve squadrons was the Brask stations. I thought all the other ships dumped their fighters out as soon as they hyped in.

And yes it would be great if this was possible. Does anyone else think this would be an interesting capability? Thanks for listening guys.
Title: Re: Suggestions for 2.1
Post by: tlmiller on January 05, 2013, 09:44:01 PM
I would like it, yes.  Ecspecially as the IR/PA, who has the weakest fighters and the AI tends to build a LOT of corvettes, which means your bombers will get minced before they're able to do anything.  Currently I manually hotkey fighters/bombers and just keep them away from battle until I've dealt with corvettes, but this would be FANTASTIC.
Title: Re: Suggestions for 2.1
Post by: Eclipse on January 05, 2013, 09:54:56 PM
It remins me the time I destroyed a corellian corvette with a defender squadron but yes the idea would be good and even better for the IR and PA
Title: Re: Suggestions for 2.1
Post by: Slornie on January 06, 2013, 07:05:31 AM
For (2), how many ships even carry reserve fighters? I thought the only thing that had reserve squadrons was the Brask stations. I thought all the other ships dumped their fighters out as soon as they hyped in.
At the moment it tends to mainly be the larger ships (e.g. the SSD-types) or carriers, but several people have asked if we could change it so more ships have reserves instead of launching everything at once.
Title: Re: Suggestions for 2.1
Post by: Pox on January 06, 2013, 09:21:52 AM
At the moment it tends to mainly be the larger ships (e.g. the SSD-types) or carriers, but several people have asked if we could change it so more ships have reserves instead of launching everything at once.

Well, something like one or two waves of reserve squadrons could easily be implemented to launch on a second/third click on the ability.

The reason I said reserve squadrons were impossible to do like in vanila FoC was because I was concerned that it could cause tons of lag due to constantly having to check whether the spawned squadrons are still alive...for every ship.

So, reserve squadrons in general are possible, just not via automatic spawn as in FoC, but by clicking the ability a second time.
Title: Re: Suggestions for 2.1
Post by: rumiks on January 25, 2013, 07:47:20 PM
can you make it so eras only change when all the major heros die i think its wrong when only one hero dies then everyone changes and gets more super powered people back.....all major heros should die to change era just a thought for 2.1 but i guess that would be hard right?
Title: Re: Suggestions for 2.1
Post by: tlmiller on January 25, 2013, 08:44:37 PM
But it makes sense that when the IR leader dies, the next era begins.  After all, that's how it really did happen (more or less).  After Isaard managed to screw up everything, Thrawn returned.  Doesn't matter if the other heroes of the time are still alive, the leader was dead...which generally is how they are separating the eras.
Title: Re: Suggestions for 2.1
Post by: rumiks on January 27, 2013, 06:16:23 PM
But it makes sense that when the IR leader dies, the next era begins.  After all, that's how it really did happen (more or less).  After Isaard managed to screw up everything, Thrawn returned.  Doesn't matter if the other heroes of the time are still alive, the leader was dead...which generally is how they are separating the eras.
no i am asking that when isard dies that it stays in that era until all other major heros die then the era changes so acbar isard thrawn and who ever penstar one is have to die to change era it just changes so fast i think if only one dies just a thought i find in the game in the era changing ones the ai throws there heros around like crazy lol
Title: Re: Suggestions for 2.1
Post by: Kalo on January 27, 2013, 06:31:06 PM
inb4 Corey says no.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on January 27, 2013, 09:10:36 PM
A heavy cap ship can shred the corvettes while your fighters hang back and bait them. Too easy.
Title: Re: Suggestions for 2.1
Post by: tlmiller on January 27, 2013, 10:14:23 PM
I like how the current era change is set up...to me it just makes sense.  Such as, to take era1 for example, if Isaard gets offed, if it doesn't switch to era2, who would be in charge?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on January 28, 2013, 10:46:56 AM
I like how the current era change is set up...to me it just makes sense.  Such as, to take era1 for example, if Isaard gets offed, if it doesn't switch to era2, who would be in charge?

The Council of Moffs.
Title: Re: Suggestions for 2.1
Post by: Corey on January 28, 2013, 04:11:37 PM
That won't even do what you want it to. If your issue is that "when only one hero dies then everyone changes and gets more super powered people back" why would we make it so that all of the important heroes have to die? That just means even MORE hero presence, because we'd have to give everyone back, otherwise you go through era 2-5 without any of the relevant heroes. All it's doing is adding a frustrating and pointless autoresolve fest to get to the next era, which is something we want to limit, not exacerbate since it's already frustrating as hell as the Imperial player if you want to change the era and have to go around having a bunch of battles just to get one of your own heroes killed. Why would we go through and add 8 more of those per era? We have to limit the amount of battles that occur so we don't hit the freeze earlier anyways. It's not even like this is some sort of tradeoff considering what you're suggesting doesn't even make any narrative sense either; it would make both gameplay and the narrative structure worse, it's a lose lose. Why should Ackbar have to die for Thrawn to take over the Remnant? Why should THRAWN have to die for Thrawn to take over the Remnant?

Would it make each era last longer? Sure. Is that even desirable? I don't think so. You tend to get 20-30 weeks in each era unless you go out of your way to make it change earlier (and again, making more irrelevant heroes have to die would make it more frustrating to do that). When we need to limit the game to around 250-300 weeks total, making the individual eras take that much longer would not be desirable, you'd never reach past era 2. If you want to stay in one era, then play the single-era GCs.
Title: Re: Suggestions for 2.1
Post by: JC123 on January 28, 2013, 04:34:29 PM
That won't even do what you want it to. If your issue is that "when only one hero dies then everyone changes and gets more super powered people back" why would we make it so that all of the important heroes have to die? That just means even MORE hero presence, because we'd have to give everyone back, otherwise you go through era 2-5 without any of the relevant heroes. All it's doing is adding a frustrating and pointless autoresolve fest to get to the next era, which is something we want to limit, not exacerbate since it's already frustrating as hell as the Imperial player if you want to change the era and have to go around having a bunch of battles just to get one of your own heroes killed. Why would we go through and add 8 more of those per era? We have to limit the amount of battles that occur so we don't hit the freeze earlier anyways. It's not even like this is some sort of tradeoff considering what you're suggesting doesn't even make any narrative sense either; it would make both gameplay and the narrative structure worse, it's a lose lose. Why should Ackbar have to die for Thrawn to take over the Remnant? Why should THRAWN have to die for Thrawn to take over the Remnant?

Would it make each era last longer? Sure. Is that even desirable? I don't think so. You tend to get 20-30 weeks in each era unless you go out of your way to make it change earlier (and again, making more irrelevant heroes have to die would make it more frustrating to do that). When we need to limit the game to around 250-300 weeks total, making the individual eras take that much longer would not be desirable, you'd never reach past era 2. If you want to stay in one era, then play the single-era GCs.

In summary:  1) Think of the poor Imp players and
                      2) The dreaded FREEZE
Title: Re: Suggestions for 2.1
Post by: tlmiller on January 28, 2013, 05:05:54 PM
Not even the poor imp players.  The ONLY faction that can't affect the advancing era directly (aka, not the Imperials) and is hurt by the advancing era is the EOTH since they lose Thrawn.  PA is never affected (so more or less who cares if you're them), the NR gets stronger with each successive era (giving them a marked reason to WANT it to progress).
Title: Re: Suggestions for 2.1
Post by: Blindsided on February 02, 2013, 11:29:11 AM
i would like to see Pentastar Aligment added to the GC mode:From the Ground up and possibly some way to scout planets?since i dont recall seeing the imperial probe droid or "stealth fleet" units

another thing i would like to see is "events" like Katana fleet from thrawn campaign

sorry for bad english
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 03, 2013, 11:48:54 AM
Yes, that would be cool. A bit of era difference would be a good addition to the PA.
Title: Re: Suggestions for 2.1
Post by: Corey on February 03, 2013, 04:35:37 PM
i would like to see Pentastar Aligment added to the GC mode:From the Ground up and possibly some way to scout planets?since i dont recall seeing the imperial probe droid or "stealth fleet" units

We won't be adding the PA to From the Ground up since that GC is set up in a very specific way in order to be finishable, balanced and relatively symmetrical, so it would require being completely redone. If we were to add the PA to it, it would be in a second GC of that style. Probe Droids should be available, I'll check.

another thing i would like to see is "events" like Katana fleet from thrawn campaign

We won't have any new events like the Katana one in 2.1. They take a long time to design and implement, and the LUA work for 2.1 is being put into Survival mode. Unless we get a good idea that would be worth implementing (there has to be a workable event, and one that has a reason to be done instead of just being there) and Smallpox really wants to do it, there won't be any more.

Quote
Yes, that would be cool. A bit of era difference would be a good addition to the PA.

As we've said before, the PA can't use its own scripts, all we can do with them is what we can do in another faction's story files and apply to them, which is pretty much limited to the tech level changes. We can't directly lock out units between eras like we can with other factions unless we use the script that basically gives them a free structure that's needed as a prereq to build all of their units for that era whenever they hold a planet, which comes with its own problems. We want to make it so they can get new units by doing new stuff in new ways, or by progressing through the eras, like we're trying to do with the CSA, but we simply don't have the resources (available unit options) to give them that much anyways.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on February 03, 2013, 04:47:31 PM
I don't know how easy this would be to implement, or even if it's possible, but how about adding in some random variance to each ship/crew since there's no veterancy in EaW?

For instance, if the crew of an Impstar Deuce happens to be poorly trained or led by a poor captain, maybe that ship could have a 5-10% reduction in firing rate and/or shield regen, maybe even speed and maneuverability, or just targeting? I realize that hero ships already have bonuses similar to this, but as fleets grow larger and larger, there's bound to be some ship crews that have become known to perform better while others don't. In particular, a ship that performs worse than the standard or expected performance level for that ship class would be an interesting addition.

This could be something that resets in each battle (since you probably can't permanently set this to each ship after it's built), and doesn't have to be very obvious or transparent visually. But it could add an extra bit of randomness to each battle. It could also be something limited to capital ships, for which the effect would be felt more.
Title: Re: Suggestions for 2.1
Post by: JC123 on February 03, 2013, 04:51:16 PM
We won't be adding the PA to From the Ground up since that GC is set up in a very specific way in order to be finishable, balanced and relatively symmetrical, so it would require being completely redone. If we were to add the PA to it, it would be in a second GC of that style.

Stupid Freeze... always putting a crimp on perfectly good mods.
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 03, 2013, 04:54:17 PM
True.  Now, if only Petroglyph had taken their time and developed it so it didn't freeze up.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 03, 2013, 05:02:32 PM

As we've said before, the PA can't use its own scripts, all we can do with them is what we can do in another faction's story files and apply to them, which is pretty much limited to the tech level changes. We can't directly lock out units between eras like we can with other factions unless we use the script that basically gives them a free structure that's needed as a prereq to build all of their units for that era whenever they hold a planet, which comes with its own problems. We want to make it so they can get new units by doing new stuff in new ways, or by progressing through the eras, like we're trying to do with the CSA, but we simply don't have the resources (available unit options) to give them that much anyways.

Ah I missed that brief. My bad
Title: Re: Suggestions for 2.1
Post by: JC123 on February 03, 2013, 05:08:22 PM
True.  Now, if only Petroglyph had taken their time and developed it so it didn't freeze up.

Sir, this game freezes after XX maneuvers.  Shouldn't we spend another few weeks and fix this glaring problem?

Why, will it stop Star Wars fans from purchasing it because it's a Star Wars game?

Well, probably not, but...

Then shush!!!
Title: Re: Suggestions for 2.1
Post by: Corey on February 03, 2013, 05:20:28 PM
I'm actually not surprised it was released that way. From my knowledge, it wasn't found in the base game for years after release because the GCs are all relatively small and as such it took a longer time to hit it. By the time they did find it, LA wasn't gonna bother ordering another patch.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 03, 2013, 05:31:11 PM
Since when did LA ever care about quality?
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 03, 2013, 06:52:09 PM
Since when did LA ever care about quality?

Hmmmmmmmmmmm, can't think of a time when they did to me.
Title: Re: Suggestions for 2.1
Post by: Mat8876 on February 07, 2013, 04:59:31 PM
Mining facility's for the duskhan league because you can't buy most of their units just with base income.
Title: Re: Suggestions for 2.1
Post by: Mat8876 on February 07, 2013, 05:13:37 PM
Also allow air units to be able to use repair stations.
Title: Re: Suggestions for 2.1
Post by: Eclipse on February 07, 2013, 08:12:56 PM
What would be nice to see in ground battles would be more air units, just like Force commander where you had TIE fighters and others. The lack of air units in the game makes the AT-AA and the AA turret almost pointless, it would also make ground battles a bit more interesting
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 07, 2013, 09:32:12 PM
Invade the EoTH once and after your AT-AT's are mauled like there is no tomorrow, tell me you don't need AT-AA's.  :)
Title: Re: Suggestions for 2.1
Post by: Eclipse on February 07, 2013, 09:47:03 PM
Hey I've dealt with airstraekers with my AT-AT not effective tough. But yeah What I mean is that I would like to see more varety. And besides the AT-AA aren't really effective with me (eache airstraeker=2 AT-AA). Besides the NR and EoTH have air units that would quialify as fighters while PA and IR have slow and big shuttles.
Title: Re: Suggestions for 2.1
Post by: Corey on February 08, 2013, 12:08:13 AM
Not every faction needs to have the exact same stuff. If the Airstraekers are overpowered, that means the AirStraekers are overpowered. It doesn't mean we then have to add another air unit of the same type to the other factions. Our goal isn't to make factions that are just reskinned versions of each other.
Title: Re: Suggestions for 2.1
Post by: z741 on February 08, 2013, 12:25:54 PM
been a while since ive been around. real life stuff, anyway i was just playing essence as NR and had isard then thrawn hit kashyyyk killed them both easy lol. isard i just blasted her with my bombers and cap ships.

Are you going to include the Galaxy gun/ Eclipse 2 for next release?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 08, 2013, 09:44:57 PM
Not every faction needs to have the exact same stuff. If the Airstraekers are overpowered, that means the AirStraekers are overpowered. It doesn't mean we then have to add another air unit of the same type to the other factions. Our goal isn't to make factions that are just reskinned versions of each other.

Agreed. Airstraekers are not overpowered but they sure as hell can make you respect the EotH if you are foolish enough to invade their planets without AA units!
Title: Re: Suggestions for 2.1
Post by: Eclipse on February 08, 2013, 09:48:22 PM
Uhmm I remembered taht once I invaded'em with just AT-AA and did the same with some NR planets
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 09, 2013, 12:39:32 AM
Agreed. Airstraekers are not overpowered but they sure as hell can make you respect the EotH if you are foolish enough to invade their planets without AA units!

Exactly.  They were overpowered early on in the 2.0 release (I remember 1 squad of Airstrakers taking out 3 or 4 entire SQUADS of AT-AA's before being destroyed), but now they're quite easily dealt with as long as you have dedicated AA units.  But don't take dedicated AA units, and while many other units have the ability to target aerial units, they'll be ripped apart before they are able to finally take out the Airstraekers.
Title: Re: Suggestions for 2.1
Post by: Blindsided on February 09, 2013, 11:07:53 AM
its a shame we cant have pentastar aligment in From the ground up would make this mod perfect for me
Title: Re: Suggestions for 2.1
Post by: Corey on February 10, 2013, 05:12:35 AM
been a while since ive been around. real life stuff, anyway i was just playing essence as NR and had isard then thrawn hit kashyyyk killed them both easy lol. isard i just blasted her with my bombers and cap ships.

Are you going to include the Galaxy gun/ Eclipse 2 for next release?
For the Galaxy Gun, no. Superweapons like that just don't function well in EaW. As for the Eclipse II, also no because there's nowhere to put it; it wouldn't make sense as a buildable ship, and Palpatine already has the Eclipse I as his flagship. Putting it in would just mean Palpatine has to be killed twice and be another free superlaser-toting SSD. Same reason we don't put Pellaeon through a bunch of different ISDs in era 5, minus the superlaser.

its a shame we cant have pentastar aligment in From the ground up would make this mod perfect for me

We intend to make another GC of that style with the PA in it, however since the layout would need to be pretty diferrent and there's no problem with how FTGU functions, we're just making it its own new GC. the PA will be in FTGU in all but name.

Title: Re: Suggestions for 2.1
Post by: Blindsided on February 10, 2013, 09:36:56 AM

We intend to make another GC of that style with the PA in it, however since the layout would need to be pretty diferrent and there's no problem with how FTGU functions, we're just making it its own new GC. the PA will be in FTGU in all but name.


if i got hit by a car right now,i would die as a happy man knowing this!
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 10, 2013, 11:04:09 AM
PA new GC?
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on February 11, 2013, 05:25:24 PM
Can you boost the firing rates of laser cannons and quad laser cannons on ships a little (NOT the anti-starfighter corvettes, those are fine)? For instance, the Enforcer frigate's two quad laser cannons fire at the same rate as the turbolasers, which is to say, incredibly slowly. You get just two quad laser cannon projectiles per second, which isn't useful at all. This makes ships that are supposed to be jack-of-all-trades very ineffective against starfighters, including the Sacheen, the aforementioend Enforcer, and the Karieks.

To compensate for the increased rate, you could lower the damage modifier for laser cannon projectiles against frigate/SD armor and shield types. This could prevent ships with large numbers of laser cannons, like the NR Assault Frigate, from being more powerful than they're meant to be.
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 11, 2013, 07:51:47 PM
Can you boost the firing rates of laser cannons and quad laser cannons on ships a little (NOT the anti-starfighter corvettes, those are fine)? For instance, the Enforcer frigate's two quad laser cannons fire at the same rate as the turbolasers, which is to say, incredibly slowly. You get just two quad laser cannon projectiles per second, which isn't useful at all. This makes ships that are supposed to be jack-of-all-trades very ineffective against starfighters, including the Sacheen, the aforementioend Enforcer, and the Karieks.

To compensate for the increased rate, you could lower the damage modifier for laser cannon projectiles against frigate/SD armor and shield types. This could prevent ships with large numbers of laser cannons, like the NR Assault Frigate, from being more powerful than they're meant to be.

That's actually a pretty good idea.  I had never looked to see why the Enforcer was so useless against fighters since it's supposed to be, as you pointed out, the jack-of-all-trades type vessel.
Title: Re: Suggestions for 2.1
Post by: SoldierForTheEmpire on February 14, 2013, 04:33:57 AM
Welp here I go, bear with me please. As for suggestions of new units I'll start with the Imperial remnant. I think it would be cool to replace most of the original units in the original star wars empire at war and forces of corruption game that were made only for the purpose of this game. This mod did an excellent job cleaning up all of the space units so most of my opinions are going to be based on ground units. First on my list would be for you guys to possibly and hopefully create the Imperial I-H Imperial class repulsor tank as a replacement for the 2-M saber class repulsor tank.I understand that many of these tanks were destroyed after the destruction of the original death star but some did indeed survive and it's claimed that production did continue at a slow and reduced pace after which would mean that more units of this tank did exist. Wouldn't it honestly be better to have this tank in the mod over the 2-M since the only evidence of the 2-M in existence is only in this game like so many other units in the original game. I personally believe this is a more appropriate unit to have since it's evidenced to exist in other star wars material. I understand that it's factual length is at 20.5m which is slightly less than that of the AT-AT but the picture from the star wars adventure journal with the imperial gunner beside it on the wookieepedia link ( http://starwars.wikia.com/wiki/1-H_Imperial-class_repulsortank ) appears to be quite smaller than the length listed. I totally agree that fact is fact but that brings me to my next point.

If length is the issue then there are obviously exceptions since actual scaling of units in this mod aren't entirely accurate like the discrepancy in the height, bulk and fire power when it comes to AT-PT compared to the AT-ST in Thrawn's Revenge. The AT-PT appears just as tall if not bigger than the AT-ST and it certainly (I don't know why) seems more powerful and costs more. You can see the appropriate size on page 206 of 251 in Chapter 12 of the Thrawn trilogy sourcebook at this link (http://d6holocron.com/downloads/books/WEG40131.pdf) and another comparison of the AT-PT here (http://starwars.wikia.com/wiki/File:SWGalSeries3_DFR.jpg) and finally a comparison of the AT-ST here (http://www.dk.co.uk/static/html/features/starwars/technology_gallery/images/AT-ST%20Cutaway.jpg) I would suggest scaling the AT-PT down and making it less powerful and expensive to the AT-ST.

I know this next request might fall on deaf ears since I know others have requested it but I would be elated to see the AT-ST/A implemented in this game. I know you guys have argued that it's too similar to the AT-ST. I know this is true but the same is true of the tie crawler and the tie mauler. Why not get rid of the tie mauler since it was obviously based on the crawler due to it's incredible similarity and the fact that the crawler was already documented to have existed before the mauler. For the AT-ST/A all you have to do is make it taller, have enclosed viewports, more powerful (more expensive) with its single chin mounted heavy blaster cannon, better armored and perhaps slower than the original AT-ST. Besides aren't military walkers the most critical military component of the Imperial Army compared to other vehicles?

You guys should also add the Swift Assault 5 Hoverscout  (http://starwars.wikia.com/wiki/Swift_Assault_5_Hoverscout) for the empire or can't you because it's too similar to the Chariot LAV? (not trying to be sarcastic) If not then definitely for the Pentastar Alignment so you can keep them looking a little more Imperial over Grand Army of the Republic.

I would also suggest giving the S-1FireHawke Heavy Repulsortank (http://starwars.wikia.com/wiki/S-1_FireHawke_Heavy_Repulsortank) for the Pentastar alignment since the tank was replaced by the 1-M and it would fit perfectly in the theme of them utilizing different/older imperial equipment along with that of the Grand Army of the Republic that you created. Keep the TX-130 but defiantly ditch the Bantha skiff.

Could you guys also have the alignment possessing AT-ST's. I feel like it's too common of a weapon system for any of the Imperial breakaway warlords and systems not to possess. If not then maybe consider the AT-XT (http://starwars.wikia.com/wiki/All_Terrain_Experimental_Transport).

Can you guys do anything with structures as well and introduce new infantry to be trained like Imperial ARMY TROOPS at the Imperial barracks and have any Stormtrooper type units trained at a separate structure like say a "stormtrooper academy?" I feel like after the battle of endor stormtroopers became more scarce and Army troopers were used to fill the void. Just make stormtroopers more expensive and powerful over the Army troops.

I also feel like black hole or shadow stormtroopers would be better than the nova troopers in the game. You guys if you're able to could have them become cloaked or invisible for short periods of time and/or until they open up fire.

As for the New Republic I feel everything is good except for the HTT-26 Heavy Troop Transport. Suggest replacing it with the A-A5/A-A6z heavy speeder truck. (http://starwars.wikia.com/wiki/A-A5_heavy_speeder_truck)  or the specforce  free runner apc (http://www.star.etmortius.net/equipement/vehicles/D6%20-%20vehicles%20netbook/images/Star%20Wars%20-%20D6%20-%20Vehicles%20Stats%20Netbook_img_69.jpg)

Maybe add the Arrow-23  land speeder for the New Republic as well.(http://starwars.wikia.com/wiki/Arrow-23_transport_landspeeder)

Thats all   :police:
Title: Re: Suggestions for 2.1
Post by: Slornie on February 14, 2013, 02:48:59 PM
I think it would be cool to replace most of the original units in the original star wars empire at war and forces of corruption game that were made only for the purpose of this game.  ... Wouldn't it honestly be better to have this tank in the mod over the 2-M since the only evidence of the 2-M in existence is only in this game like so many other units in the original game. I personally believe this is a more appropriate unit to have since it's evidenced to exist in other star wars material.
If you're going to use appearances in non-game canon as the primary basis for whether a vehicle/ship should be included in the mod, then presumably you would also advocate removing the following units whose canon appearances are only or primarily games (Empire at War or otherwise)?  :angel:


Could you guys also have the alignment possessing AT-ST's. I feel like it's too common of a weapon system for any of the Imperial breakaway warlords and systems not to possess. If not then maybe consider the AT-XT (http://starwars.wikia.com/wiki/All_Terrain_Experimental_Transport).
Continuing from my above point, your argument precludes the addition of the AT-XT as that itself is primarily a game-canon unit! :P
Title: Re: Suggestions for 2.1
Post by: SoldierForTheEmpire on February 14, 2013, 04:02:50 PM
I'm afraid your research and argument is flawed a bit. The  T3-B Heavy Attack Tank and the T1-B Hover tank make their appearance in both Force Commander and Galactic Battle Grounds. T4-B appears in the Battle Front series of Elite and Renegade Squadron, not just empire at war. MC40a Light Cruiser- appears in tie fighter and x-wing series.


Continuing from my above point, your argument precludes the addition of the AT-XT as that itself is primarily a game-canon unit!- umm actually that made an appearance in a comic series. ( http://starwars.wikia.com/wiki/Star_Wars:_Republic:_The_Battle_of_Jabiim)  :HA: not just the video game

As to the  Self-Propelled Medium Artillery and Mobile Proton Torpedo Launcher-2a- you're absolutely right, I thought those should be left alone since not much information or appearances of artillery exist except for the SPHA-T and so those units are for the purpose of game mechanics. I guess you guys could implement the mobile artillery (http://starwars.wikia.com/wiki/Mobile_artillery) for the empire over the SPMA or for the pentastar alignment though. 



Heavy Assault Vehicle Transport B5 Juggernaut (Although I think the version we have in the mod is pretending to be the A5)-Sooo identical to the A6 that it doesn't really pose a problem.
   
Concerning....

Imperial Dropship Transport
AAC-1 Hovertank
Imperial Escort Carrier
TIE Hunter

All exceptions because my argument I guess would be that the original ideas concerning the units and vehicles should take precedence over the units designed solely for the empire at war game because most other units are actually evidenced to exist from other sources, not just the game itself. technically everything in the original empire at war game is cannon but it doesn't exist outside the game like so many other potential units, vehicles, etc do, thats all I'm trying to point out. Trust me...I'm not trying to put down original or new ideas but I believe ideas that have already been documented and evidenced should honestly take precedence over what this game originally produced and that's just my opinion. That includes units developed and created in other games where they make their only appearance because again those ideas are more original and should be followed up on, not shelved. Again just an opinion.

 :police:



Title: Re: Suggestions for 2.1
Post by: Slornie on February 14, 2013, 04:47:10 PM
I'm afraid your research and argument is flawed a bit. The  T3-B Heavy Attack Tank and the T1-B Hover tank make their appearance in both Force Commander and Galactic Battle Grounds. T4-B appears in the Battle Front series of Elite and Renegade Squadron, not just empire at war. MC40a Light Cruiser- appears in tie fighter and x-wing series.
So their main or only appearance(s) in canon are in video games, which was precisely my point. If you're going to suggest we replace the 2-M and TIE Mauler because they only appeared in Empire at War then how can you justify continuing to use other vehicles which were also created specifically for a game, albeit a different one.
Title: Re: Suggestions for 2.1
Post by: SoldierForTheEmpire on February 14, 2013, 05:44:02 PM
Because at least in these video games the storyline is consistent with the established Star Wars cannon where Empire at war is full of inconsistencies with the established canon which in my mind makes these units all the more problematic. If they weren't you guys would have all the other units from Forces of Corruption and Empire at War in this mod which you guys obviously don't. You missed my point that units developed and created in other games who make their only appearance in these games should indeed be implemented because they indeed are more original and they existed first so they should be followed up on, not shelved in favor for the next game creators own spin on the Star Wars universe. Units appearing only once in a single game can be narrowed down to the Imperial Dropship Transport, AAC-1 Hovertank (at least this is used in several different battlefront versions), Imperial Escort Carrier, TIE Hunter. Those should be the exception to the rule.

I just feel you guys have the opportunity to make this the most accurate representation ever of any star wars game and you shouldn't sell yourselves out to any of the units in the original game unless it's strictly game mechanics.
Title: Re: Suggestions for 2.1
Post by: Revanchist on February 14, 2013, 07:39:39 PM
Ok...changing subject here, I had a question about the Y wings. Does their ion cannon have a 360 degree firing arc? If not, would that be to hard to add in?

As to SoldierForTheEmpire, I somewhat see your point about the canonicity of EaW vehicles, but why should those vehicles be any less canon than the others that only showed up once in a video game?
Title: Re: Suggestions for 2.1
Post by: SoldierForTheEmpire on February 14, 2013, 08:08:26 PM
Because in this mod all of the spacecraft from the original empire at war and forces of corruption game are non existent (that I'm aware of). Why can't the same standard be applied to the ground vehicles when better candidates from the actual expanded universe exist? Thats like me saying what makes any of the spacecraft less canon from empire at war compared to this mod? Shouldn't they be in here also? no because they don't appear anywhere else...it's not necessarily whats more or less cannon but what would serve as the best representation in the history of the expanded universe after looking and analyzing all of the evidence and source material. The fact is that many of these units don't appear anywhere else but units that do make more than one appearance should be the better candidate. Thats how i feel about all of it.

oh yah and the Arrow-23 should replace the T2-B, could use the same armament since the arrow was highly customizable.
Title: Re: Suggestions for 2.1
Post by: Corey on February 14, 2013, 10:09:08 PM
I'll start by addressing the mod's general canonicity argument, then get to specific suggestions/examples:

Before I really get into this, I'll say none of it applies to the Empire of the Hand. With the Empire of the Hand, we intentionally took a large chunk of lore directly related to Thrawn that has very little information available, and then filled the gaps left by that information, trying to flesh it out more without contradicting what is known. It's basically used as an outlet to be a bit more creative, since with the other areas we have to stick within more well-defined boundaries. It gets boring modelling the same space triangle repeatedly.

As far as the rest of it goes, there's really no saying unit x is "more canon" than unit y. Sure, you can say x appeared more often in Star Wars history than y, but that doesn't make it more canon any more than Hobart's Funnies being used in fewer battles during WWII than the generic Shermans makes them less existant in reality. The only place where this would apply is where there's an inconsistency, and leaving aside gameplay necessities, FoC really doesn't have any more inconsistencies than most other sources. Is it chock-full of stupid, unnecessary shit? Sure, but the existance of the Lancer making the Tartan unnecessary to have been made doesn't make the Tartan any less canon. The ZC may seem like the result of a vodka bender and 17 concussions, but nothing's uncanon about it. Deciding the better candidate isn't just whether or not it was just in FoC, or just in other source x, it's based on several factors, the following are connected to the whole sourcing issue though.


Remember, these aren't all of them, just the ones connected to what you mentioned. Neither of them are just directly just "was it only in FoC" however; our goal isn't to remove everything made by Petroglyph. If there's two units that do the exact same thing, and one thing was in 50 EU battles more connected to what we're doing and the other was only in FoC, then we'll tend to go with the more prominent one, but that's true of things that are in "just" Galactic Battlegrounds, just one book, etc. Aesthetic preferences and how smoothly EaW's engine can handle them also enter into it.

Part of that is where the disparity in how much content we kept from space vs land comes from. Space combat in Star Wars is simply much better docuimented, and Petroglyph's space stuff took a lot more liberties than their land stuff in terms of armament and balancing, so where on ground we could compare a direct armament value from another EU source to EaW's, for the space units made up by EaW there was always going to have to be an executive decision made by us on what that unit's "real" armament would be, which always put them at a disadvantage to their EU counterparts; a challenge not shared by the land units. Add in the fact that there's just so many more possible space units for the same amount of slots and they got edged out. Also, since the specific events we're trying to create come from those other sources to begin with, EaW content has another disadvantage.

So, here's the reasons each EaW-based space unit doesn't exist:
-Assault Frigate Mk. II: Any armament basis we have would just be based off of a comparison with the Assaulty Frigate Mk. II, and when the AFI is just a modification to the Dreadnaught, which also has another modification (Katana) the role was just too saturated.
-TIE Scout: Filled an unnecessary role.
-MC30c: Almost made it in, but not enough build unit slots so the MC40a kept that slot.
-Tartan: Entirely pointless next to the Carrack and Lancer.  It's actually appeared in other sources since being in EaW.
-Broadside: Tried to find a way to keep it in, but too weak and no reason to. The marauder's lucky it's relevant.

With land stuff, there's fewer units to work with overall so to flesh the factions out a lot of the EaW units got a pass. Way less competition for space, and EaW is one of the few places in canon to cover land combat in any depth. If we're comparing one unit that only appeared in one place to another unit appearing in only one, at least equally obscure place then yeah, we'll just go with what we have; land units are much harder to do without making them look terrible, since space units don't need animations and don't have as many possibilities for fucked up interactions.

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First on my list would be for you guys to possibly and hopefully create the Imperial I-H Imperial class repulsor tank as a replacement for the 2-M saber class repulsor tank.I understand that many of these tanks were destroyed after the destruction of the original death star but some did indeed survive and it's claimed that production did continue at a slow and reduced pace after which would mean that more units of this tank did exist. Wouldn't it honestly be better to have this tank in the mod over the 2-M since the only evidence of the 2-M in existence is only in this game like so many other units in the original game.

As far as sourcing goes, EaW is at least as valid of a source as Adventure Journal and equally as relevant. Anyways, we had 2/3 of the Imperial-class tanks in at various points in development. Neither of them actually fills the same role as the 2-M. The 1-L is a light vehicle that really wasn't worth having with the AT-ST and AT-PT there, and the 1-H likes to think its a heavy vehicle in the vein of the XR-85, TIE Crawler and AT-AT, but it would be generous to even call it redundant with how ineffective it was. The 1-M (the one we never actually did) would be the closest to the 2-M in function (hence how the 2-M was made) but they're both in equally as many equally relevant sources, and the profiles of the Imperial-class tank series actually contributes a lot to how useless they are; their heights and interaction with terrain variability make the designs less than optimal for EaW. It's correctable, but there's no reason to considering the alternatives fit at least as well in this case. Did think about using them for the PA, however.

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I know this next request might fall on deaf ears since I know others have requested it but I would be elated to see the AT-ST/A implemented in this game. I know you guys have argued that it's too similar to the AT-ST. For the AT-ST/A all you have to do is make it taller, have enclosed viewports, more powerful (more expensive) with its single chin mounted heavy blaster cannon, better armored and perhaps slower than the original AT-ST. Besides aren't military walkers the most critical military component of the Imperial Army compared to other vehicles?

(Cut the stuff about Crawler/Mauler from this since I wanna address it seperately)
Because a role was more important doesn't mean you then need more units of the exact same role, and that's what this is. Just redundant. Even if it were put in, it's all well and good to say just make it more powerful, more expensive and slower, but the differences would still be very slight. Almost imperceptible. The end result is that building one or the other is always the "right" choice (more than likely the AT-ST/A), because there's effectively no tradeoff there. It's the exact same situation as the ISDI/ISDII. If it weren't for how canonically ubiquitous both are, we would only have one or the other, because when both are available you really should only be building the II.


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I know this is true but the same is true of the tie crawler and the tie mauler. Why not get rid of the tie mauler since it was obviously based on the crawler due to it's incredible similarity and the fact that the crawler was already documented to have existed before the mauler.

Two completely different units and functions. TIE Mauler is fast and anti-inantry, completely useless against almost any vehicle. TIE Crawler is much slower and anti-vehicle. They have completely different armaments, the only similarity is they're both called TIE Somethings. You seem to conflate visual similarities with performance similarities, considering both this comparison and the Chariot LAV to the Hoverscout, which also have virtually nothing in common.

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You guys should also add the Swift Assault 5 Hoverscout  (http://starwars.wikia.com/wiki/Swift_Assault_5_Hoverscout) for the empire or can't you because it's too similar to the Chariot LAV? (not trying to be sarcastic) If not then definitely for the Pentastar Alignment so you can keep them looking a little more Imperial over Grand Army of the Republic.

This unit has made it on and off unit lists for the past 5 years, however it's role is too similar to the IFT-X and the 2-M to have both on the same faction, era differentiation notwithstanding, and whenever we've tried to make it it simply hasn't come out well. It looks terrible. I've gotten some people pissed off in the past by saying we pick one option over another based on what's "easier" when comparing otherwise similar options, but considering how much time has to go into everything it's less about being difficulty and more about being able to actually finish stuff. When there's otherwise no reason to prioritize one over the other, that's an important consideration. We'd love to be able to just throw in any unit we want, but the reality is we have extremely limited development resources. IT becomes more difficult when dealing with these kinds of references (where it's just some schematic drawn from the side), since coming up with the design then becomes an issue.

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I would also suggest giving the S-1FireHawke Heavy Repulsortank (http://starwars.wikia.com/wiki/S-1_FireHawke_Heavy_Repulsortank) for the Pentastar alignment since the tank was replaced by the 1-M and it would fit perfectly in the theme of them utilizing different/older imperial equipment along with that of the Grand Army of the Republic that you created. Keep the TX-130 but defiantly ditch the Bantha skiff.

This, like the Hoverscout, is something we'd like to do if it's feasible.

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Could you guys also have the alignment possessing AT-ST's. I feel like it's too common of a weapon system for any of the Imperial breakaway warlords and systems not to possess. If not then maybe consider the AT-XT (http://starwars.wikia.com/wiki/All_Terrain_Experimental_Transport).

They got the AT-PT for this role. The AT-XT has a very similar (see: exact same) armament to the AT-PT, and was far less likely to be in possession of the PA.

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Can you guys do anything with structures as well


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and introduce new infantry to be trained like Imperial ARMY TROOPS at the Imperial barracks and have any Stormtrooper type units trained at a separate structure like say a "stormtrooper academy?" I feel like after the battle of endor stormtroopers became more scarce and Army troopers were used to fill the void. Just make stormtroopers more expensive and powerful over the Army troops.
This falls into the same category as the whole AT-ST/ATSTA thing, only to a far greater degree. There's really no way to distinguish them, so the better ones become ubiquitous and it's pointless to have the others. Stormtroopers still definitely say wide usage, to the point that they're still almost the exclusively mentioned land forces of the Remnant in any novel, so anything below them would either be useless or OP; we can't make the stormtroopers more powerful than the NR SpecForce soldiers, obviously, so the Army troopers would have to be noticably below them to make it possible to distinguish them, but then why buy them? If we just make it so they're weaker but come with more soldiers per unit, they become immediately OP because the health and damage values are already so low for infantry that variations between them don't matter much, so the simple fact that there's more of them  = more firing and = more targets that have to be switched between for them enemy = instantly better. Even if we buff the infantry, the relative differences still remain meaningless. There's really just no room within EaW's simplistic infantry systems for specialization. That's why we were able to use the Navy Troopers for the PA; we wanted to differentiate them visually from the IR, and their relative weakness to all the other infantry doesn't end up mattering because at that level the differences are imperceptible.

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I also feel like black hole or shadow stormtroopers would be better than the nova troopers in the game. You guys if you're able to could have them become cloaked or invisible for short periods of time and/or until they open up fire.

We can't add cloaking meshes to anything in the game; the Exporter for the versions of Max we have (9) don't function with them properly. As far as the differences between the Blackhole Troopers and Novatroopers, it's effectively just the difference between gold stripe or no gold stripe. Blackhole Troopers were more directly associated with Cronal and Carnor Jax, which is why we went with the somewhat more generic Novatrooper as the IR commandos.

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As for the New Republic I feel everything is good except for the HTT-26 Heavy Troop Transport. Suggest replacing it with the A-A5/A-A6z heavy speeder truck. (http://starwars.wikia.com/wiki/A-A5_heavy_speeder_truck)  or the specforce  free runner apc (http://www.star.etmortius.net/equipement/vehicles/D6%20-%20vehicles%20netbook/images/Star%20Wars%20-%20D6%20-%20Vehicles%20Stats%20Netbook_img_69.jpg)

We've wanted to do the A-A5 before, but again, until/unless we're able to make one there's nothing wrong with the Gallofree. I'd even say it's even preferable, based on gameplay.

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oh yah and the Arrow-23 should replace the T2-B, could use the same armament since the arrow was highly customizable.

IT's really a weaker version of the T2-B, and it's not more canonically relevant than the T2-B, so it's not worth having both. There's no reason to get rid of the T2-B.
Title: Re: Suggestions for 2.1
Post by: Eclipse on February 16, 2013, 11:50:02 AM
Erm I was wondering why not using the hypervolicity canon explosion effect when shooting with the eclipse/sovereign superlaser? I mean that would make the explosion look better. Because there's no effect, it's just a green laser (wich looks more like a stick rather than a laser) wich just impacts the ship and it makes it blow up. Some more explosions will be cool
Title: Re: Suggestions for 2.1
Post by: Revanchist on February 16, 2013, 12:21:54 PM
I had an idea for the TIE Hunter (PA). Give them the ability to buy a fully loaded squadron (ion, torps, and hyperdrive) but make it cost almost as much as the Escort Carrier. They could then choose whether they wanted three weaker squads with a carrier or one stronger one that could be retreated. You might also add a build limit to the fully functioning Hunters.
Title: Re: Suggestions for 2.1
Post by: Revanchist on February 16, 2013, 06:05:26 PM
Sorry for the double-post, but Eclipse's comment reminded me of something. When the HVG is fired, a blinding flash of light follows. Is this intentional?
Title: Re: Suggestions for 2.1
Post by: Eclipse on February 16, 2013, 08:33:53 PM
I think it was part of a particle effect that didn't go well but don't really remember (if you are talking about the explosion that seems it's gonna destroy the entire enemi fleet but in the end just destroys non capotal one and just a few fighters)
Title: Re: Suggestions for 2.1
Post by: Singularity on February 17, 2013, 01:57:24 PM
I think the flash doesn't happen with the hotfixes.
Title: Re: Suggestions for 2.1
Post by: Corey on February 17, 2013, 03:21:31 PM
I had an idea for the TIE Hunter (PA). Give them the ability to buy a fully loaded squadron (ion, torps, and hyperdrive) but make it cost almost as much as the Escort Carrier. They could then choose whether they wanted three weaker squads with a carrier or one stronger one that could be retreated. You might also add a build limit to the fully functioning Hunters.

We won't be doing two versions of the exact same fighter, however part of adding the V-19/other stuff for the PA is that we should be able to put the TIE Hunter back where they should be.

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Sorry for the double-post, but Eclipse's comment reminded me of something. When the HVG is fired, a blinding flash of light follows. Is this intentional?

Basically what Eclipse said. There used to be a different flame effect that occured at the end, however it was removed without getting removed all the way, which left that artefact behind. Singularity might be right as well, I don't remember.
Title: Re: Suggestions for 2.1
Post by: Revanchist on February 17, 2013, 06:38:40 PM
I have some more vehicles that might be interesting (not necessarily practical) to add:

Compact Assault Vehicle/Wheeled PX-10
Imperial Sniper Airspeeder
Swift Assault 5 Hoverscout
Tracked Shield Disabler
INT-4 Interceptor
MAAT

Just a few things I found while skimming the Imperial Army section on Wookieepedia that looked interesting.

EDIT: Also, the:

Gladiator-class Star Destroyer
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 17, 2013, 11:28:26 PM
I think the Gladiator was suggested before but was deemed a redundant ship
Title: Re: Suggestions for 2.1
Post by: Revanchist on February 18, 2013, 10:47:19 AM
You could add the Gladiator to the PA.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on February 18, 2013, 05:26:46 PM
You could add the Gladiator to the PA.

It's armed with 6 dual light turbolasers, 2 laser cannons, and 2 torpedo launchers, and carries two TIE squadrons. That's a really poorly armed ship for its size (500m).

For comparison, the PA already has the Enforcer and Vindicator cruisers (600m). The Enforcer carries 30 turbolasers, 2 quad laser cannons, and 6 ion cannons. The Vindicator carries 24 medium turbolasers, 10 quad turbolasers, 10 ion cannons, and 3 TIE squadrons. As the PA, you also get a bonus when building the Vindicator and Enforcer at Jaemus. There would be very little reason to ever field the Gladiator.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on February 18, 2013, 05:36:14 PM
Actually, the PA Enforcer is rigged with only two quad laser cannons, but is listed as having 10 on Wookiepedia, but has 30 turbolasers instead of 10 (Wookiepedia). Was this an intentional tradeoff? Perhaps swapping some of the turbolasers back out for quad laser cannons would make it a more flexible ship.  

Also, since the Enforcer is really supposed to be a staple of the PA, why not drop its pop to 2 from 3? That would allow the PA to field more of them, and really for its firepower, lacking fighters, it doesn't have enough punch really be a 3 pop ship. A Munificent cruiser outguns it considerably, and carries two fighter squadrons.

EDIT: I'm sure the PA lovers here would agree with this.
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 18, 2013, 08:23:08 PM

EDIT: I'm sure the PA lovers here would agree with this.

Definitely, main reason I've never really adopted building much in the way of the Enforcers.  Same population as those you can build a Venator.
Title: Re: Suggestions for 2.1
Post by: Slornie on February 19, 2013, 01:18:31 PM
Actually, the PA Enforcer is rigged with only two quad laser cannons, but is listed as having 10 on Wookiepedia, but has 30 turbolasers instead of 10 (Wookiepedia). Was this an intentional tradeoff? Perhaps swapping some of the turbolasers back out for quad laser cannons would make it a more flexible ship.
I think the quad lasers is probably a mistake; according to the spreadsheet it should have five pulses from each hardpoint. As for the turbolasers, I believe we decided that the Enforcer's turbolaser batteries must have three turbolasers each which would be roughly comparable to the number found on the Vindicator.

As an additional note, don't forget that it isn't purely the number of pulses that are important - the Enforcer's improved power distribution is reflected in the shorter recharge time between salvos (3 seconds instead of 4 on the Vindicator).
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on February 19, 2013, 03:10:37 PM
As an additional note, don't forget that it isn't purely the number of pulses that are important - the Enforcer's improved power distribution is reflected in the shorter recharge time between salvos (3 seconds instead of 4 on the Vindicator).

Ah I was not aware of that. The last spreadsheets for ships posted to the public doesn't include the Enforcer. And yeah if you change the number of quad laser cannon pulses, that would be great. It's currently set to 1/HP in the XMLs and listed as such in the manual.
Title: Re: Suggestions for 2.1
Post by: empty on February 19, 2013, 03:27:43 PM
i think someone may have suggested this, will it be possible to do a galactic conquest like art of war but the  beginning of the rebellion era to post endor? 
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 19, 2013, 05:36:03 PM
The Enforcers are great ships. I build them often.
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 19, 2013, 09:29:41 PM
In Skirmish, I live and die by them.  In GC, I build them early, but they get more or less ignored once I can afford better ships.
Title: Re: Suggestions for 2.1
Post by: Corey on February 20, 2013, 09:42:15 PM
The pop cap for the Enforcer's been dropped to 2. I'll look into the weapons thing but the fighter staggering thing might indirectly buff them as well.


i think someone may have suggested this, will it be possible to do a galactic conquest like art of war but the  beginning of the rebellion era to post endor?  
The Rebellion doesn't really lend itself to an era system, the only real dividing lines are the Corellian Treaty (which is the starting line, I'd think) and then the destruction of the DSI and DSII, but there's really not much development between them. If it were done, it's better off as its own era.

Quote
It's armed with 6 dual light turbolasers, 2 laser cannons, and 2 torpedo launchers, and carries two TIE squadrons. That's a really poorly armed ship for its size (500m).

I was wrong about this when I said it before; because they're listed as batteries, we tend to have a lot of room to decide how many actual turbolasers are there per battery. Enceladus and I like the design as well, so it's a possibility.
Title: Re: Suggestions for 2.1
Post by: empty on February 20, 2013, 11:16:39 PM
The Rebellion doesn't really lend itself to an era system, the only real dividing lines are the Corellian Treaty (which is the starting line, I'd think) and then the destruction of the DSI and DSII, but there's really not much development between them. If it were done, it's better off as its own era.

i mentioned art of war because it uses all the planets, and i agree with you that it wouldnt be necessary to include an era system since the timeline is just a few years and the tech improves only marginally.  you guys did a really good job making an authentic conversion, it would be the finishing touch to be able play the legacy era as well
Title: Re: Suggestions for 2.1
Post by: Corey on February 20, 2013, 11:22:04 PM
By legacy era, are you referring to legacy era as in the era that is "legacy," as in what the original game covered, or do you mean Legacy Era, as in the titular era of Star Wars referred to as Legacy?
Title: Re: Suggestions for 2.1
Post by: empty on February 20, 2013, 11:59:39 PM
By legacy era, are you referring to legacy era as in the era that is "legacy," as in what the original game covered, or do you mean Legacy Era, as in the titular era of Star Wars referred to as Legacy?

as in what the original game covered, or more specifically the story of movie episodes iv - vi, like a prelude to the art of war gc

the era concept could work as two eras triggered by the destruction of the death star, to give the rebels awings bwings etc, imps tie interceptors etc
Title: Re: Suggestions for 2.1
Post by: Corey on February 21, 2013, 12:23:06 AM
It's a concept we've thought about doing for a while, Slornie and I especially, we've just never been sure what units we'd need. We've had a few people request it, too.
Title: Re: Suggestions for 2.1
Post by: empty on February 21, 2013, 01:22:53 AM
It's a concept we've thought about doing for a while, Slornie and I especially, we've just never been sure what units we'd need. We've had a few people request it, too.

i think both the rebels and empire would mostly be how they are already in era 1, its just a matter of organizing them for the era system.
it would make sense to emphasize the differences in strength, where rebels dont even have cap ship building capability in the first era for example.  
 
a third era is possible if you wanted to do pre death star > death star i > death star ii, which could fully document the beginning of the rebellion to the establishment of the new republic,
it might be fun to have the pre death star era on a timer and the rebels have to establish themselves the best they can in order to mount a defense when the death star is built and the second era is triggered

Title: Re: Suggestions for 2.1
Post by: Mat8876 on February 21, 2013, 07:51:38 AM
Different bombers for ground battles the reason i say this is because when your the new republic between era's 4 and 5 the bombers are y-wings which is a bit confusing since you don't have any those era's.
Title: Re: Suggestions for 2.1
Post by: melbournelad on February 22, 2013, 10:00:34 AM
i think both the rebels and empire would mostly be how they are already in era 1, its just a matter of organizing them for the era system.
it would make sense to emphasize the differences in strength, where rebels dont even have cap ship building capability in the first era for example.  
 
a third era is possible if you wanted to do pre death star > death star i > death star ii, which could fully document the beginning of the rebellion to the establishment of the new republic,
it might be fun to have the pre death star era on a timer and the rebels have to establish themselves the best they can in order to mount a defense when the death star is built and the second era is triggered



Yeah this is a good idea.
Title: Re: Suggestions for 2.1
Post by: Slornie on February 22, 2013, 12:28:36 PM
Different bombers for ground battles the reason i say this is because when your the new republic between era's 4 and 5 the bombers are y-wings which is a bit confusing since you don't have any those era's.
I meant to do something about that in 2.0. Guess I never got around to it..
Title: Re: Suggestions for 2.1
Post by: Singularity on February 22, 2013, 05:15:21 PM
Making an 'Era 0' with Vader, Palpatine and the rest doesn't sound like a good idea if you ask me. It would just be another version of Era 1 but nearly impossible for the Rebels to win, especially with the Empire having both Death Stars.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on February 23, 2013, 11:59:45 AM
i still insist on adding the AT-TE  for the pentastar alinegment
Title: Re: Suggestions for 2.1
Post by: Enceladus on February 23, 2013, 12:32:40 PM
There's a bit more to adding an AT-TE than say random Ship X. An AT-TE requires quite a large amount of animating since it is a walker however we are lacking in the animator department. You can insist all you want but that won't magically give us the ability to animate it.
Title: Re: Suggestions for 2.1
Post by: Corey on February 23, 2013, 12:34:26 PM
Unless Code decides he really wants to.
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 23, 2013, 12:41:22 PM
Would be neat to have it.  I personally like the look of the AT-TE more than the AT-AT, but it would be really odd to see an AT-TE setting there walking with no moving legs.  :D
Title: Re: Suggestions for 2.1
Post by: mynameisyou on February 24, 2013, 02:32:01 PM
the AT-TE was a staple of the  Imperial  military on the outer rim. perfect for the pentastar alinmemt.
Title: Re: Suggestions for 2.1
Post by: tlmiller on February 24, 2013, 02:33:37 PM
Have you figured out how to fix the PA's inability to capture things like the abandoned heavy vehicle factory on planets?
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on February 24, 2013, 04:47:46 PM
Have you figured out how to fix the PA's inability to capture things like the abandoned heavy vehicle factory on planets?

I don't think that's something they're going to be able to solve. The Dushkan League has the same problem. I believe they indicated that only the three major factions (corresponding to the original three in vanilla) can do that.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on February 24, 2013, 07:38:32 PM
Yeah that's kind of permanent as i recall
Title: Re: Suggestions for 2.1
Post by: empty on February 25, 2013, 12:52:18 AM
Making an 'Era 0' with Vader, Palpatine and the rest doesn't sound like a good idea if you ask me. It would just be another version of Era 1 but nearly impossible for the Rebels to win, especially with the Empire having both Death Stars.

its way different than era 1, it could have 3 eras of its own, telling the story of the rebellion
the original game had death stars, why would it be too hard for the rebels to win?  possibly heroes could factor in to destroying the death stars
maybe its a gc with a slight 'survival mode' twist
Title: Re: Suggestions for 2.1
Post by: t78 on February 25, 2013, 03:20:35 PM
Perhaps making some era advances / regressions with  ground units? I would suggest the bipedal war droids for the empire (era 3) that are present in Dark empire 2, but I'm not sure if they would be difficult to animate.

I presume the team doesn't want another "tank" for the empire then. As good as the ATAT is, there doesn't seem to be any heavy imperial unit with all-round firign arcs. Maybe that's the intended achilles heel for their army. If not, might I make a suggestion for them for one last tank unit?

One small idea was a new gc in which the NR had a line of planets leading to a line of imperial (era 3) planets (or a rough corridor). If its not too difficult to code (probably is, but I might as well suggest this) have a structure in orbit around byss at the end of the imperial corridfor in the shape of the galaxy gun. This produces warheads (so its just a large shipyard) which cannot be seen anywhere except on the gc map. they are also unkillable and cannot be interacted with except by the empire player on the gc map. Said warheads can be sent to an NR system and be used in the manner of the death star in the original EAW, destroying the system. What makes theme different is that they are expended upon use. Essentially the aim of the gc is to fight your way by hook or by crook to byss and destroy the galaxy gun factory. the empire player has to defend whilst having the option of using these (expensive) warheads to destroy NR held worlds. I'm only suggesting this for any perceived novelty, and it would be a one-off gc. Otherwise, its just a useless superweapon that has no place in the mod.  

I might perhaps suggest the use of world devastators as a kind of mobile mining structure- place above an enemy world and you get a small cash bonus per turn. The NR would have to drive it off to reduce the funding the empire gets (they are taking resources after all). nothing else and hopefully nothing fancy. Same as the above however, this is only a suggestion and intended for a unique era 3 unit- NOT a silly all conquering superweapon (having played all the command and conquers up to RA3 I have good experiance of how annoying those things can be).

As regards missions- I'd suggest an ambush of rogue squadron by the corrupter at alderaan for isaard's era. Take rogue squadron to alderaan (or the corrupter if you are the empire) and fight the empire with that squadron and maybe two more x-wing squadrons. discover and capture the alderaanian war frigate if you scout around to even the odds. Victory comes when convarian is killed or driven off- empire forces would be the corrupter and an extra interdictor cruiser.

zsinj era- razor's kiss mission, already suggested.

daala's era- take the knight hammer to yavin with a ground force, where there could perhaps be ground forces made up with slightly more powerful jedi than usual, but nothing else. Eliminate them to win. The NR mission for this would be to take han, luke etc there to the ground and have the imperials launch a ground invasion. fight them off with the extra jedi to win.

era 3 might perhaps see (as a mission) palpatine ordering the assault on new alderaan- a straight up ground assault with only the resources he gives you. empire attacks, NR defends.  

pelleaon's eras. send three star destroyers through a secret route to mon calamari, attack any NR forces there. perhaps give them cloaking devices like in the hand of thrawn duology for this single mission. the NR mission is to be surprised by them and have to fight them off.

The empire of the hand mission in that gc would be to send clawcraft squadrons to various locales, and "buzz" IR/NR craft to gather intel on them. Completion of this (and bringing the surviving craft home) perhaps merits extra cash or gc map intel.

I have some ideas for the PA, including a "what if" tech level advancement- perhaps a craft or two could be introduced in eras 3-5 and the description being "Khaine's engineers were on the verge of introducing vehicle X before shadow hand and the upheaval of khaines death forced the design to be abandoned" or something. Perhaps, in the same way that the empire have novatroopers that can be built only twice, the PA could have the Nemesis gunship from The Force Unleashed- can only be built twice, complements the LAATI but is horrendously expensive? Just a thought.

http://starwars.wikia.com/wiki/Nemesis-class_gunship

Anyways, that's my two cents. Hope that proves a little useful.
Title: Re: Suggestions for 2.1
Post by: Blindsided on February 26, 2013, 07:35:12 AM
got a couple of suggestions that ive been thinking throught in my head not sure what you think of them thought,so well see!

Since pentastar aligment lacks a reliable scout/spy unit in galactic map,would it be possible to lets say make "Listening/Scanner outposts" for them?could for exsample replace the standard shield generator as a building and would take a building slot+expensive price,and could work something along lines of the bothawui spynet work thats currently in game,but since im not a modder myself i suspect theres some limitations engine/editing wise :l

as for other suggestion i was thinking,maybe http://starwars.wikia.com/wiki/Tavion_Axmis could be added for imperial remnant/pentastar as recruitable hero from korriban or something similiar,consider her disciples were backed by some remnant faction it could work for either one i think,just something to think about could be considered also as one of the pentastar era change heroes perhaps?

aplogies for bad english
Title: Re: Suggestions for 2.1
Post by: mynameisyou on March 03, 2013, 01:14:57 PM
the AT-TE was a staple of the  Imperial  military on the outer rim. perfect for the pentastar alinmemt.

this statement still stands i feel that the alignment is incomplete without it.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 15, 2013, 08:49:47 PM
Now that I've actually gotten to play it, here are a few suggestion:

1) I love AT-PTs. That being said, I think they are too big and too expensive. For a transport designed pre-Clone Wars, it shouldn't be more expensive than the AT-ST. Shrink them down a bit and lower their cost.

2) I also love Novatroopers. However, it says they are an elite commando force, right? So here's my suggestion: change them from having 4 squads of infantry to 2 infantry, 2 Shocktroopers, and 1 E-Web soldier. This would really make them feel like a Spec Ops team and more valuable.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on March 15, 2013, 09:54:16 PM
As regards missions- I'd suggest an ambush of rogue squadron by the corrupter at alderaan for isaard's era. Take rogue squadron to alderaan (or the corrupter if you are the empire) and fight the empire with that squadron and maybe two more x-wing squadrons. discover and capture the alderaanian war frigate if you scout around to even the odds. Victory comes when convarian is killed or driven off- empire forces would be the corrupter and an extra interdictor cruiser.

zsinj era- razor's kiss mission, already suggested.


I have some ideas for the PA,


I like the Rogue Squadron Mission idea and it sounds promising. In fact i wouldn't mind a Bacta War kind of GC.

I would really like the Razors Kiss Mission for Zsinj as well as bringing the Wraiths commando missions into play to add a more commando/hunt feel to the GC.

For the PA I'd suggest the founding mission of the PA talks where you have to travel through the New Territories as Kaine to collect the 5 members of the PA for the units or heroes. Possibly save Grand Admiral Grant from assassination to get him.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 18, 2013, 03:24:14 PM
I like the Rogue Squadron Mission idea and it sounds promising. In fact i wouldn't mind a Bacta War kind of GC.

I would really like the Razors Kiss Mission for Zsinj as well as bringing the Wraiths commando missions into play to add a more commando/hunt feel to the GC.

For the PA I'd suggest the founding mission of the PA talks where you have to travel through the New Territories as Kaine to collect the 5 members of the PA for the units or heroes. Possibly save Grand Admiral Grant from assassination to get him.

I agree entirely. And I have some more ideas.

1) I think the Carrack Cruiser should be given Power to Engines as its ability. It would fit with its role and the fact that it was an extremely fast ship.
2) The Enforcer picket ship was supposed to be a fast ship with enhanced weapons systems. Thus I was thinking it could be given two abilities: Power to Engines and Power to Weapons. However, only one ability could be active at a time.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on March 19, 2013, 04:24:39 PM
Yevathan Thrustships would be much more lethal with a self destruct option too as they were nutcases in canon anyway.
Title: Re: Suggestions for 2.1
Post by: Admiral Stephen on March 20, 2013, 12:02:32 AM
I like the Rogue Squadron Mission idea and it sounds promising. In fact i wouldn't mind a Bacta War kind of GC.

I would really like the Razors Kiss Mission for Zsinj as well as bringing the Wraiths commando missions into play to add a more commando/hunt feel to the GC.

For the PA I'd suggest the founding mission of the PA talks where you have to travel through the New Territories as Kaine to collect the 5 members of the PA for the units or heroes. Possibly save Grand Admiral Grant from assassination to get him.

I like this idea too. I think a Bacta War GC would be pretty fun to play through.
The Razors' Kiss mission also sounds very fun, I think it would be really cool, but I imagine it would take a bit to implement it in the game.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on March 20, 2013, 02:34:29 AM
It might but payoff would be worth it most likely.
Title: Re: Suggestions for 2.1
Post by: Corey on March 20, 2013, 02:46:50 AM
What would it actually consist of though, what's the situation it comes up in, and what actually comes out of having done it? We can't really just make a mission out of "this battle happened at this place at this time, so turn that into a mission," that's a campaign type thing, it doesn't work in a sandbox and it kind of removes the point of being a sandbox.

Here's what makes the Katana mission work:
It's a self-contained thing that doesn't rely on any specific events, save for having one person involved and requiring some intel, which is useful as a launching point for the mission. Once it starts there's a very clear objective (capture the dreadnaughts) and a clear reward for it (you get the dreadnaughts). The actual pre-requisite for the mission to exist, the Katana fleet being where it was, is not contingent on any actions taken by either side in the GC; it's something they can react to, but not something caused within that frame or would be changed by different actions of that group.

Razor's Kiss is a pretty different situation. It would not be doable as the New Republic (since the NR and IR are together in the Zsinj GC), since we can't force Zsinj to show up to steal a ship from you that you're both not building and can't build. It wouldn't make sense. We could make it so as Zsinj you get a prompt to invade Kuat and take it, but then what's the actual mission? You end up at the planet with an SSD, to steal another SSD against forces that aren't able to actually compete with you since you'd need to have your SSD there in the first place; effectively the result is the exact same as it would be if you just invaded Kuat normally, except you're effectively forced to retreat at the end after beating their existing garrison (in a sandbox it doesn't make sense to put in a seperate non-existant garrison on a planet that already has its own) and with an SSD as a capture reward. Except if the point of the mission is to match the canon event, we then have to force a second battle with a magic spawned fleet, including heroes which are more likely already somewhere else in the galaxy. If you win that battle, you kill two heroes (who then still remain alive on the other side of the galaxy and get a second SSD that Zsinj never actually kept.

There's really not much that this mission adds. There's no new combat dynamics involved that make it worth having, it'd end up being obscenely easy, it interrupts the flow of the actual GC (what if you just wanted to invade Kuat and brought Iron Fist, why should you be forced through two battles that don't have an effect on the campaign?) and the end result, if it's successful, contradicts the canon event, which is counterintuitive if the only reason left to have it there is that canon event.

Again, this isn't a campaign, and can't be done as one. The tools just aren't there within the game, and as it is the missions are a huge amount of work, especially when we only have one person who can do them. The narrative aspect isn't really possible to get that far into, and something like Razor's Kiss relies very heavily on the narrative; it's not about the gameplay it offers.

It's also why any generic "Battle for Planet X" event in canon makes a bad mission. If you want there to be a battle for that planet, then just invade it. That's already done within the context of the game.

That's why things like the Katana Mission, or even the raid on Sluis Van are suitable for missions. You don't need to rely on specific actions being taken by both sides and there only has to be minimal amounts of exposition. The events themselves don't need to be "scripted" because the important thing is the starting point. You set a clear, unintrusive way to get into a mission, the mission involves some objective you don't normally get that actually changes how you play in the battle, but you're still free to do what you want in that context. Once you're in, we don't have to control your actions. Capture what you want, and get out in the case of the Katana Mission. We don't have to force a bunch of heroes who may or may not have died already to be in a new location, we don't have to force a bunch of extra battles you may or may not actually want as a result, there's a clear reward for doing them, and it doesn't rely on a certain planet held by a certain faction having certain units at a certain time to function.

Title: Re: Suggestions for 2.1
Post by: Lord Xizer on March 20, 2013, 10:12:15 AM
I see. Part of me was just hoping for the Hunt For Zsinj campaign to have a few more commando aspects to it, i.e. the Wraiths and their missions sabotaging Zsinj and Zsinj's sleeper cells doing similar things to the NR I know that EaW has limits and the team has surpassed those as often as possible.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 23, 2013, 10:31:03 PM
I have some more ideas that I have come up with in my research.

The TIE Crawler seems a little underpowered. It is supposed to have 2 medium blaster cannons and a light turbolaser cannon, but it doesn't seem to pack enought punch to be an anti vehicle unit.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 24, 2013, 05:09:30 AM
That's why things like the Katana Mission, or even the raid on Sluis Van are suitable for missions. You don't need to rely on specific actions being taken by both sides and there only has to be minimal amounts of exposition. The events themselves don't need to be "scripted" because the important thing is the starting point. You set a clear, unintrusive way to get into a mission, the mission involves some objective you don't normally get that actually changes how you play in the battle, but you're still free to do what you want in that context. Once you're in, we don't have to control your actions. Capture what you want, and get out in the case of the Katana Mission. We don't have to force a bunch of heroes who may or may not have died already to be in a new location, we don't have to force a bunch of extra battles you may or may not actually want as a result, there's a clear reward for doing them, and it doesn't rely on a certain planet held by a certain faction having certain units at a certain time to function.

Thanks for the explanation Corey. Based on what you've said, I'd like to propose an information raid mission for the NR to Yaga Minor's Ubiqtorate Base (you can a "deep space" location close by Yaga Minor) during the Camaas Crisis.

For a starting point, the mission could be offered as soon as the GC starts, and all it would require would be bringing Garm Bel Iblis to the location. Now, at the location itself, your objective could be to defend the Errant Venture , which is locked into a location as it's downloading the Camaas Document. The EV itself doesn't even need to be a real ship, you could use an ISD prop for it, park it next to one of those orbital stations you see around Fonder or Kuat.

The NR player has access only to the fleet it brings, and you could use the scripting you've done for the survival mode to send in waves of IR defenders gunning for the Venture. Now you don't need Tierce there to satisfy canon or to even make it a real battle. Victory can be achieved if the Venture survives, say, three waves of IR attacks. The reward for this could be access to Bothan Assault Cruisers.

The BACs are a nice addition to the NR fleets, but you've already fudged its timeline anyway, and the NR has plenty of powerful New Class ships already. So it would be more optional than not, but with a clear benefit. Oh and an additional reward could be allowing for the EV to be rebuilt to full strength, instead of allowing it from the beginning of the GC as it is now.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 24, 2013, 05:38:01 AM
I have some more ideas that I have come up with in my research.

The TIE Crawler seems a little underpowered. It is supposed to have 2 medium blaster cannons and a light turbolaser cannon, but it doesn't seem to pack enought punch to be an anti vehicle unit.

I agree with you, I've noticed that myself so I did some quick testing with them, and it appears they they use their turbolaser cannon ONLY against infantry, but use only their blaster cannons against vehicles and buildings. I assume this is simply a small bug, the opposite should be true.
Title: Re: Suggestions for 2.1
Post by: Slornie on March 24, 2013, 09:05:54 AM
I agree with you, I've noticed that myself so I did some quick testing with them, and it appears they they use their turbolaser cannon ONLY against infantry, but use only their blaster cannons against vehicles and buildings.
Lol whoops.  Looks like you're right about the turbolaser, however the blasters are able to target vehicles, buildings and infantry.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 24, 2013, 10:39:09 AM
Lol whoops.  Looks like you're right about the turbolaser, however the blasters are able to target vehicles, buildings and infantry.

Sorry, I didn't mean that they don't use the blaster cannons as well against the infantry, but rather that I imagine you meant to code it such that they only used the turbo against vehicles and buildings. But yeah if that gets corrected, the Crawlers become much more useful. Right now though, they're really only good for killing infantry, and that's kinda of terrible because they're so slow.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 24, 2013, 05:44:52 PM
Sorry, I didn't mean that they don't use the blaster cannons as well against the infantry, but rather that I imagine you meant to code it such that they only used the turbo against vehicles and buildings. But yeah if that gets corrected, the Crawlers become much more useful. Right now though, they're really only good for killing infantry, and that's kinda of terrible because they're so slow.

That, and being a useful (albeit slow) scout and damage sink that can take quite a pounding and yet still be easily replaced.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 25, 2013, 11:39:44 PM
I have another suggestion. I'm not sure if this has been done (as I haven't played as te NR yet) but te Endurance class description says it carries 5 Defender Squads and 2 K-Wing squads. However, looking at the canon compliment it states that it carried a wing of short range and a wing of long range superiority fighters. Therefore I think it's fighter compliment should be changed to 1 K wing, 2 Defender, 1 A wing, 1 X wing and 1 E wing squad. The Nebula on the other hand, being the dedicated assault capital should remain only having Defenders and K wings.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 26, 2013, 01:44:06 AM
I have another suggestion. I'm not sure if this has been done (as I haven't played as te NR yet) but te Endurance class description says it carries 5 Defender Squads and 2 K-Wing squads. However, looking at the canon compliment it states that it carried a wing of short range and a wing of long range superiority fighters. Therefore I think it's fighter compliment should be changed to 1 K wing, 2 Defender, 1 A wing, 1 X wing and 1 E wing squad. The Nebula on the other hand, being the dedicated assault capital should remain only having Defenders and K wings.

Part of this is the confusion centered around the word "wing". For some reason, Imps define a "wing" as 6 squadrons, hence the standard 6 that come on an ISD, but the NR defines it as 3 squadrons. Therefore, when wookiepedia says:

"The main fighting punch of an Endurance-class ship consisted of two wings of starfighters in addition to the five squadrons a Nebula-class Star Destroyer carries."

it means that the Endurance carries a total of 11 squadrons, which is what is currently implemented. Great job TR team, you guys are always on top of stuff like this and it's great to see.

Also, the current mix that the Endurance carries, which is all E-wings and K-wings, is the best mix possible as those are the NR's best fighter and bomber. Changing it would debuff the Endurance greatly, as it already requires 7 pop.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 26, 2013, 01:21:04 PM
I see. Thanks for correcting me on that.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 26, 2013, 01:41:34 PM
I see. Thanks for correcting me on that.

Not a correction, just informing. =) It's the canon that causes confusion.
Title: Re: Suggestions for 2.1
Post by: Slornie on March 26, 2013, 02:44:21 PM
Not a correction, just informing. =) It's the canon that causes confusion.
Just wait until you get to the Defender-class Assault Carrier (http://starwars.wikia.com/wiki/Defender-class_assault_carrier) (which we don't have in the mod)!  According to canon it only carries three squadrons - so a dedicated carrier with less squadrons than a modified bulk cruiser half its size? (the Quasar (http://starwars.wikia.com/wiki/Quasar_Fire-class_Bulk_Cruiser) carries four squadrons).  In that case it has always been my argument that the author meant three wings (nine squadrons). :P
Title: Re: Suggestions for 2.1
Post by: Corey on March 26, 2013, 04:00:30 PM
And it's always been my argument that they meant what they said, but that everyone involved in deciding the New Class program information was out of their minds on tequila and heroine.
Title: Re: Suggestions for 2.1
Post by: tlmiller on March 26, 2013, 04:31:17 PM
They have Tequila in the SW universe??

Is it made by Mexican Sith Lords?  Darth Juan?  Darth Jose?  Darth Pedro?  :)
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 26, 2013, 04:43:21 PM
Just wait until you get to the Defender-class Assault Carrier (http://starwars.wikia.com/wiki/Defender-class_assault_carrier) (which we don't have in the mod)!  According to canon it only carries three squadrons - so a dedicated carrier with less squadrons than a modified bulk cruiser half its size? (the Quasar (http://starwars.wikia.com/wiki/Quasar_Fire-class_Bulk_Cruiser) carries four squadrons).  In that case it has always been my argument that the author meant three wings (nine squadrons). :P

The creepier thing is that it was built on the same hull as the Majestic class, which could hold 5 squadrons of starfighters.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 26, 2013, 05:06:27 PM
The creepier thing is that it was built on the same hull as the Majestic class, which could hold 5 squadrons of starfighters.

Speaking of the Majestic, it's the only NR capital ship that has no fighters in the game. Why is this? As revanchist says, it's supposed to field 5 squadrons, and ships of this class like the Indomitable were known to carry E-wings and K-wings. Was this a balance choice? I recently only discovered how fast these things are, and I'd field them a lot more often if they carried fighters.

And yeah, the Defender carrier obviously made absolutely no sense. Whoever did Cracken's threat dossier must be fired by now right?
Title: Re: Suggestions for 2.1
Post by: Slornie on March 26, 2013, 06:09:28 PM
Speaking of the Majestic, it's the only NR capital ship that has no fighters in the game. Why is this?
Because when we redid all the unit stats before 2.0 (about a year ago now) its stats on Wookieepedia (http://starwars.wikia.com/wiki/Majestic-class_heavy_cruiser?diff=prev&oldid=4146873)* didn't mention any complement.  Apparently that article was updated to mention that sometime afterwards and we had no cause to go back and check.  Whether this will be revisited in light of this new information, I don't know.

*Normally the first port of call, followed by the source materials for anything questionable.

EDIT: Apparently we could also now give it the point defence ability to account for the antimissile octets it fields (also added to the stats on Wookiee since we set the stats).
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on March 26, 2013, 08:04:43 PM
Because when we redid all the unit stats before 2.0 (about a year ago now) its stats on Wookieepedia (http://starwars.wikia.com/wiki/Majestic-class_heavy_cruiser?diff=prev&oldid=4146873)* didn't mention any complement.  Apparently that article was updated to mention that sometime afterwards and we had no cause to go back and check.  Whether this will be revisited in light of this new information, I don't know.

Ah yes, you're right, apologies. I remember being surprised by the lack of fighters then and checking Wookieepedia at the time. However, the BFC books were pretty clear on this, so will this be addressed in 2.1? Thanks Slornie.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 28, 2013, 11:39:30 AM
Just noticed something else, not sure if its intentional or not. General Covell's AT-AT doesn't have the "Deploy Stormtroopers" ability, only PTW.
Title: Re: Suggestions for 2.1
Post by: Revanchist on March 31, 2013, 12:37:28 AM
Another thing I noticed, playing as the PA, is that the IPV power to weapons doesn't have an activation time; it just stays on forever. Also, the end of battle report doesn't show all the heroes that were killed nor does it show any structures destroyed.
Title: Re: Suggestions for 2.1
Post by: Mat8876 on March 31, 2013, 05:43:03 PM
Can you please increase the price for the IDT it's really annoying when the ir spam them.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on March 31, 2013, 10:36:58 PM
Not anymore annoying than mass spammed V Wings
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on April 01, 2013, 03:49:47 PM
Can you please increase the price for the IDT it's really annoying when the ir spam them.

Increasing the price isn't going to stop the AI from massing them. The AI never wants for money...
Title: Re: Suggestions for 2.1
Post by: Revanchist on April 03, 2013, 06:46:26 PM
Increasing the price isn't going to stop the AI from massing them. The AI never wants for money...

So true. Well, I finally started my first GC as the Pentastar (which BTW is awesome) but I have some suggestions. Dark Jedi and storm commandos seem to be too fragile. Maybe increasing their damage resistance (at least against infantry) would make them a little more useful for something other than healer/scouts.

Also another question: will the AT-ST be given its canon armament in 2.1, or would this make it too OP?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on April 06, 2013, 05:07:12 PM
The Dark Jedi did seem a bit fragile and I thought healing was a bit of an odd choice for a Dark sider
Title: Re: Suggestions for 2.1
Post by: Revanchist on April 08, 2013, 12:28:47 AM
Another idea for the PA: you could add back the Star Galleon for them. If Muunilist was the banking capital, it would make sense that freighters and stuff would be in that area, which is what the Galleon was initially designed for.
Title: Re: Suggestions for 2.1
Post by: Chimera2010 on April 10, 2013, 11:39:27 AM
Is there anything that can be done to make the Empire of the Hand more playable? Specifically with the fighters? The units are great but I have to send all the bombers and clawcraft to a corner to the map in order to play the game without reduced framerate.

Is there anything I can do on my end to help with this? I already have the graphic settings as low as they can go.

Otherwise great mod and great update.
Title: Re: Suggestions for 2.1
Post by: Corey on April 11, 2013, 06:42:25 PM
We're staggering fighter release in 2.1 to help with any lag from fighters. We'll take further steps if necessary.
Title: Re: Suggestions for 2.1
Post by: Chimera2010 on April 12, 2013, 12:59:13 PM
Last Question:

In what Eras does the Thrawn Clone appear? I thought he would appear in the final imperial push, but I didn't see him.

Checked the manual, but it didn't say.
Title: Re: Suggestions for 2.1
Post by: Corey on April 12, 2013, 04:33:10 PM
He spawns a while into Final Imperial Push, not immediately.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on April 13, 2013, 04:09:04 PM
He spawns a while into Final Imperial Push, not immediately.

Then he throws a surprise rave party for the other factions
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on April 13, 2013, 08:11:47 PM
Then he throws a surprise rave party for the other factions

When all the invitees show up, drop some E-spice, Phalanx Commandos pop out of hiding and slaughter the leaders of the other factions...
Title: Re: Suggestions for 2.1
Post by: mynameisyou on April 13, 2013, 09:42:06 PM
and we shall have peace-darth sidious ;D
Title: Re: Suggestions for 2.1
Post by: DarthXeon1 on April 23, 2013, 01:28:47 PM
How about brining some of the former special abilitys back ?
Like the cover ability for the normal ground units ?
The strike ability for the Rouge Squadron ?

It seems quite ackwared that the Dark Jedi from the PA use the same abilitys as the Jedi of the NR.

Also why did the TR Team removed the different skins for the Jedi and removed the New Republic Star Destroyer ?

http://www.moddb.com/mods/thrawns-revenge/images/republic-star-destroyer#imagebox

I loved that ship.  :'(

Please add atleast the Jedi skins back to the mod.
Title: Re: Suggestions for 2.1
Post by: Singularity on April 23, 2013, 04:28:55 PM
What about having the Dwarf Spider Droid as a PA unit? The Empire started using them after the Clone Wars after all.
Title: Re: Suggestions for 2.1
Post by: zuss88 on April 25, 2013, 06:42:19 AM
wood it be a good idea 2 give the pentastar alignment the vengence frigate?
Title: Re: Suggestions for 2.1
Post by: Corey on April 25, 2013, 09:27:01 AM
I don't see why they'd have it.
Title: Re: Suggestions for 2.1
Post by: Singularity on April 25, 2013, 11:01:16 AM
Sorry, can't remember if anyone has already confirmed this, but are probe droids being added to the PA in 2.1?
Title: Re: Suggestions for 2.1
Post by: Enceladus on April 25, 2013, 11:50:47 AM
What about having the Dwarf Spider Droid as a PA unit? The Empire started using them after the Clone Wars after all.

This has the same problem as the AT-TE. We have no one that would be able to animate it.
Title: Re: Suggestions for 2.1
Post by: Julius96 on April 27, 2013, 12:14:29 AM
I had a few suggestions and just joined, so I haven't had time yet to read everything and apologize in advance if any of these have already been suggested.

First these are things I changed myself in the 2.0 version:
Katana Dreadnaughts cost approx. 50% more but take 50% less time to build (both IR and NR, added in skirmish)
Stormtroopers on Wayland cost 300% more but are built in 3 seconds (I would very much like to see a cloning facility buildable on Wayland that gives this effect)

Last the big suggestion that would take a while and I cannot pull off:
Limited special units for certain planets, for example if the NR captures Kuat they can build a limited amount of ISDs or if the IR captures Dac they can build MCs.
The obvious argument is essentially that the fleets need to remain unique, that's where the limitation comes in. I came up with this process in order to limit units:
How Common? Rare +0, Uncommon +1, Common +2. How Powerful? Weak +3, Moderate +2, Strong +1. Faction barrier? (only if number seems too high) -2
So for the ISD: It is common (+2), but strong (+1) so you are limited to 3. What if the EotH captures Corellia? CR90: common (+3) weak (+3), they are limited to 6.
NR captures Balmorra, AT-ST, common +2 moderate (arguably) +2  Faction barrier -2. NR may build 2 AT-ST units
I used units already in the mod but if you want to add a dash of diversity here you go:
Wavecrest Frigate for Yag'Dhul: rare +0 moderate +2 you may have 2 wavecrests. Vornskrs if you capture Myrkr: rare +1 strong +1, may have 2.

I'm not too keen on the faction barrier idea but 4 AT-ST units didn't sound right. But you get the point.
Title: Re: Suggestions for 2.1
Post by: Corey on April 27, 2013, 10:17:45 AM
Katana Dreadnaughts cost approx. 50% more but take 50% less time to build (both IR and NR, added in skirmish)
Katanas don't serve a unique enough purpose to be worth putting into skirmish in my opinion.

Stormtroopers on Wayland cost 300% more but are built in 3 seconds (I would very much like to see a cloning facility buildable on Wayland that gives this effect)
We've talk about putting a cloning thing on Wayland beyond the base game's planet ability for it, but the effect you're asking for isn't really why people using clones. Clones don't take less time to create/train, they take take longer unless you want them to start out batshit insane instead of getting ther gradually. When you're building normaql Stormtroopers, you'd be able to pull from the pre-existing population. When you're building a clone army, you have to grow them to order. Sure, the reason the Republic used the GAR was because it was faster, but that's because Dooku had placed the order 10 years previously. There's a similar timespan between when Thrawn started growing his Veers and Fel clones and when they actually started being useful (albeit useful for a side he didn't intend). The point of cloning is typically just to get better soldiers. I'm not sure on whether the process is more or less expensive than training regular soldiers, but it definitely isn't faster. What you're asking for is a draft.

Last the big suggestion that would take a while and I cannot pull off:
Limited special units for certain planets, for example if the NR captures Kuat they can build a limited amount of ISDs or if the IR captures Dac they can build MCs.
The obvious argument is essentially that the fleets need to remain unique, that's where the limitation comes in. I came up with this process in order to limit units:
How Common? Rare +0, Uncommon +1, Common +2. How Powerful? Weak +3, Moderate +2, Strong +1. Faction barrier? (only if number seems too high) -2
So for the ISD: It is common (+2), but strong (+1) so you are limited to 3. What if the EotH captures Corellia? CR90: common (+3) weak (+3), they are limited to 6.
NR captures Balmorra, AT-ST, common +2 moderate (arguably) +2  Faction barrier -2. NR may build 2 AT-ST units
I used units already in the mod but if you want to add a dash of diversity here you go:
Wavecrest Frigate for Yag'Dhul: rare +0 moderate +2 you may have 2 wavecrests. Vornskrs if you capture Myrkr: rare +1 strong +1, may have 2.

It wouldn't take a while, but it is superfluous. There's no reason to give the factions access to each others units, and technically it would mean cutting some of their own because the build bars for each faction are already full. Why does the NR even need ISDs when they have MC90's, and vice versa? The only reason to do it is because people want to play with those units, but if that's what they want they can just play as the faction that actually uses them. EaW already has enough problems with their being limited ways to differentiate factions and make it be worth playing one over the other, we're not taking one of the few ones that does exist away. The only time we go around this is with minor faction units that you can't play on their own (Black Fleet Crisis having playable Yevetha notwithstanding).
Title: Re: Suggestions for 2.1
Post by: Slornie on April 27, 2013, 01:40:33 PM
Clones don't take less time to create/train, they take take longer unless you want them to start out batshit insane instead of getting ther gradually. [...] The point of cloning is typically just to get better soldiers.
Actually, it depends on how they were cloned. Sure, the Kaminoan clones took longer (10 years to maturity), but the ones grown in Spaarti cylinders (as on Wayland) could be grown in as little as a year (which Thrawn reduced to 20 days with Ysalamiri).  So while the Kaminoan clones were better soldiers due to their extensive training, Spaarti clones only received flash learning imprinted into the brain.
Title: Re: Suggestions for 2.1
Post by: Julius96 on April 27, 2013, 03:11:57 PM
Good points on the first two, but the last part with extra limited units I only put in there because you guys were talking about making certain units buildable only on certain planets as the Pentastar Alignment, I thought it would be more interesting if they were limited on those certain units as well and had to rely more on their current planets then a preset space fleet. I admit I could have used the system in that context but it seemed easier to explain the way I did.

Also when I made the change to the stormtroopers, I was thinking of how Thrawn grew them in around 20 days, which is considerably faster then recruiting and training soldiers from scratch. The extra cost was in order to simulate the cost of maintenance on the spaarti cylinders and shipping over ysalamiri.

Last, a draft could be a good idea, something where you get a few "free" soldiers but the planets population doesn't side with you (or the enemy) for a couple weeks, it could serve like the NR's or EotH's version of a prison.
Title: Re: Suggestions for 2.1
Post by: Corey on April 27, 2013, 03:15:13 PM
The Pentastar's system won't grant them access to other factions' units though. They can't use the era system, so it's a way we can give them options for expansion and more units without frontloading them. It gives them access to CSA units on CSA planets since they both had similar philosophies and were business-centered so would have no peoblem buying and selling to each other. It doesn't mean you'll get Mon Calamari Cruisers if you control Mon Calamari.
Title: Re: Suggestions for 2.1
Post by: Julius96 on April 27, 2013, 03:41:56 PM
I am not trying to argue with you here, just clarify on what I meant.

Okay, in what I was trying to put forward think of the mon cal cruisers as an example, not even a suggestion, the system I am trying to suggest is to give the PA a unique gameplay element the other factions do not have. All the vehicle/planet examples in that were just examples. The numbers could be changed as well as they are just there to help figure out exactly how much of a unit the PA is limited to. Making units only buildable on a specific planet inserts a new strategic level as well as keeping the build bar from cluttering up.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on April 27, 2013, 03:46:19 PM
How about randomizing the jump in point and delay for raid fleets? It's a little too easy to simply avoid them once you're aware they're incoming. While you might not be able to pick truly random points, maybe even just setting it up so they come in at one of 4 or 5 locations would add a lot to their impact. And for timing, it could be anywhere from 30-60 seconds or something like that.
Title: Re: Suggestions for 2.1
Post by: Corey on April 27, 2013, 04:00:13 PM
I didn't thinky ou were arguing, I'm still just trying to understand what you're actually suggesting. The only difference I see between what you're suggesting and what we're already doing for the PA is that you want to limit the numbers, which I don't see the point of. The goal of making them rely on their current planets kind of runs counter to the system since their current units aren't going to be made planet-specific, and if we limited the availability of the new units it both removes the impetus to expand or hold those planets after you hit the limit. These planet-specific units aren't being drawn from other factions, nor are they meant to be secondary. They're intended to be just as core to the faction as any other unit in any other faction, but without eras for them we have to use other tools. Putting on limits gives the impression that they're meant to be bonuses somehow, since you refer to them as "special" units. Nor are they pulled from other factions. It's a specific set of units from a specific faction that we think they would have worked with canonically had they survived long enough, which we're using because their canonical short time in existance and lack of information in general left us without too many other options to flesh out their unit list. I'm not sure what you mean by "preset space fleet," either.

Also, with your number system there's the additional problem that units are limited by themselves, not by the planet, so while you can make it so a unit is limited to 10 being built at a time, and you can limit it to being built only at planets x, y and z, you can't do 3 if you have x, 6 if you have x and y and 9 if you have x, y and z.

How about randomizing the jump in point and delay for raid fleets? It's a little too easy to simply avoid them once you're aware they're incoming. While you might not be able to pick truly random points, maybe even just setting it up so they come in at one of 4 or 5 locations would add a lot to their impact. And for timing, it could be anywhere from 30-60 seconds or something like that.

The marker being used can't be randomized as far as I know, and we really don't want to have to go through and add 5 markers to all 130ish maps. We want to randomize the time for spawning, but I'm happy with the positioning, honestly. It's the best place where you can reasonably expect either faction's forces not to be 60 seconds into the battle, and you're given ample warning.
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on April 27, 2013, 04:56:24 PM
The marker being used can't be randomized as far as I know, and we really don't want to have to go through and add 5 markers to all 130ish maps. We want to randomize the time for spawning, but I'm happy with the positioning, honestly. It's the best place where you can reasonably expect either faction's forces not to be 60 seconds into the battle, and you're given ample warning.

Well that's sort of the issue. If we were to think of each space battle as a real engagement in which a third side blunders in, there should be no guarantee/reason why they don't jump in right on top of a pitched battle or right next to a fleet.

I do understand that it might be a huge pain to add it to all the maps though so that settles that, no go.

With regards to timing, a randomization of both the delay (after the warning) and the overall timing (i.e. not at the start of the battle) would be very interesting.

Another thing that could make space battles a little more in line with canon and just..well...battles in general, is reinforcement rally points. Right now, both the player and the AI can jump in reinforcements practically anywhere, barring map obstacles, and interdictors. Micro-jumping in fact was something that Thrawn was great at, but most fleet commanders were not so audacious. There are several examples of interdictors being used as beacons to get perfect positioning of incoming ships (off the top of my head, Thrawn's feint at Coruscant, Wedge Antilles' use of the Mon Mothma at Borleias against the Vong).

I don't know how feasible this would be, but each side could be limited to a small region in which they're allowed to jump in reinforcements, a marshaling point for their forces. Now, as an extra fun gameplay aspect, the region around interdictors that prevents jumps could instead be reversed to allow the controlling player to jump in ships around the interdictor. Sorry NR, you lose out on this one.
Title: Re: Suggestions for 2.1
Post by: turtle225 on May 02, 2013, 05:30:53 PM
Hey all, I've been playing the mod since 1.3 and it is an amazing mod no doubt. Keep up the great work.

I wanted to preface my post by mentioning that I only read the first ten pages so I apologize in advance if what I mention has already been talked about.

Anyway, what I have noticed, is that during galactic conquests, the ai has an annoying tendency to attack in waves rather than all at once. For example, they will attack with 2 capitals and 3 support ships, then a few seconds later a similar attack, and then a few seconds after that, isard attacks. Because they attacked in staggered intervals, I was able to survive without any difficulty since I had a strong defensive prepared. If they all attacked at once as I believe they intended to, then I would have surely lost.

Not sure if this is just happening to me as I didn't see it mentioned in the first ten pages. If so, I apologize. This happens frequently enough to mitigate a lot of challenge and force me into a lot of pointless battles in which my opponent stands no chance. Sorry that this is more of possible bug report than a suggestion.

Also, on another note, would it be possible to add the PA on the charts and graphs that you can open up regarding economy, military and planets? I would assume not as you likely would have added them in if possible. If possible though, it would cool if they were included.

Thanks for reading.
Title: Re: Suggestions for 2.1
Post by: Tiel on May 02, 2013, 05:37:14 PM
Wouldn't waves be preferable to one massive death-fleet that murders everything you throw at it?
Title: Re: Suggestions for 2.1
Post by: tlmiller on May 02, 2013, 06:48:11 PM
Wouldn't waves be preferable to one massive death-fleet that murders everything you throw at it?

It's more survivable, but gives MUCH less sense of realism.

I think the reason it happens is because of the changes to the galactic map.  I know in the unmodded game the AI generally has 3 or 4 fleets coming from different planets that all converge on you at the same time.  With the changes to the map, I think it's still trying to do this, but it for whatever reason can't properly calculate the amount time that the hyper jumps will take anymore.
Title: Re: Suggestions for 2.1
Post by: Singularity on May 03, 2013, 07:41:41 AM
In the Thrawn Campaign, what if capturing Sluis Van gave you a few Mon Cal or other Rebel ships?
Title: Re: Suggestions for 2.1
Post by: Revanchist on May 09, 2013, 12:58:15 AM
Had some more ideas (ion cannons have been weighing on my mind lately, among other things).

On Wookieepedia it states that the TIE/In had 4 blaster cannons and 2 laser cannons. Would giving them their cannon armament make them too overpowered, or could you do this?
The Vigil class corvette (which you are apparently adding to the PA) should be given the Sensor Ping ability.
Looking at the new PA units, I noticed that a lot of their units lack Ion Cannons. Maybe you could give one of their ships (like the Munificent class, with its long-range heavy ion cannons) an Ion Cannon Blast similar to what the Y-Wings had in the vanilla game.
Lastly, I had an idea for a new EotH ship. You could give it the Ion Cannon portion of the Aggressor Destroyer weaponry, making it a ship solely designed to incapacitate enemies.
Title: Re: Suggestions for 2.1
Post by: tlmiller on May 09, 2013, 02:12:30 AM
Had some more ideas (ion cannons have been weighing on my mind lately, among other things).

On Wookieepedia it states that the TIE/In had 4 blaster cannons and 2 laser cannons. Would giving them their cannon armament make them too overpowered, or could you do this?
The Vigil class corvette (which you are apparently adding to the PA) should be given the Sensor Ping ability.
Looking at the new PA units, I noticed that a lot of their units lack Ion Cannons. Maybe you could give one of their ships (like the Munificent class, with its long-range heavy ion cannons) an Ion Cannon Blast similar to what the Y-Wings had in the vanilla game.
Lastly, I had an idea for a new EotH ship. You could give it the Ion Cannon portion of the Aggressor Destroyer weaponry, making it a ship solely designed to incapacitate enemies.

The interceptor with 4 blaster cannons was a refit, it wasn't the "original" Interceptor used in the mod.

That actually wouldn't be too bad of an idea for the EoTH, as disabling their opponents ships would be something that would strike me as very chiss-like.
Title: Re: Suggestions for 2.1
Post by: Revanchist on May 09, 2013, 03:02:38 PM
Ah, I see. Yet more confusion dealing with Starship schematics (I personally think it makes more sense to have all six weapon mounts, but hey, I didn't design the ship).

EDIT: Some more suggestions for the PA.
Gregor could be a space hero as well, commanding an Etti-class light cruiser.
Dreadnaught cruisers could be added to their unit roster, as the CSA bought a lot of them.
You could also add the GX12 Hovervan for ground
Title: Re: Suggestions for 2.1
Post by: Corey on May 10, 2013, 02:26:49 AM
Also, on another note, would it be possible to add the PA on the charts and graphs that you can open up regarding economy, military and planets? I would assume not as you likely would have added them in if possible. If possible though, it would cool if they were included.

This is unfortunately impossible.

It's more survivable, but gives MUCH less sense of realism.

I think the reason it happens is because of the changes to the galactic map.  I know in the unmodded game the AI generally has 3 or 4 fleets coming from different planets that all converge on you at the same time.  With the changes to the map, I think it's still trying to do this, but it for whatever reason can't properly calculate the amount time that the hyper jumps will take anymore.

That's an interesting possibility... That's also what happens when you play the base game for about 5 minutes before stopping because of brain hemmoraghing; you miss some patterns.

In the Thrawn Campaign, what if capturing Sluis Van gave you a few Mon Cal or other Rebel ships?

There's really no reason to. Thrawn got those ships because of what he did in that battle, not because that's what happens when you invade Sluis Van. Mechanically that would be the kind of thing you'd have to do a mission for, but it's not really an interesting one.

Quote
On Wookieepedia it states that the TIE/In had 4 blaster cannons and 2 laser cannons. Would giving them their cannon armament make them too overpowered, or could you do this?

We took all weapons into account when deciding their armament.

Quote
Lastly, I had an idea for a new EotH ship. You could give it the Ion Cannon portion of the Aggressor Destroyer weaponry, making it a ship solely designed to incapacitate enemies.

We've wanted to do some less conventional stuff with EotH units, but in EaW it's kind of limited in tis functionality, especially when that would be a ship's main purpose.

Quote
Gregor could be a space hero as well, commanding an Etti-class light cruiser.

Not worth it. He's not a military guy, so he wouldn't give any significant bonus to your ships, and Etti Cruisers would lose to literally every single other ship in the mod in a fight.

Quote
Dreadnaught cruisers could be added to their unit roster, as the CSA bought a lot of them.

Dreadnaughts could technically be given to every faction in the mod, as they were more or less ubiquitous. Even the EotH had them in really early mod builds. We'd rather not give it to the PA because we're trying to emphasize differences, and the Munificent fills its role pretty well in my opinion.
Title: Re: Suggestions for 2.1
Post by: Giarabub on May 10, 2013, 11:57:43 AM
I think that the Specialists (the squad who can heal infantry and repair vehicles) should be added to each factions. I see that the building-points are very rare comparing to the original game, so, for example, for the Pentastar it's difficult to repair their units.
Title: Re: Suggestions for 2.1
Post by: Revanchist on May 14, 2013, 07:40:35 PM
Had a suggestion for a land/ space hero for Palpatine: Kir Kanos. In space he could have a modified TIE Interceptor (Imperial Guard style), and he could be a melee unit with Sprint and Thermal Detonator.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on May 18, 2013, 10:53:48 AM
I would like to request that the bulwark get added in era three.

as an IR player i jumped in to coruscant and killed Lusankya  then i just steamrolled everything. I was in hard mode it was boring

 the bulwark also gives the rebels a viable counter to the Praetor
Title: Re: Suggestions for 2.1
Post by: Corey on May 20, 2013, 09:26:49 PM
I think that the Specialists (the squad who can heal infantry and repair vehicles) should be added to each factions. I see that the building-points are very rare comparing to the original game, so, for example, for the Pentastar it's difficult to repair their units.

There's some stuff (Specialists, Probe Droids) that the PA lacked in 2.0 which we're going to rectify in 2.1.

Quote
I would like to request that the bulwark get added in era three.

as an IR player i jumped in to coruscant and killed Lusankya  then i just steamrolled everything. I was in hard mode it was boring

 the bulwark also gives the rebels a viable counter to the Praetor

That has more to do with the NR AI's problems in that GC than anything. More to the point, "balance" does not mean having each faction have a ship that does the same thing, that's just mirroring. There's a huge difference between a unit being being balanced or counterable and just having a unit that does the same thing on the other side. The Praetor is perfectly beatable with existing NR and EotH ships. If we just add in more, larger ships it's not "balanced" it's just like saying if you want to beat ship x you need ship y, and then whichever one of those survives wins the battle. That isn't a good balance philosophy, it's just a **** measuring contest.
Title: Re: Suggestions for 2.1
Post by: Senza on May 26, 2013, 12:04:57 PM
I think the Kariek's shields need to be weakened considerably, or else it needs to be like 3 pop. It can withstand sustained fire from multiple ships 3 times its size and can actually beat an Assault Frigate in a 1v1 without much trouble.

Edit: Looking at its XMLs, I notice it uses Shield_Capital as opposed to Shield_Frigate, which I believe imparts a significant damage reduction against larger ships. The Kariek's shields are already more than twice as strong as the Nebulon B, which is 2 pop, so does it really need this too?

Title: Re: Suggestions for 2.1
Post by: Corey on May 26, 2013, 04:50:12 PM
The Kariek is as strong as it is because it's currently filling the role of two ships; itself and a currently uncreated ship which fills the gap between it and the Chaf, the lack of which leaves the EotH at a pretty sizeable disadvantage. It'll see some considerable nerfs when that ship gets added.

As for the capital shield type, it's neither necessary nor unnecessary. It's entirely irrelevant, and has no impact on anything. Capital and frigate shields both take the same amount of damage in the mod, it's a pointless classification. There are, I think, 3 instances where this isn't the case.
Title: Re: Suggestions for 2.1
Post by: Senza on May 26, 2013, 05:49:21 PM
Ah, I see. Makes sense I suppose, the EotH does kind of feel like it's lacking another frigate, glad to see that this is indeed the case, and I'm not totally crazy! :P I'm guessing it's some sort of dreadnaught/ victory equivalent? Ah I guess you would have told me already if you were gonna. Thanks for the clarification!
Title: Re: Suggestions for 2.1
Post by: Slornie on May 27, 2013, 11:51:50 AM
As for the capital shield type, it's neither necessary nor unnecessary. It's entirely irrelevant, and has no impact on anything. Capital and frigate shields both take the same amount of damage in the mod, it's a pointless classification. There are, I think, 3 instances where this isn't the case.
Unless you've changed things since I last looked I'm pretty sure turbolasers do at least twice as much damage to Shield_Frigate compared with Shield_Capital. :)

EDIT:  We seem to be pretty consistent with using Armor_Frigate for everything (the IPV is the only exception I've come across so far) but shields seems to be mixed between _Frigate, _Capital and _Corvette for various ships (e.g. CR90 uses _Frigate while DP20 uses _Corvette) - which do have different modifiers when hit by turbolasers.
Title: Re: Suggestions for 2.1
Post by: Senza on May 27, 2013, 01:23:22 PM
Unless you've changed things since I last looked I'm pretty sure turbolasers do at least twice as much damage to Shield_Frigate compared with Shield_Capital. :)

Yeah I've definitely noticed a significant drop in durability of the Kariek since I changed it to shield_frigate, the Kariek's still tough but it's not just sitting there shrugging off fire from 4 strike cruisers to its face.
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 09, 2013, 09:09:16 PM
I have a great suggestion I think could adding in fleets be possible? I mean you have units like death squadron yes got destroyed so irrelevent but propose a possible option like kuat sector fleet other Imperial fleets NR squadrons things such as that I would love to see this come into ICW.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on June 10, 2013, 01:21:34 AM
I have a great suggestion I think could adding in fleets be possible? I mean you have units like death squadron yes got destroyed so irrelevent but propose a possible option like kuat sector fleet other Imperial fleets NR squadrons things such as that I would love to see this come into ICW.

you mean like starting the PA with Scourge Squadron so to speak?
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 10, 2013, 06:18:27 AM
you mean like starting the PA with Scourge Squadron so to speak?

something like that yes I mean Imagine you could build a few fleets within them containing far ranging capital ships and cruisers and what not I've always found there isnt enough diversity in these games and the ones that do often the gameplay kinda sucks like alliance so many models and tactics but the gameplay is horrendous in my mind. Enough of that though so yea fleets or even being able to name your own fleet and ships I think it would ramp up the players interaction a little bit.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on June 10, 2013, 04:11:44 PM
I feel there is decent diversity at the moment, each faction has their own feel and tactics, NR is fighter and carrier based, IR is Heavy cap ship based, PA is a balance between them and the EotH is well rounded in all cats. Plus every faction in the game is playable at one point or another.
Title: Re: Suggestions for 2.1
Post by: Corey on June 10, 2013, 08:09:30 PM
Fleets don't really add anything new though, they sort of just take away choice. You're really just building a package deal of predetermined ships that already exist in the mod.
Title: Re: Suggestions for 2.1
Post by: Senza on June 10, 2013, 09:58:43 PM
They also do weird things with build limits if you call them in using abilities, you can get them killed and this will subtract from the current build limit without actually having less of the ships, allowing you to build more than you should be able to.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on June 11, 2013, 12:53:20 AM
They also do weird things with build limits if you call them in using abilities, you can get them killed and this will subtract from the current build limit without actually having less of the ships, allowing you to build more than you should be able to.

Thus removing the strategic value of said ships from the tactical realm
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 14, 2013, 03:49:04 AM
Fleets don't really add anything new though, they sort of just take away choice. You're really just building a package deal of predetermined ships that already exist in the mod.

could make some "special fleets" with the only ships of that class added abilitys such like that.
Title: Re: Suggestions for 2.1
Post by: Crisiss on June 14, 2013, 06:59:17 PM
could make some "special fleets" with the only ships of that class added abilitys such like that.

You know they'd be more expensive than an Eclipse, right?
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 19, 2013, 02:43:21 AM
Also could I possibly reccomending something for the tector like assault power to weapons seems dumb since it has no cover of its self to waste its shields but it would be nice to have an ability for it.
Title: Re: Suggestions for 2.1
Post by: frogoverlord on June 19, 2013, 01:09:07 PM
could it be possible to name ships? or original game makes it impossible?
Title: Re: Suggestions for 2.1
Post by: Settra on June 19, 2013, 01:11:18 PM
could it be possible to name ships? or original game makes it impossible?

If I'm not mistaken the capital ships of the IR and NR have names and if you wish to edit them you'd have to edit the config file that has the names in it.
Title: Re: Suggestions for 2.1
Post by: tlmiller on June 19, 2013, 02:15:17 PM
Yes, shipnames files in the ICW folder.  Because I added the name "aardvark" for the ISD-II way back when.  :D  Because Aardvarks, like bow ties, are coooool.  Always meant to add it for the Praetors instead...
Title: Re: Suggestions for 2.1
Post by: turtle225 on June 19, 2013, 11:15:43 PM
Ok, I've been playing a lot again lately and I've got some things that have probably already been mentioned, but regardless, I thought I would toss em out there anyway.

To start things off, the Correllian (likely spelled wrong, sorry) gunship hardly ever fires its concussion missiles, and sometimes doesn't fire them at all. I had two of them focusing on a tie bomber and it took twenty to thirty seconds for the bomber squad to go down. Compared to the corvette which costs less, and would shred that bomber squad in seconds with only one of them, there is really no point to buying the gunship. If they fired their missiles more often, like the Hand's vigilance gunship, they would be more useful.

Shifting gears, the Sacheen should only cost one population unit, and even then it's not very useful as far as I could tell. The Corona could also use a buff. I feel like it is weaker than the nebulon b's that it is supposed to be the successor to. They are more beefy, have a harder to hit profile, and have a better fighter compliment then the nebulons, but in terms of fire power, they put out almost nothing. The description also says that it's good for starfighter screening but it doesn't have any laser cannons or concussion missiles so unless this is pointing to the fighter compliment it holds, that part of the description doesn't stand true.

The bothan frigates might be in need of a slight nerf. They are amazing for their cost. You could also simply nerf their power to weapons ability.

Regarding the power to weapons ability, on some ships, it is simply too good. The reason for this is that on some ships, the ability doesn't drain shields. Not sure if that was intended or not, but without the drawback, it is simply a nice 15 or so seconds of crazy damage output that can be used without risk. The ships that I have noticed do not lose shields are: Chaf, Warlord Gunship, Bothan Frigate, and the Nebula Capital. I haven't played much of the remnant lately so I'm not sure about theirs.

Quick note, I'm not sure that the Hand's decimator corvettes' point defense systems ability works properly. When used, it simply goes straight to cooldown rather than filling up so to speak like other over time abilities. I can't be certain it wasn't working though.

Regarding the vigilance corvette, the description claims that it has a cloaking device however it lacks this ability in game.

When defending in space, it would be nice if there could be someway to launch your defense fleet in a location you wish. The game tends to set them up in bad formations and this would allow the player to arrange the fleet optimally. Also, many of the starting points for the defense fleets are very far forward which makes the golans more of a last line of defense sort of deal. If that is what they were intended to be then that's fine but otherwise, it would be nice if the starting points could be moved back to be able to utilize them better. This would also help the ai out since they always turn tail at the start of the battle which leaves their defense fleet exposed to an easy hyperspace jump ambush.

AT-ST's deal splash damage. Not sure if this was intended or not, but it really makes them shred infantry squads. The Hand's Glitzeans might be a little overpowered. You can simply land a bunch of those and steamroll just about everything

Okay, I think that is everything. Sorry for the long post and I apologize in advance for any redundancy. I'm sure you guys get a lot of people saying the same stuff. Hopefully some of this was helpful.
Title: Re: Suggestions for 2.1
Post by: frogoverlord on June 20, 2013, 02:16:07 AM
sweet, thanks guys :)
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 20, 2013, 06:32:53 AM
could it be possible to name ships? or original game makes it impossible?

Err it has no fighter support of its own and must rely on other ships for cover so lowering it's shields is near idiotic.
Title: Re: Suggestions for 2.1
Post by: Crisiss on June 21, 2013, 05:37:15 AM
Ok, I've been playing a lot again lately and I've got some things that have probably already been mentioned, but regardless, I thought I would toss em out there anyway.

To start things off, the Correllian (likely spelled wrong, sorry) gunship hardly ever fires its concussion missiles, and sometimes doesn't fire them at all. I had two of them focusing on a tie bomber and it took twenty to thirty seconds for the bomber squad to go down. Compared to the corvette which costs less, and would shred that bomber squad in seconds with only one of them, there is really no point to buying the gunship. If they fired their missiles more often, like the Hand's vigilance gunship, they would be more useful.

Shifting gears, the Sacheen should only cost one population unit, and even then it's not very useful as far as I could tell. The Corona could also use a buff. I feel like it is weaker than the nebulon b's that it is supposed to be the successor to. They are more beefy, have a harder to hit profile, and have a better fighter compliment then the nebulons, but in terms of fire power, they put out almost nothing. The description also says that it's good for starfighter screening but it doesn't have any laser cannons or concussion missiles so unless this is pointing to the fighter compliment it holds, that part of the description doesn't stand true.

The bothan frigates might be in need of a slight nerf. They are amazing for their cost. You could also simply nerf their power to weapons ability.

Regarding the power to weapons ability, on some ships, it is simply too good. The reason for this is that on some ships, the ability doesn't drain shields. Not sure if that was intended or not, but without the drawback, it is simply a nice 15 or so seconds of crazy damage output that can be used without risk. The ships that I have noticed do not lose shields are: Chaf, Warlord Gunship, Bothan Frigate, and the Nebula Capital. I haven't played much of the remnant lately so I'm not sure about theirs.

Quick note, I'm not sure that the Hand's decimator corvettes' point defense systems ability works properly. When used, it simply goes straight to cooldown rather than filling up so to speak like other over time abilities. I can't be certain it wasn't working though.

Regarding the vigilance corvette, the description claims that it has a cloaking device however it lacks this ability in game.

When defending in space, it would be nice if there could be someway to launch your defense fleet in a location you wish. The game tends to set them up in bad formations and this would allow the player to arrange the fleet optimally. Also, many of the starting points for the defense fleets are very far forward which makes the golans more of a last line of defense sort of deal. If that is what they were intended to be then that's fine but otherwise, it would be nice if the starting points could be moved back to be able to utilize them better. This would also help the ai out since they always turn tail at the start of the battle which leaves their defense fleet exposed to an easy hyperspace jump ambush.

AT-ST's deal splash damage. Not sure if this was intended or not, but it really makes them shred infantry squads. The Hand's Glitzeans might be a little overpowered. You can simply land a bunch of those and steamroll just about everything

Okay, I think that is everything. Sorry for the long post and I apologize in advance for any redundancy. I'm sure you guys get a lot of people saying the same stuff. Hopefully some of this was helpful.

PTW is being removed from some ships. Glizeans are being nerfed. Nothing can be done about the defense fleets. Also the Decimator point defense works fine, that's how it worked in vanilla. Straight to cool down. If anything the Corona needs a nerf. The defense on that thing is astronomical. Almost game breaking. Infantry squads are kind of supposed to be cannon fodder. The BAF definitely needs a nerf. The CEC gunship needs a power boost. I'm just going to assume the Vigilance's cloak was overlooked. The Sacheen is pretty useless overall, I wouldn't recommend using them. That should cover most of it.
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 21, 2013, 08:08:33 AM
Ok, I've been playing a lot again lately and I've got some things that have probably already been mentioned, but regardless, I thought I would toss em out there anyway.

To start things off, the Correllian (likely spelled wrong, sorry) gunship hardly ever fires its concussion missiles, and sometimes doesn't fire them at all. I had two of them focusing on a tie bomber and it took twenty to thirty seconds for the bomber squad to go down. Compared to the corvette which costs less, and would shred that bomber squad in seconds with only one of them, there is really no point to buying the gunship. If they fired their missiles more often, like the Hand's vigilance gunship, they would be more useful.

Shifting gears, the Sacheen should only cost one population unit, and even then it's not very useful as far as I could tell. The Corona could also use a buff. I feel like it is weaker than the nebulon b's that it is supposed to be the successor to. They are more beefy, have a harder to hit profile, and have a better fighter compliment then the nebulons, but in terms of fire power, they put out almost nothing. The description also says that it's good for starfighter screening but it doesn't have any laser cannons or concussion missiles so unless this is pointing to the fighter compliment it holds, that part of the description doesn't stand true.

The bothan frigates might be in need of a slight nerf. They are amazing for their cost. You could also simply nerf their power to weapons ability.

Regarding the power to weapons ability, on some ships, it is simply too good. The reason for this is that on some ships, the ability doesn't drain shields. Not sure if that was intended or not, but without the drawback, it is simply a nice 15 or so seconds of crazy damage output that can be used without risk. The ships that I have noticed do not lose shields are: Chaf, Warlord Gunship, Bothan Frigate, and the Nebula Capital. I haven't played much of the remnant lately so I'm not sure about theirs.

Quick note, I'm not sure that the Hand's decimator corvettes' point defense systems ability works properly. When used, it simply goes straight to cooldown rather than filling up so to speak like other over time abilities. I can't be certain it wasn't working though.

Regarding the vigilance corvette, the description claims that it has a cloaking device however it lacks this ability in game.

When defending in space, it would be nice if there could be someway to launch your defense fleet in a location you wish. The game tends to set them up in bad formations and this would allow the player to arrange the fleet optimally. Also, many of the starting points for the defense fleets are very far forward which makes the golans more of a last line of defense sort of deal. If that is what they were intended to be then that's fine but otherwise, it would be nice if the starting points could be moved back to be able to utilize them better. This would also help the ai out since they always turn tail at the start of the battle which leaves their defense fleet exposed to an easy hyperspace jump ambush.

AT-ST's deal splash damage. Not sure if this was intended or not, but it really makes them shred infantry squads. The Hand's Glitzeans might be a little overpowered. You can simply land a bunch of those and steamroll just about everything

Okay, I think that is everything. Sorry for the long post and I apologize in advance for any redundancy. I'm sure you guys get a lot of people saying the same stuff. Hopefully some of this was helpful.

Never had problems with the gunship the Corona is bad enough it takes forever to kill already specially since all missiles seem to just go wee around it and for some reason my Capitals say a praetor takes a little bit to wreck them, also the AT-ST were always meant for wrecking ground troops watch the movies play any battlefront game and you would have noticed this read its description maybe no offense but yea. Thats exactly what the AT-ST is meant to do.
Title: Re: Suggestions for 2.1
Post by: turtle225 on June 21, 2013, 11:33:50 AM
Thanks for the replies.

Regarding the at-st, I don't know why I didn't think of battlefront or the movies... that explains their potency against infantry.

Maybe for the Corona they could nerf it's defense and increase it's weaponry? Right now it's only real purpose is meat shielding and bringing in three fighters, albeit it does this role pretty well. If they can fix whatever causes it to dodge missiles though then they wouldn't be as tough.
Title: Re: Suggestions for 2.1
Post by: frogoverlord on June 21, 2013, 01:40:04 PM
regarding the corona you need to find a right angle I think, if bombers atack from behind it the missiles will not go crazy and just spin in circles
Title: Re: Suggestions for 2.1
Post by: frogoverlord on June 21, 2013, 01:47:24 PM
would it be possible to add a flying unit for IR and PA?
Title: Re: Suggestions for 2.1
Post by: Corey on June 21, 2013, 01:59:52 PM
They already have one
Title: Re: Suggestions for 2.1
Post by: yutpaeksi on June 21, 2013, 02:00:18 PM
would it be possible to add a flying unit for IR and PA?

The IR already has the IDT, and the PA has the LAAT. If you're asking if they can get a fast moving airskimmer-like flying unit like the NR V-wing or EotH Aistraeker, the answer is probably no. They're supposed to have different capabilities, helps to further differentiate between the factions.
Title: Re: Suggestions for 2.1
Post by: frogoverlord on June 21, 2013, 02:47:03 PM
had a brainfart, forgot about air transports
Title: Re: Suggestions for 2.1
Post by: tlmiller on June 22, 2013, 02:46:07 AM
My suggestion would be to remove Jerec from being a land hero.  He's FAR more useful in space combat, and he refuses to stay in a space fleet as he is.  Be easiest if he was just removed in the entirety from being used on land.
Title: Re: Suggestions for 2.1
Post by: Slornie on June 22, 2013, 06:30:52 AM
So the AI likes to put him on the ground?  I could have sworn we fixed that script (and this must be about the third release I've said that).
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 22, 2013, 07:18:35 AM
A suggestion um could you guys make the corona not spawn so many fighters? I think it brings in 3 or something its insane have enough problems with missiles and what not also could you make it so fighters die when they get hit by only 1 turbo laser? now I know everyones like omg you cannot but lets be realistic here not targeting just the damage. I'm pretty sure one turbo laser will shred a little fighter just saying.
Title: Re: Suggestions for 2.1
Post by: Slornie on June 22, 2013, 08:38:12 AM
3 squadrons for the Corona is it's canon complement.

As for the turbolaser damage against fighters; we might just have overlooked that in 2.0.  Unless Corey's changed things already it's certainly something we could look at, although I don't know what impact it might have on balance.
Title: Re: Suggestions for 2.1
Post by: tlmiller on June 22, 2013, 12:06:12 PM
So the AI likes to put him on the ground?  I could have sworn we fixed that script (and this must be about the third release I've said that).

Yeah, if he's in a fleet in space, and you attack a planet's ground defenses, he will ~60% of the time garrison himself on the planet, even if he wasn't used in the battle.

A suggestion um could you guys make the corona not spawn so many fighters? I think it brings in 3 or something its insane have enough problems with missiles and what not also could you make it so fighters die when they get hit by only 1 turbo laser? now I know everyones like omg you cannot but lets be realistic here not targeting just the damage. I'm pretty sure one turbo laser will shred a little fighter just saying.

Depends on the fighter.  Y-Wing, B-Wing, K-Wing, Tie Defender all have such powerful shields (for fighters) that they actually could withstand a blast from a turbolaser.  They couldn't survive 2, but they could survive 1.
Title: Re: Suggestions for 2.1
Post by: Crisiss on June 23, 2013, 03:22:13 PM
A suggestion um could you guys make the corona not spawn so many fighters? I think it brings in 3 or something its insane have enough problems with missiles and what not also could you make it so fighters die when they get hit by only 1 turbo laser? now I know everyones like omg you cannot but lets be realistic here not targeting just the damage. I'm pretty sure one turbo laser will shred a little fighter just saying.

Same goes for Palpy when he spawns in EoW or AoW, he just sits on Byss. Not really difficult at all.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on June 23, 2013, 05:30:49 PM
My suggestion would be to remove Jerec from being a land hero.  He's FAR more useful in space combat, and he refuses to stay in a space fleet as he is.  Be easiest if he was just removed in the entirety from being used on land.

Uhm, he's pretty useful on the ground too. Also if you fill up the land slots when you invade(10 units) he stays in space. Otherwise just remember to bring him back up at the end of each land battle when he's in the space fleet. It's what I do.
Title: Re: Suggestions for 2.1
Post by: Pali on June 24, 2013, 06:13:11 PM
Same goes for Palpy when he spawns in EoW or AoW, he just sits on Byss. Not really difficult at all.

I've had the same experience... which is a shame, as I'd love to have to take down the Eclipse with a fleet backing it, yet have never encountered the Emperor except on the ground.  While Jerec and the Emperor are undoubtedly both powerful ground combatants, they are FAR more useful in space.
Title: Re: Suggestions for 2.1
Post by: Clubby71 on June 27, 2013, 07:58:41 PM
I was just reading Corey's 2012 explanation for not having World Devastators in game, about how you can't translate how it strips planets of resources to build weapons.  But could it be possible to make WDs act the same way Lando or Karrde does, making a credit bonus for what planet it is over, as well as making a discount in credits for some if not all units/ships on that planet.  Could you maybe code it like how the Arc Hammer allows building certain units, but instead of building unique units over a friendly planet it can build units over ANY planet, even enemy ones?  It just seems like WDs could operate like Minor hero space unit for the IR; with credit bonuses, discounts and the ability to build ships while blockading enemy planets.

Edit:  Thanks Slornie for moving this to the right thread.

Moved to Suggestions for 2.1 ~ Slornie
Title: Re: Suggestions for 2.1
Post by: Eclipse on June 30, 2013, 12:30:36 PM
Altough I would love to have WD, the galaxy gun and the eclipse all at the same time that would make the empire in era 3 just too powerfull to be beaten. But as I'm an imperial player I wouldn't mind use them anyway :D
Title: Re: Suggestions for 2.1
Post by: pincuishin on June 30, 2013, 01:55:06 PM
I was just reading Corey's 2012 explanation for not having World Devastators in game, about how you can't translate how it strips planets of resources to build weapons.  But could it be possible to make WDs act the same way Lando or Karrde does, making a credit bonus for what planet it is over, as well as making a discount in credits for some if not all units/ships on that planet.  Could you maybe code it like how the Arc Hammer allows building certain units, but instead of building unique units over a friendly planet it can build units over ANY planet, even enemy ones?  It just seems like WDs could operate like Minor hero space unit for the IR; with credit bonuses, discounts and the ability to build ships while blockading enemy planets.

Edit:  Thanks Slornie for moving this to the right thread.

Moved to Suggestions for 2.1 ~ Slornie

Couldnt you just set them over enemy planets eventually destroying the world thus resulting in cheap really quick production times?? something like that? like a death star just building crap lol
Title: Re: Suggestions for 2.1
Post by: tlmiller on June 30, 2013, 03:08:06 PM
Altough I would love to have WD, the galaxy gun and the eclipse all at the same time that would make the empire in era 3 just too powerfull to be beaten. But as I'm an imperial player I wouldn't mind use them anyway :D

I actually wouldn't want all that.  Such as, I find the EoTH no fun to play for the same reason.  In space combat, they're just TOOO powerful, and so it's TOO easy to win.  Just build gobs of Chafs with the Auriete (the carrier) until you can build Phalanx's, then add them into the mix.  Indestructible shields, indestructible engines, nearly as much offensive punch as an ISD, and shields as powerful (or so nearly so that the difference is minute) as an ISD.  Can crank them out with such swiftivity, that they're completely expendable.  Even an Executor or 2 is no match for a swarm of them.
Title: Re: Suggestions for 2.1
Post by: Clubby71 on June 30, 2013, 07:58:59 PM
Couldnt you just set them over enemy planets eventually destroying the world thus resulting in cheap really quick production times?? something like that? like a death star just building crap lol

Ooh I like that better.  Maybe have it do the same salvage ship bonus that you get while conquering certain planets (like Kuat),  spawning random ships when a planet is conquered?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on June 30, 2013, 10:48:26 PM
that actually sounds good
Title: Re: Suggestions for 2.1
Post by: pincuishin on July 03, 2013, 03:12:52 AM
Yes and some special ships which only from the Devastators can you receive.
Title: Re: Suggestions for 2.1
Post by: Halcyon on July 06, 2013, 07:17:41 PM
I'd like to see the following stuff for Version 2.1. I've posted before and am a Huge huge fan of the Mod. Currently it ties with Phoenix Rising as my top two favorite Star Wars mods. Anyway here are my suggestions...

1. When Leia is on a planet she is accompanied by four Noghri assassins as bodyguards. (After Thrawn is defeated of course) This is true to the comics and what not because Leia helps the Noghri and they respect her as Vader's daughter making her worthy of the Noghri.

2. Jedi and Dark Jedi units need to be a little tougher. I've been playing version 2.0 for a while, and they just arn't that tough. I think a Jedi should be able to stand up to an AT-ST with no issue.

3. Different Race units for the New Republic i.e. Wookiee Assault Troops, Mon Calamari Troops, Sullustan Cheap Militia Troops, Bothan Scouts. ( Love the Novatroopers in 2.0 by the by ).

4. Imperial War Droids for land battles, they are pretty awesome, and it would give the Imps. cool hovering droids! Win win!

5. I usually say more planets! But Corey told Me what the deal is the the lots of planets thing. However I think that the Art of War light type game should have as many as the final imperial push 59 planets, that'd be cool.

6. The Shadow Academy for the Imps. Brakiss ran it with a Dathomiri Witch, could be like a bad ass Imp. base, could have a Dark Jedi Zekk, that becomes a good Jedi character in the next age.

7. Jacen and Jaina... where they at playa???

8. Imperial Guards! They were around for a while still, if not Imperial Guards then Imperial Sentinels would be pretty awesome.

That's all I have for now, just a few Ideas... Long live the Republic!
Title: Re: Suggestions for 2.1
Post by: tlmiller on July 07, 2013, 01:10:19 AM
My thoughts on your list:

2.  While I wouldn't mind seeing them a LITTLE toupher, the team specifically doesn't want them to be overpowered tanks like in the vanilla game.

3.  Infantry is Infantry.  Why spend the time modeling different infantry when they're all the same as far as their abilities?  Waste of the teams time, IMO.

4.  You talking about the big lumbering junk piles from Rebellion?

7.  Everything notable that they did takes place after this mods timeframe.
Title: Re: Suggestions for 2.1
Post by: Clubby71 on July 07, 2013, 03:03:35 AM
Leia is flanked by two guards, seems a little unnecessary to have more.  Not the highest priority.

On Jedi: I don't think they need to be tougher, I think they need to be more dangerous.  Lightsabers throws, jumping into enemy lines, and force crushing buildings/vehicles are good examples of making them more dangerous.  The buildings/ vehicle might be important since they have a hard time with smacking things around that aren't infantry.

NR troops: I would like to have more planets specific advantages, maybe that could include it, but that would  require those troops to actually earn being unique with abilities or other buffs.

On IR droids:  If you are talking about the SW Rebellion droids you should know that Corey has a post in this thread (I think) where he states an intense hatred of how those things look.  I love Rebellion, and my favorite ship is only found in that game (the Liberator)  But I'm not really sure what the canon is for most of that stuff, like dark troopers.

Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 07, 2013, 03:17:01 AM
The Royal Guard was brought up a number of times and vetoed for sound reasons. Jax might make an appearance though
Title: Re: Suggestions for 2.1
Post by: tlmiller on July 07, 2013, 03:35:28 AM
On IR droids:  If you are talking about the SW Rebellion droids you should know that Corey has a post in this thread (I think) where he states an intense hatred of how those things look.  I love Rebellion, and my favorite ship is only found in that game (the Liberator)  But I'm not really sure what the canon is for most of that stuff, like dark troopers.



They're canon.

http://starwars.wikia.com/wiki/X-1_Viper

Stupid, but canon.
Title: Re: Suggestions for 2.1
Post by: Fuwious on July 07, 2013, 12:08:59 PM
New Republic Infiltrators(Commando?) explosive ability feels bit over the top at the moment

exsample 2 AT-AT walkers and 8 AT-STs are moving foward in a formation and all that is required to wipe out all the AT-STs and bring the AT-ATs to bellow 50% health is single bomb from the commando

while normaly it isnt really a problem since AI prefers direct combat instead of flanking,it is extremly overpowered for something that can be garrisoned on planet via Infiltrator Academys(sometimes up to 3 Academys on one planet)

reducing the blast radius to single target or reducing the damage of the ability in general would bring it more in line with the rest of units
Title: Re: Suggestions for 2.1
Post by: Clubby71 on July 07, 2013, 02:24:53 PM
They're canon.

http://starwars.wikia.com/wiki/X-1_Viper

Stupid, but canon.

I did see that before, in Corey's post.  I meant dark troopers or ships like the Liberator.

But one feature I'd really like to see is a mechanic that uses the brilliant corporation buildings to add units to the inventory of certain planets, or maybe even rewrite the inventory of the planet so that it doesn't have too many units listed, but it's own list of ships/ land units.
Title: Re: Suggestions for 2.1
Post by: Halcyon on July 07, 2013, 05:05:26 PM
The Liberator- also one of my favorite ships "is" indeed canon, and needs to be in this game.

Jax would be awesome to have in the game yes.

Jacen and Jaina did a bunch of stuff, that would co-inside with the last era of this game. I.E. the Shadow Academy, where Brakiss meets his end. That happens around the same time period that Pellaeon brings the Empire into a more cohesive union. Though they are like 13 or 14 years old at the time lol.

Jedi should indeed be power houses they're friggin Jedi for Yoda's sake! Even a lowly Jedi Knight is an incredible bad ass, and would set up sweet fights where you might actually use Luke to fight a Dark Jedi.

Sedriss QL hasn't been mentioned... He was a powerful Dark Jedi that was a power issue after the Emperor's second rise...

Infantry is not infantry bro. Wookiees regenerate for one. Assault Wookiee teams could regenerate and have heavy blasters. Bothan Scouts could have a stealth ability, and a high LOS on the battlefield. Mon Calamari were known to be great at defensive operations, and heavy guns like a Stormtrooper E-Web gun. Sullustans... well I just like the little guys.

Instead of Imp. War Droids you can always go with the Imp. Shadow Droid then. More deadly, and way cooler looking. And Imperial Sentinels instead of Imperial Guards then. Imperial Sentinels were the Emperors genetic guinea pigs, and were huge like 8 feet tall.

The CC-9000 or something like that is a pretty awesome ship too, and should be included. It was smaller, but could stand up to a Star Destroyer. Impressive by anyones standards I think.
Title: Re: Suggestions for 2.1
Post by: Corey on July 07, 2013, 05:33:58 PM
Quote
Sedriss QL hasn't been mentioned... He was a powerful Dark Jedi that was a power issue after the Emperor's second rise...
He hasn't been mentioned because he's been in the mod for years.

1. When Leia is on a planet she is accompanied by four Noghri assassins as bodyguards. (After Thrawn is defeated of course) This is true to the comics and what not because Leia helps the Noghri and they respect her as Vader's daughter making her worthy of the Noghri.

She already has two.
Quote
3. Different Race units for the New Republic i.e. Wookiee Assault Troops, Mon Calamari Troops, Sullustan Cheap Militia Troops, Bothan Scouts. ( Love the Novatroopers in 2.0 by the by ).
...

Infantry is not infantry bro. Wookiees regenerate for one. Assault Wookiee teams could regenerate and have heavy blasters. Bothan Scouts could have a stealth ability, and a high LOS on the battlefield. Mon Calamari were known to be great at defensive operations, and heavy guns like a Stormtrooper E-Web gun. Sullustans... well I just like the little guys.

Why? All this is is a lot of build bar clutter and extra work for nothing except small amounts of visual differentiation. In Empire at War, infantry ARE just infantry. It's impossible to make them do anything distinct. People can try all they want, it's never worked because EaW's system is way too simplistic. Unless you want to do what other strategy games do and basically just make them single-unit squads that are effectively tanks that look like people. EaW isn't CoH.

Quote
5. I usually say more planets! But Corey told Me what the deal is the the lots of planets thing. However I think that the Art of War light type game should have as many as the final imperial push 59 planets, that'd be cool.

If we put any more planets in Art of War Light, we'd have to start removing the AI from some of the factions.
Quote
6. The Shadow Academy for the Imps. Brakiss ran it with a Dathomiri Witch, could be like a bad ass Imp. base, could have a Dark Jedi Zekk, that becomes a good Jedi character in the next age.
7. Jacen and Jaina... where they at playa???
...
Jacen and Jaina did a bunch of stuff, that would co-inside with the last era of this game. I.E. the Shadow Academy, where Brakiss meets his end. That happens around the same time period that Pellaeon brings the Empire into a more cohesive union. Though they are like 13 or 14 years old at the time lol.

The mod ends with the Pellaeon Gavrisom Treaty in 19ABY, with some allowances for technology past it, but that is the absolute cutoff date for events. The Shadow Academy wasn't around the time Pellaeon brought the Empire into a more cohesive union, that happened like 7 years earlier under him and Daala. What happened in this period was the aforementioned treaty, where he made peace with the New Republic.

This isn't just an incidental thing with respect to the Shadow Academy. The Shadow Academy was part of the Second Imperium, NOT the Imperial Remnant. This was a much smaller group (that barely controlled any planets) which only formed because of the peace between the NR and the IR. We can't really base any scenarios on things that happened because of the events that ended the mod, especially when the opposition group there has like 2 planets canonically. There's definitely no next era for Zekk to join the Jedi in, either.

Jacen and Jaina aren't in the mod because the mod ends when they're 10. Sure they had little adventures when they got kidnapped or whatever, but that isn't what the mod covers. They weren't actively sent on missions as part of the NR government, or military, or even as active duty Jedi. They were children.

Quote
8. Imperial Guards! They were around for a while still, if not Imperial Guards then Imperial Sentinels would be pretty awesome.
We've covered this several times in other threads. Melee units without the force are impossible to make useful.

Quote
The Liberator- also one of my favorite ships "is" indeed canon, and needs to be in this game.
Why does it need to be in the game? There's only ever been mention of them being used by the Rebellion, never the New Republic. More importantly, much like the Bulwark the only stats available for them are from Rebellion, making them deliberately extraordinarily overpowered for the sake of the Rebels being able to fight SSDs, so there isn't even much to work off of with them. Just because a ship exists doesn't mean it's worth adding.


Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 07, 2013, 06:01:55 PM
It's been awhile since I suggested something, so here I go.

In Hunt for Zsinj

Rogue and Wraith Squadron for NR , the first as a fighter group the second as a purely commando group(similar to Hand of Judgement, sniper, demo, repair and spy)

TIE Raptors for Zsinj instead of TIE Defenders as buildables

More hyperspace routes for a kind of hide and seek between players, more of a Hunt

Zsinj's businesses done like the smugglers in base FoC so he can pull money and resources from behind the lines and give the NR something to hunt down with the Wraiths.

Zsinj giving a credit bonus or discount bonus

Pirate units for Zsinj and corvettes instead of the lighter Imp ships to further distinguish him as being independent of the IR tech

More emphasis on sabotage options.

Well that's all I got for now, hope some where good ideas.
Title: Re: Suggestions for 2.1
Post by: Clubby71 on July 09, 2013, 04:12:24 PM
Why does it need to be in the game? There's only ever been mention of them being used by the Rebellion, never the New Republic. More importantly, much like the Bulwark the only stats available for them are from Rebellion, making them deliberately extraordinarily overpowered for the sake of the Rebels being able to fight SSDs, so there isn't even much to work off of with them. Just because a ship exists doesn't mean it's worth adding.

Well, while I won't argue for whether certain ships should be in the game or not, I would like to suggest tweaking corporations so that any military could use it on the corporation's home planet, with the appropriate faction still getting the discount and other factions getting a different unit list (similar to whatever faction usually controls that corporation) than their standard list for every other planet.  If balance is an issue than at least in larger maps where the strategic importance of a single planet is lesser than usual.  This would be fun simply for the choice of what ships you'd like to use with each other.  This could be used to make the enemy less predictable and be more fun for players to have the choice of what ships they'd like to mix and match with.  This way you could support ships that aren't conventional by having them in certain corp inventories as bonuses, w/o putting ships in standard lists for factions just for the sake of having them
Title: Re: Suggestions for 2.1
Post by: Corey on July 09, 2013, 04:58:04 PM
Considering a lot of the work we've tried to do lately is to make the factions more unique, that seems counterproductive, especially when a lot of the balance is done around fleet compositions in addition to individual ship capabilities. If people want to use the ships of another faction, they can get them by playing that faction.

Also, technically speaking, the addition of that many ships on a capital ship planet just wouldn't fit for most of the factions. There aren't any slots left for it.
Title: Re: Suggestions for 2.1
Post by: Revanchist on July 09, 2013, 05:23:06 PM
A couple of ideas for stuff:

A Hunt For Zsinj Multiplayer would be pretty cool.

It's been awhile since I suggested something, so here I go.

In Hunt for Zsinj

Rogue and Wraith Squadron for NR , the first as a fighter group the second as a purely commando group(similar to Hand of Judgement, sniper, demo, repair and spy)

Rogue definitely would be good. Wraiths maybe

TIE Raptors for Zsinj instead of TIE Defenders as buildables

More hyperspace routes for a kind of hide and seek between players, more of a Hunt

Raptors had no shields or hyperdrive though, they'd be kinda worthless to build I think.

Pirate units for Zsinj and corvettes instead of the lighter Imp ships to further distinguish him as being independent of the IR tech

Which ships do you refer to?

More emphasis on sabotage options

My idea would be to have a buildable Raptor Specialist (with a build and lifetime limit). They would function similar to Defilers in FoC. They could either be used as ground units or be spent to perform selected corruption type abilities (Sabotage and Bribery come to mind). They could only be built at Zsinj's location too.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 10, 2013, 12:14:36 AM
A couple of ideas for stuff:

A Hunt For Zsinj Multiplayer would be pretty cool.

Rogue definitely would be good. Wraiths maybe


My idea would be to have a buildable Raptor Specialist (with a build and lifetime limit). They would function similar to Defilers in FoC. They could either be used as ground units or be spent to perform selected corruption type abilities (Sabotage and Bribery come to mind). They could only be built at Zsinj's location too.

Indeed, I would LOVE a HFZ multiplayer. The AI just can't compare to hunting the living and vice versa.  The defiler thing sounds interesting but would be tough to balance.
Title: Re: Suggestions for 2.1
Post by: Kulter on July 10, 2013, 02:34:54 AM
Is there anyway we could add the Hapes Cluster to Art of War?
Title: Re: Suggestions for 2.1
Post by: Singularity on July 10, 2013, 07:13:49 AM
Maybe the NR could start with 2 captured ISDs, like they did in the X-Wing books?
Title: Re: Suggestions for 2.1
Post by: Settra on July 10, 2013, 11:01:59 AM
Is there anyway we could add the Hapes Cluster to Art of War?

It unfortunatley had to be removed due to there being too many active factions in Art of War, if you wish to play with the Hapes Cluster you can play Essence of War, or give either of the Zsinj campaigns a try.
Title: Re: Suggestions for 2.1
Post by: Clubby71 on July 10, 2013, 02:26:03 PM
Considering a lot of the work we've tried to do lately is to make the factions more unique, that seems counterproductive, especially when a lot of the balance is done around fleet compositions in addition to individual ship capabilities. If people want to use the ships of another faction, they can get them by playing that faction.

Also, technically speaking, the addition of that many ships on a capital ship planet just wouldn't fit for most of the factions. There aren't any slots left for it.

Well, I was suggesting making it so that it removes the standard ships for that faction on that planet, and replacing it with the corporation's catalog.  This could be used to include more ships that are more faction neutral as well as more corporations, like sorosuub or incom.  Maybe one way to make this possible is by making corporations have a shipyard that competes with the shipyard instead of using a land slot.  You still have unique fleets since you have to capture the specific planet, which now has a unique tactical importance besides whatever position it holds.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 11, 2013, 01:34:18 AM
I would like the Warlords to have some more bite since they seem to die very easily by EVERY faction. Maybe some ground defenses, golans, something?
Title: Re: Suggestions for 2.1
Post by: Crisiss on July 11, 2013, 04:30:26 AM
I would like the Warlords to have some more bite since they seem to die very easily by EVERY faction. Maybe some ground defenses, golans, something?
Agreed. I understand that canonically, most warlords weren't expansionists and didn't have an immense amount of resources to pour into defenses, but killing them is way too easy. I'd say an ISD and a couple of victories for light shipyard planets, a couple of ISDs on frigate shipyards, and an SSD (Sovereign?) on capital shipyards. Also, ground defenses need to be beefed. I can just plow through the space and auto resolve the ground with ease. I'd like to see Warlords as more of a threat. Thanks in advance.
Title: Re: Suggestions for 2.1
Post by: Corey on July 13, 2013, 11:58:17 AM
Indeed, I would LOVE a HFZ multiplayer. The AI just can't compare to hunting the living and vice versa.  The defiler thing sounds interesting but would be tough to balance.

Hunt for Zsinj is the LEAST possible to do as a multiplayer GC. Keep in mind that no scripts can be used to lock or unlock units. Every single unit that is accessible at the tech level the multiplayer GC is set to, plus every single unit available before would be available. The units in Hunt for Zsinj are all special-case units that are set to be locked automatically and then unlocked for specific GCs, but there's no mechanism to unlock them in multiplayer. We'd have to put them unlocked at level one, lock them out in every other single player GC and then just accept that they're gonne be on the build bar, pushing everything else off in every single other multiplayer GC, which isn't an option.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 13, 2013, 02:38:23 PM
Hunt for Zsinj is the LEAST possible to do as a multiplayer GC. Keep in mind that no scripts can be used to lock or unlock units. Every single unit that is accessible at the tech level the multiplayer GC is set to, plus every single unit available before would be available. The units in Hunt for Zsinj are all special-case units that are set to be locked automatically and then unlocked for specific GCs, but there's no mechanism to unlock them in multiplayer. We'd have to put them unlocked at level one, lock them out in every other single player GC and then just accept that they're gonne be on the build bar, pushing everything else off in every single other multiplayer GC, which isn't an option.

Wow, that is unfortunate it seems like one of the most promising of possible multiplayer GCs for vs.
Oh well, a man can dream
Title: Re: Suggestions for 2.1
Post by: Halcyon on July 16, 2013, 03:48:45 PM
Whoo hoo I love getting shot down by the ol Cormeister!

Anyway FINE the Shadow Academy wasn't a perfect idea, but a cool one.

I disagree on the infantry thing though. The Mon Cal Infantry could have the Grenadier weapons, and the Wookiee's could have the plasma weapons from Zann's troops. Both are unique, and do different things than the regular blaster or missle troops. That would make Wookiee's vehicle killers, and Mon Cal's good at dispersing other infantry, while being cheaper than vehicle's that do the same.

The Liberator and Dauntless class ships show up in Comics set after the Rebellion, used as New Republic ships. I like the idea mentioned of other planets having other ship building trees. The Dauntless could be set up on a planet, the Liberator on another, and maybe the CC 9000 on Corellia. People like diverse battle groups, and these ship's off cool options.

It's funny but you ask why would you waste time and reskin infantry, or add ships that fans like, well It's because we'd like to have them in the game. It would be awesome.

The Imperial Sentinels did have some force powers so they could work. They had halberd like weapons, and could be available when Palpatine's on board. They force heal themselves. and have a dark side rage ability that makes them stronger and faster. Not sure how to transfer that to game terms though.

Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on July 16, 2013, 06:40:00 PM
The NR already has infantry and vehicle killers: the regular troops, and Plex Troopers. I would like to see a grenadier-type unit, but it's not necessary.

Sentinels could have their Force Rage implemented via the Stim Packs ability or some such. I don't think they have much of a chance, though, especially since the beta's already started.

I have a suggestion concerning unit names: are the Plex troopers going to be a) added to the PA and b) renamed to the Rebel Vanguard and Shock Troopers, as stated in the manual? Couldn't help but notice this.
Title: Re: Suggestions for 2.1
Post by: Revanchist on July 16, 2013, 06:53:08 PM
Maybe the Yevethan infantry could be given the stimpack ability (you could call it Suicidal Rage or something).
Title: Re: Suggestions for 2.1
Post by: Singularity on July 16, 2013, 08:31:05 PM
Will you be able to fix the 'AI doesn't do anything' issue in Shadow Hand?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 16, 2013, 10:21:53 PM
Maybe the Yevethan infantry could be given the stimpack ability (you could call it Suicidal Rage or something).

Self destruct abilities for their Thrustships and land vehicles would seem appropriate and useful as well.


Perhaps in the future(not 2.1) more emphasis on the building of the EotH. You guys created some awesome units for them from scratch. I'd love a campaign that doesn't pit them against Imperials or the Rebels bu trather against some enemies they faced and defeated in the Unknown Regions. Like a GC entirely in the Unknown Regions for just the EotH against the Ssi Ruuk, Vagaari, Nuso Esva and pirates would be very awesome. I'd love to do some VOs too if it could be an event driven campaign. I think it would be a truly fitting way for EotH fans to get to do a lot of stuff that we know happened but didn't get a chance to ever do. Starting at Nirauan and gradually unlocking new heroes, units and resources to make the EotH what we all know and love.

Just a thought.
Title: Re: Suggestions for 2.1
Post by: [REaW] CC0431 on July 16, 2013, 11:34:29 PM
Hey there! I've got a couple suggestions for 2.1 (unless your not taking anymore)

1. Jacen Solo, i think they should be added as some more Jedi heroes for the NR, the reasons i think this is that according to Canon. Jacen and Jaina both were Jedi Knights before the Yuuzhan Vong attacks the NR.

2. AT-XTs, i think they should be added as a walker unit for the PA because they are sorta out-dated, and were the walker used between the AT-RT and AT-ST.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on July 17, 2013, 12:34:44 PM
Both of these have been shot down repeatedly. Jacen Solo is out of the time frame of this mod, and the AT-XT does not fill any roles already adequately covered.
Title: Re: Suggestions for 2.1
Post by: Crisiss on July 17, 2013, 03:15:43 PM
Self destruct abilities for their Thrustships and land vehicles would seem appropriate and useful as well.


Perhaps in the future(not 2.1) more emphasis on the building of the EotH. You guys created some awesome units for them from scratch. I'd love a campaign that doesn't pit them against Imperials or the Rebels but trather against some enemies they faced and defeated in the Unknown Regions. Like a GC entirely in the Unknown Regions for just the EotH against the Ssi Ruuk, Vagaari, Nuso Esva and pirates would be very awesome. I'd love to do some VOs too if it could be an event driven campaign. I think it would be a truly fitting way for EotH fans to get to do a lot of stuff that we know happened but didn't get a chance to ever do. Starting at Nirauan and gradually unlocking new heroes, units and resources to make the EotH what we all know and love.

Just a thought.
Or... You start out as the Empire of the Hand, unified and such, then you are attacked one by one by pirates and other factions and the other 3 faction's forces until your empire crumbles. The alternative would be an Hand civil war, which results in infighting between the various member worlds of the EotH. Eventually, the start your reconquest of your empire and eventually move on to strike back at your foes, and destroy their morale and leadership, an eventually their forces and culture.
Title: Re: Suggestions for 2.1
Post by: Halcyon on July 17, 2013, 07:35:32 PM
Having a campaign where the EoTH fights some Unknown Region baddies sounds pretty sweet! Sign Me up for that! Good call. You could also include Bakura and the NR, since the Ssi Ruuk invaded Bakura around 7 years after the Battle of Endor. That would be pretty cool. The Vagaari are pretty awesome too.

Man I hate the Vong. They were absolutely the worst thing to EVER hit Star Wars! Thank the Gods that Lucas is destroying that timeline with his new movies. The Vong were just the Zerg, thrown into Star Wars.
Title: Re: Suggestions for 2.1
Post by: Settra on July 17, 2013, 08:12:10 PM
Man I hate the Vong. They were absolutely the worst thing to EVER hit Star Wars! Thank the Gods that Lucas is destroying that timeline with his new movies. The Vong were just the Zerg, thrown into Star Wars.

Not to sure about that, where did you see information about that. Also, while the EoTH fighting unknown regions forces would be cool, I'm sure the faction limitations would be in the way (without even mentioning that the team is going to focus on Ascendancy after the 2.1 beta process).
Title: Re: Suggestions for 2.1
Post by: Rovert10 on July 17, 2013, 08:25:02 PM
Personally I enjoyed the Vong War.

I don't know how people get the reasoning that Star Wars 7 is going to change the entire Expanded Universe.

I doubt J.J Abrams is the kind of guy that would suddenly change a very established plot/cannon.
He kept Star Trek's cannon by making the alternate timeline/universe to suit his needs and all. But the original cannon is still there.
Title: Re: Suggestions for 2.1
Post by: Revanchist on July 17, 2013, 10:00:06 PM
I personally enjoyed the Vong war as well. It was one of the best story lines of the EU in my opinion.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 17, 2013, 10:14:29 PM
I personally enjoyed the Vong war as well. It was one of the best story lines of the EU in my opinion.

Indeed, I found them creative and interesting as antagonists. I also found myself rooting for Nom Anor later in the saga as well. It was also really great to revist worlds like N'zoth, Bakura and the unknown regions bantom had opened but never touched again.
Title: Re: Suggestions for 2.1
Post by: Corey on July 18, 2013, 01:03:57 AM
First off, please try to stay on topic. I already have to split off one topic today.

Quote
I disagree on the infantry thing though. The Mon Cal Infantry could have the Grenadier weapons, and the Wookiee's could have the plasma weapons from Zann's troops. Both are unique, and do different things than the regular blaster or missle troops. That would make Wookiee's vehicle killers, and Mon Cal's good at dispersing other infantry, while being cheaper than vehicle's that do the same.

I still maintain that the differences in infantry types in a game like EaW are, beyond the basic trooper/plex/commando distinctions are entirely illusory and entirely visual at best. What, for example, distinguishes those plasma-wielding wookies from the regular NR soldiers?

Quote
The Liberator and Dauntless class ships show up in Comics set after the Rebellion, used as New Republic ships. I like the idea mentioned of other planets having other ship building trees. The Dauntless could be set up on a planet, the Liberator on another, and maybe the CC 9000 on Corellia. People like diverse battle groups, and these ship's off cool options.

Again, the only stats available for the Liberator are completely over the top for a ship of its size because they were designed to stand up to SSDs in Rebellion (meaning their stats make no sense and were an ad hoc decision for the purposes of a game no different from how Petro gave MC80s and ISDs the same weapons, but which becomes unnecessary and damaging within our own system). The Dauntless is in effectively the same boat. Since all these ships bring to the table is a name and a design, what is it exactly that makes them useful, and what do they bring to the mod besides visual diversity? What's "cool" about them? You can find people who think any individual design is cool, so if the deciding factor here is just what's cool and not what actually adds somethign substantial, what's the cutoff criteria? Beyond a certain point, visual diversity is just another word for noise, and it makes the mod worse overall because the mod is stuffed full with redundant ships that still divert time and resources that can be used to add other more meaningful content, or better yet polish existing content. Every new ship that gets added is one more thing that needs to be maintained, and the end result is a worse mod. Each ship also delays the release of the mod by about a week and a half on average. There's plenty of people that'd just say "oh well you're just being lazy" but that's an exceptionally narrow way to look at it. We're still working today on content we decided to add or started working on 2-3 years ago with the EotH restoration project (for example) and we're far more interested in making the content that's actually there and needed better than just throwing in whatever we find on wookiepedia because a few people might find it cool, which also piles onto the already hefty filesize and performance demands.

Quote
Perhaps in the future(not 2.1) more emphasis on the building of the EotH. You guys created some awesome units for them from scratch. I'd love a campaign that doesn't pit them against Imperials or the Rebels bu trather against some enemies they faced and defeated in the Unknown Regions. Like a GC entirely in the Unknown Regions for just the EotH against the Ssi Ruuk, Vagaari, Nuso Esva and pirates would be very awesome. I'd love to do some VOs too if it could be an event driven campaign. I think it would be a truly fitting way for EotH fans to get to do a lot of stuff that we know happened but didn't get a chance to ever do. Starting at Nirauan and gradually unlocking new heroes, units and resources to make the EotH what we all know and love.


While I don't disagree that it would be cool, that's entirely unfeasible. It's effectively a whole mod unto itself. It would require building three or four factions entirely from scratch, with all new infantry, vehicles and ships. Controlling only a few planets and being only in one GC doesn't make the resource costs any less, and infact makes it even less desireable since it's a huge portion of the content. It'd be equivalent to making the EotH itself again from scratch (which we did, except it was space and only half of their ground stuff, whereas this has all of that, plus at least 6 entirely new infantry units)
Title: Re: Suggestions for 2.1
Post by: Crisiss on July 18, 2013, 02:01:06 AM
And the almighty Corey comes to rape everyone's hopes and dreams.


gg no re
Title: Re: Suggestions for 2.1
Post by: Revanchist on July 18, 2013, 07:03:50 PM
I think the Dark Jedi should be given something other than Heal. Maybe they could be given Cloak instead.
Title: Re: Suggestions for 2.1
Post by: Crisiss on July 18, 2013, 08:36:21 PM
I think the Dark Jedi should be given something other than Heal. Maybe they could be given Cloak instead.
Maybe a really low tier version of Gethzerion's drain life? Or was it Siri? Been playing too much SWGemu ._.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 18, 2013, 09:56:40 PM
lol well Corey does have a point and while we may come up with some of these ideas it's up to him and the team with little or no sleep and lots of work to make it feasible. It's good that he thinks through what can be done with the mod or it'd be a giant mess. His arguments are sound and I do concede the point. I shall also attempt to stay on topic from here on out.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on July 19, 2013, 01:04:26 PM
Maybe a really low tier version of Gethzerion's drain life? Or was it Siri? Been playing too much SWGemu ._.

The ability was originally Silri's, and I would agree with giving it to Dark Jedi, who are, after all, Jedi who are dark. (Although, no doubt iPhone users already know Siri can drain your life too. ;))
Title: Re: Suggestions for 2.1
Post by: Blackout on July 21, 2013, 07:10:41 AM
Here's my suggestion :):
http://gutr.swrebellion.com/forums/index.php/topic,4719.0.html
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on July 22, 2013, 01:22:48 PM
So it's not too late to make a suggestion? Okay. I saw a while back that the V-19 Torrent was considered as a Pentastar fighter unit. Might I instead suggest the V-Wing fighter, an overall superior craft to the V-19. In addition to this, there is another important factor: the V-Wing already exists in-game, and would not require a unit built from scratch.

(Disclaimer: I am aware the V-19 was produced in far greater numbers.)
Title: Re: Suggestions for 2.1
Post by: Slornie on July 22, 2013, 01:57:07 PM
In addition to this, there is another important factor: the V-Wing already exists in-game, and would not require a unit built from scratch.
The V-19 is already in-game now too. ;)
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on July 22, 2013, 04:08:12 PM
So you have a V-19 model already? Okay, so what's your thought on the V-Wing as a replacement or (if the roster can hold another slot) as another fighter, maybe flying off the Venator? Could it be done as part of that corporation-thing they would have instead of eras?
Title: Re: Suggestions for 2.1
Post by: Slornie on July 22, 2013, 04:14:50 PM
So you have a V-19 model already?
Yep! (http://gutr.swrebellion.com/forums/index.php/topic,3073.0.html) :)
Title: Re: Suggestions for 2.1
Post by: Crisiss on July 22, 2013, 04:16:53 PM
So you have a V-19 model already? Okay, so what's your thought on the V-Wing as a replacement or (if the roster can hold another slot) as another fighter, maybe flying off the Venator? Could it be done as part of that corporation-thing they would have instead of eras?
Look, I don't mean to be rude, but to put it bluntly the mod is already nearly 5 gigabytes, and every single new unit that is pretty much a copy/paste of another is redundant and a waste of time. The V-Wing doesn't offer anything the V-19 didn't, although I personally prefer the V-Wing since it was also pushed into Imperial service. The V-19 is in, the V-Wing isn't, get used to it. :)
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 22, 2013, 10:00:02 PM
Look, I don't mean to be rude, but to put it bluntly the mod is already nearly 5 gigabytes, and every single new unit that is pretty much a copy/paste of another is redundant and a waste of time. The V-Wing doesn't offer anything the V-19 didn't, although I personally prefer the V-Wing since it was also pushed into Imperial service. The V-19 is in, the V-Wing isn't, get used to it. :)

Bit harsh there, though you are right. There are enough unit similarities without the need to add more.
Title: Re: Suggestions for 2.1
Post by: tlmiller on July 22, 2013, 10:12:28 PM
Despite lacking shields, I prefer the V-19, it has concussion missile launchers, so gives the PA a great all around fighter that can do some minor damage to shields, much like all of the fighters for the NR.  Very much further differentiates them from the IR.
Title: Re: Suggestions for 2.1
Post by: [REaW] CC0431 on July 22, 2013, 10:45:54 PM
I've got a couple more suggestions, i hope they won't be to much...

1. Is it possible to give the Jedi randomly colored Lightsabers when they land? It's getting a little... Well... Annoying that all they have is yellow, and why yellow in the first place? (Not trying to sound rude or mean or anything)

2. What about Kyp Durron as another Jedi Knight hero? He was one of the first Jedi, so he fits the time-period of the Mod.  (Era 4. Btw, LOVED that you added Kyle Katarn!)

3. And lastly, the Sun Crusher? As an Imperial Super Weapon? It was used by the Empire when Daala was trying to defeat the NR.

That's it, please consider or instantly shoot down these suggestions.
Title: Re: Suggestions for 2.1
Post by: tlmiller on July 22, 2013, 11:10:53 PM
Sun Crusher is out of the scope of FOC's capabilities.  Same reason world devastators and the like aren't in the game.

Can't speak towards Kyp.

I believe the reason all Jedi have the same lightsaber is that it would require multiple models to be able to have multiple colored lightsabers, and the mod team is trying to keep the mod as minimal as possible, since it's already quite huge.
Title: Re: Suggestions for 2.1
Post by: [REaW] CC0431 on July 22, 2013, 11:32:12 PM
Yeah... You've got a point with the Sun Crusher...

But still, yellow Lightsabers? I would think blue would be a better choice since EVERYONE seems to use it...
Title: Re: Suggestions for 2.1
Post by: Blackout on July 26, 2013, 05:56:02 PM
My biggest suggestion for TR is to overhaul space skirmish completely. To the complete contrast of my opinion on Multiplayer Campaign, I think that space skirmish was so overdone and so many of the unnecessary things that were added, extremely hindered the experience of space skirmish compared to the original game. I might just start a thread about how space skirmish should be re-done entirely. The best thing about multiplayer atm are the two new grey color choices.
 
Title: Re: Suggestions for 2.1
Post by: Corey on July 26, 2013, 06:43:49 PM
I find that hard to believe considering basically nothing was changed about it. Do you have any actual examples? What unnecessary things are you actually talking about?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on July 27, 2013, 06:04:00 AM
I found skirmish workable with no problems
Title: Re: Suggestions for 2.1
Post by: Waffle Wagon on July 27, 2013, 10:27:23 AM
I've generally found space skirmish to be a lot of fun, though its a bit annoying that the AI can be so predicable at times... Playing against the NR, they will always form one big battle ball of Coronas (which can't be hurt by proton torpedoes) and quasars. I've played several skirmishes in which the AI literally built nothing else. It even seems to ignore capturing mining facilities and just drives its fleet across the map, chasing any of my ships it can find and leaving me to just run back and forth rebuilding mines and warp in bombers behind their shipyard. But that's not so much a defect as it is an interesting quirk, since only the NR seems to behave that way.
Title: Re: Suggestions for 2.1
Post by: Eclipse on July 27, 2013, 02:00:02 PM
I wish the NR would behave like that. If I let'em live long enough they'll make a massive spam of MC-80 and nebula star destroyers and that's where my skirmish is over
Title: Re: Suggestions for 2.1
Post by: Revanchist on July 27, 2013, 02:54:54 PM
I wish the NR would behave like that. If I let'em live long enough they'll make a massive spam of MC-80 and nebula star destroyers and that's where my skirmish is over.

Yeah, that happens to me too. The NR has a peculiar AI that no other faction has. The other factions tends to build a large amount of a variety of units, but the NR just spams one or two units.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 04, 2013, 05:41:02 PM
My biggest argument for the Liberator is that it was designed to be a heavy fighter carrier, so that it could stand up to a Star Destroyer while carrying a dozen fighter squadrons. The carriers for the Empire and Republic are super weak, and the Liberator isn't... with heavier armor and shields including heavier weaponry. While the Liberator brings in fighters, it can also be used as an effective gunboat/destroyer of Lancer Frigates and Corellian Corvettes.

Also to the Vong stuff I brought up before... Lucas has stated just recently that while he's happy to have people contribute to the EU, that he himself does not hold that any of it is canon. He has stated that the work of Timothy Zahn, with Shadows of the Empire, and Thrawn's story IS indeed canon in Lucas's eyes, the rest is not. His story for 7, 8, and 9 is set in the exact same timeframe as the Vong story is supposed to be, and that he's using Han and Leia's kids, though he won't say how many they have. Luke will also have a kid, or kids, he has not decided.

I have looked at another Mod called Awakening of the Rebellion, it's a German made Mod. Anyway I bring it up because they have a really cool Infiltrator Team. Instead of two units, you get 5 units. A Bothan Scout, with pistol and high LOS. Then you get a Twi'Lek Medic that heals, a sniper that's just like the normal infiltrator, another infiltrator that has a machine gun like blaster, and lastly a guy with a missile launcher! It's rather cool, and thought perhaps others would find it cool as well. 

Lastly on the Jedi, didn't the Jedi come in a team of three one with a Blue, one a Green, and one a Yellow saber in like version 1.3?? Why are they changed to just yellow now?

Look forward to being destroyed by Corey. ( Lol... I am kidding. And I truly love this Mod and what the team does with it.)
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 04, 2013, 06:39:19 PM
Well as long as Thrawn is canon
Title: Re: Suggestions for 2.1
Post by: JC123 on August 04, 2013, 07:50:43 PM
Well as long as Thrawn is canon

That's incredible.  I thought Thrawn was getting axed.  Maybe today wasn't so bad after all.
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 04, 2013, 10:30:04 PM
Where exactly was the source for this?

Anyways, back on topic, maybe the Hapan Battle Dragons could be given a Deploy Pulse Mines ability, whereby they could launch a destroyable Interdiction device (similar to the Interdictor field from FoC, only smaller and in a mine field style [like the buzz droid field]).
Title: Re: Suggestions for 2.1
Post by: Redraline_Salkos on August 05, 2013, 05:16:43 AM
Where exactly was the source for this?

Anyways, back on topic, maybe the Hapan Battle Dragons could be given a Deploy Pulse Mines ability, whereby they could launch a destroyable Interdiction device (similar to the Interdictor field from FoC, only smaller and in a mine field style [like the buzz droid field]).
That sounds like an interesting idea.
Title: Re: Suggestions for 2.1
Post by: Slornie on August 05, 2013, 01:39:08 PM
Anyways, back on topic, maybe the Hapan Battle Dragons could be given a Deploy Pulse Mines ability, whereby they could launch a destroyable Interdiction device (similar to the Interdictor field from FoC, only smaller and in a mine field style [like the buzz droid field]).
This is certainly something I'd like to see, and have actually suggested on several occasions myself.  /Has been meaning to try and do this for about three years. :P
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 05, 2013, 08:20:33 PM
Sigh, while a thrawn Trilogy would be most interesting I just don't have the faith in Disney to believe it can be done
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 05, 2013, 10:10:38 PM
Or if they did, Thrawn would come off looking like a brain dead idiot, like a certain Anakin in the prequels...
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 05, 2013, 11:38:40 PM
Come on everyone, lets stay on topic (or after going off-topic, get back to a subject that is relevant).

Anywho: the Interdictor SDs do not have an animation for when they activate their gravity well generators. I was wondering if one could be added.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 06, 2013, 09:33:12 AM
Source for what I wrote came from Lucas himself when he spoke at the film college he and Spielberg chair in California. Thrawn won't be in the movies, that's over and done with he said. He just said that Timothy Zahn's stuff will be canon, and that Thrawn may be mentioned in Episode VII. He didn't say very much at all unfortunately, so other details are unknown.

Anyhoo I saw in earlier posts something about Kyp Durron. Adding Kyp Durron would be pretty awesome, he is crucial to rebuilding the Jedi, and has evolved into an interesting character. I think the more heroes the better, since they have a chance to be killed off.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 06, 2013, 09:38:19 AM
Having a game where you can play as the Hutts would be pretty interesting to. I know they didn't have much of an impact really, but it'd be cool to play as them.

I like the deployable interdiction mine field for the Hapan Dragon, that's pretty interesting.

 
Title: Re: Suggestions for 2.1
Post by: Singularity on August 06, 2013, 12:59:18 PM
Coming soon to the Disney Channel!:

The Adventures of Young Mitth'raw'nuruodo and Friends TM
Title: Re: Suggestions for 2.1
Post by: Redraline_Salkos on August 06, 2013, 06:09:57 PM
I wonder if it would be possible to have a unit which can seen stealth units in GC...
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 07, 2013, 12:32:14 AM
Coming soon to the Disney Channel!:

The Adventures of Young Mitth'raw'nuruodo and Friends TM

"NO! Kill! Murder! Destroy! EXTERMINATE! EXTERMINATE! EXTERMINATE!!!
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 07, 2013, 10:43:09 AM
Source for what I wrote came from Lucas himself when he spoke at the film college he and Spielberg chair in California. Thrawn won't be in the movies, that's over and done with he said. He just said that Timothy Zahn's stuff will be canon, and that Thrawn may be mentioned in Episode VII. He didn't say very much at all unfortunately, so other details are unknown.

Anyhoo I saw in earlier posts something about Kyp Durron. Adding Kyp Durron would be pretty awesome, he is crucial to rebuilding the Jedi, and has evolved into an interesting character. I think the more heroes the better, since they have a chance to be killed off.

Interesting, but irrelevant since Lucas isn't in charge anymore and no one cares what he thinks. As for Kyp, I am not sure whether another Jedi hero would be a good idea.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 07, 2013, 04:26:09 PM
Lucas is still the senior design/story consultant, he just works through Kathleen Kennedy.

Why would another hero matter? In fact I think every faction should have more heroes! Heroes are awesome, and since they can die and not re-spawn (Unless needed in another Era) it would be cool. Kyp would be awesome to have. What if Luke or Kyle Katarn dies, and yer bummed... Here comes Kyp! Idk just an idea. Kenth Hamner and some other Jedi would be cool to have to. For the Imperial Remnant you could add that Assassin guy that Kir Kanos killed in Crimson Empire 3 (his name escapes me right now). There's lots of interesting characters that contributed to this stretch of Star Wars time that would be interesting to have as heroes.
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 07, 2013, 04:29:46 PM
I played as Duskhan League in black fleet crysis, and just had an idea.
I saw the Yevethan AT-AT placing stormtroopers, and just tought, why isn't it placing yevethan troops???
Just think about that:why would the DL using stormtroopers, when they want to kill every non-Yevethan?
If I missed something,and made myself a fool just tell me...
Title: Re: Suggestions for 2.1
Post by: Singularity on August 07, 2013, 07:51:21 PM
As I said, Desann and/or Fyarr and Tavion could always be added in as unlockable IR heroes in Era 4. Yes I know they were 'technically' part of the Empire Reborn, but that was just done to salvage something from that terrible book.
And anyway, the Imps they work with are always called 'The Remnant' in the games.

Kirtan Loor and Wraith Squadron would be welcome as well.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 08, 2013, 01:04:22 AM
I do agree on the Wraiths. I don't see Tavion or Desann really adding anything though
Title: Re: Suggestions for 2.1
Post by: Blackout on August 08, 2013, 01:06:20 PM
This is just a suggestion(ofc), but the NR being Red and the IR being blue would be nice :)
Title: Re: Suggestions for 2.1
Post by: Corey on August 08, 2013, 01:45:16 PM
Why? The Imperial symbol is almost always black or green, that's the standard colour for them. I'm pretty sure the only place I've seen them blue is in FoC. Not to mention that of the four playable factions, we already have the Empire of the Hand using cyan (light blue) and the Pentastar Alignment using navy blue, having a third blue faction would make the minimap pretty unclear for no reason.

As for the New Republic, the Rebellion's main colour was red, but the NR isn't the Rebellion. Their logo thing is usually some combination of blue, red, yellow or orange. Blue wouldn't work for the same reason it doesn't for the Remnant, and of the rest orange stands out better on the map.

Quote
My biggest argument for the Liberator is that it was designed to be a heavy fighter carrier, so that it could stand up to a Star Destroyer while carrying a dozen fighter squadrons. The carriers for the Empire and Republic are super weak, and the Liberator isn't... with heavier armor and shields including heavier weaponry. While the Liberator brings in fighters, it can also be used as an effective gunboat/destroyer of Lancer Frigates and Corellian Corvettes.

I don't see why this makes it a good thing to add. Again, the only stats we have for it are from a game where it was artificialyl inflated to be much better at a bunch of stuff than any ship its size and class has any right to be. Saying a ship is awesome at everything isn't an argument for why it's good for the game. You're giving a faction that's supposed to have a weak early game a ship that despite being small and a carrier can outgun almost every Imperial ship. Carriers are supposed to be weak as combat ships. The exceptions to that have to be expensive, or have other downsides (Endurance being an example of a carrier that also has decent combat abilities). More importantly, they can't be exceptions because of the poor balancing decisions made by other games.

Quote
Lastly on the Jedi, didn't the Jedi come in a team of three one with a Blue, one a Green, and one a Yellow saber in like version 1.3?? Why are they changed to just yellow now?

Because the exporter fucked up and their collision meshes were about 10 feet behind them, which is what made Jedi so impossible to kill in 1.3. The importer/exporter also refused to play nicely when I was trying to fix them, so ultimately I was only able to fix one of the models, and it was the yellow one. The rest kept breaking.

Quote
Anyhoo I saw in earlier posts something about Kyp Durron. Adding Kyp Durron would be pretty awesome, he is crucial to rebuilding the Jedi, and has evolved into an interesting character. I think the more heroes the better, since they have a chance to be killed off.

Why would another hero matter? In fact I think every faction should have more heroes! Heroes are awesome, and since they can die and not re-spawn (Unless needed in another Era) it would be cool. Kyp would be awesome to have. What if Luke or Kyle Katarn dies, and yer bummed... Here comes Kyp! Idk just an idea. Kenth Hamner and some other Jedi would be cool to have to. For the Imperial Remnant you could add that Assassin guy that Kir Kanos killed in Crimson Empire 3 (his name escapes me right now). There's lots of interesting characters that contributed to this stretch of Star Wars time that would be interesting to have as heroes.

More heroes doesn't equal better, it makes the game more focused around them which is something we've tried to avoid. Also, only so many can fit onto the hero bar. Especially when it comes to jedi, they're a TON of work for something that doesn't do anything new. There's no different function that Kyp would serve which Luke, Kyle, Cilghal, Mara, Sedriss, Palpatine or Corran doesn't already dothe exact same way, and making it so he pops up when another one dies is both counterintuitive and kind of destroys the point of heroes not respawning. We've addressed the specific idea of Kyp several times in the past. Kenth Hamner, on the other hand, only started doing anything in the Vong War.

Quote
I saw the Yevethan AT-AT placing stormtroopers, and just tought, why isn't it placing yevethan troops???
Because the Yevethans don't have the rappelling animation.

Quote
As I said, Desann and/or Fyarr and Tavion could always be added in as unlockable IR heroes in Era 4. Yes I know they were 'technically' part of the Empire Reborn, but that was just done to salvage something from that terrible book.
And anyway, the Imps they work with are always called 'The Remnant' in the games.

Even if it was done for bad reasons, they still were part of a completely different group. Also see previous comments about jedi being pointless and huge amounts of work. I'm really not an infantry modeler, skinner and DEFINITELY not an animator. All I can even really do are edits to the existing stuff, so they wouldn't look how I imagine you all would expect them to in the first place. We don't have the team or resources to do 27 new jedi heroes even if we wanted to.

Title: Re: Suggestions for 2.1
Post by: Singularity on August 08, 2013, 02:21:06 PM
Fair enough.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 08, 2013, 04:07:10 PM
Indeed and the last thing the NR needs is MORE Jedi.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 11, 2013, 06:06:41 PM
Corey does it again! Kills our happiness!! Lol jk... sorta lol.

Ok fine I will stop with the ships lol. Heavier carriers are unneeded that's cool I concede.

The Jedi of 1.3 weren't completely horrible. The Jedi are just way to weak in 2.0, they should be amped up a little.

It's unfortunate that Jedi are so hard to do, because the team of Jedi with a blue, green, and yellow saber was pretty awesome. I would like the Jedi to have a different color than Yellow however, not a fan of the yellow. I think Blue or Green would be better, leaning more toward Blue, since Luke has green. A Cyan saber, like Luke had before the colors were redone for the movies would be awesome lol.

I'm still gonna say a Mon Calamari unit with an EWEB Gun unit would be awesome for the NR.

I see what you're saying about Kyp. I concede on Kyp as well. Also on Kenth Hamner, he was around but yer right about him not really doing anything. I know the games not about Heroes, but it's awesome to have them to help beef up the regular army. (Another reason Jedi should be beefed up a little, which includes Dark Jedi.)

Alright round 30.... Lol...
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 11, 2013, 06:13:08 PM
I would say that the jedi hero's are quite powerful enough.  1 Jedi can destroy multiple squads of AT-ST's (specifically made to destroy infantry), or several AT-AT's.  They're fast, fairly resilient, and can put out some insane damage for infantry.

Yes, the unnamed Jedi and Dark Jedi are complete wimps, but the heroes, anything but.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 11, 2013, 10:13:03 PM
Indeed
Title: Re: Suggestions for 2.1
Post by: Corey on August 11, 2013, 10:31:05 PM
Quote
The Jedi of 1.3 weren't completely horrible. The Jedi are just way to weak in 2.0, they should be amped up a little.

There wasn't a stat change between 1.3 and 2.0. The reason Jedi were "good" was because their collision mesh was broken and they couldn't actually be hit properly, so they could walk through and kill whatever they wanted until splash damage took them out.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on August 14, 2013, 02:33:05 PM
In my eyes they still need a boost. Perhaps simply addding block and deflect chances?
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 14, 2013, 04:19:47 PM
In my eyes they definitely don't.  They're the most powerful hero units in ground combat, and can tear through entire squads.  Just like the team doesn't want SSD's galore for balance, any more powerful and they're simply making the game imbalanced.
Title: Re: Suggestions for 2.1
Post by: Slornie on August 14, 2013, 04:41:20 PM
In my eyes they definitely don't.  They're the most powerful hero units in ground combat, and can tear through entire squads.  Just like the team doesn't want SSD's galore for balance, any more powerful and they're simply making the game imbalanced.
I think Jordan and Halcyon are talking about the New Republic's recruit-able Jedi unit, not their Jedi heroes.
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 14, 2013, 06:36:04 PM
I hope so (if so I definitely agree). The Dark Jedi/Jedi nonheroes are useless when they can't even stand against a single infantry squad without dying.
Title: Re: Suggestions for 2.1
Post by: Eclipse on August 14, 2013, 07:34:45 PM
Maybe they could defend themselves using the lightsaber, you know, reflecting 40-60% of the laser shoots so that they can be more useful without making them overpower in terms of heal, speed or damaged.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 14, 2013, 09:12:56 PM
I think Jordan and Halcyon are talking about the New Republic's recruit-able Jedi unit, not their Jedi heroes.

Oh, those and the dark jedis are totally useless, yeah.
Title: Re: Suggestions for 2.1
Post by: Redraline_Salkos on August 14, 2013, 11:04:07 PM
I have to agree. The way things stand now, the recruit-able force using lightsaber wielders are pretty much useless.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 15, 2013, 01:19:59 AM
Oh, those and the dark jedis are totally useless, yeah.

Well to be fair the Dark Jedi(generic ones anyway) in the EU were a bit useless(I mean Katarn was almost completely untrained and he killed 7 Dark Jedi by himself, a lot of the Prophets of the Dark side and regular Dark Jedi were pretty weak and a lot of Luke's "New" Jedi weren't much better. A few of each side were decent but a majority of them were weaklings
Title: Re: Suggestions for 2.1
Post by: Redraline_Salkos on August 15, 2013, 02:07:13 AM
Well to be fair the Dark Jedi(generic ones anyway) in the EU were a bit useless(I mean Katarn was almost completely untrained and he killed 7 Dark Jedi by himself, a lot of the Prophets of the Dark side and regular Dark Jedi were pretty weak and a lot of Luke's "New" Jedi weren't much better. A few of each side were decent but a majority of them were weaklings
I suppose I'll have to concede based on those points. I've played the Jedi Knight series and you're right, they are weak in the majority. I'd have to say it appears to be largely due to a lack of good training though. A certain few get the spotlight and personal training, while the rest basically have to fend for themselves. Feel free to correct me though, this is just based on casual observation and not any real research.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on August 15, 2013, 07:37:45 AM
Thus justifying the present situation. I still maintain that they need a block and deflect chance, if nothing else.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 15, 2013, 03:55:06 PM
Perhaps
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 15, 2013, 04:08:31 PM
sorry for unacivity, but my sis was in hospital.
but i've got a new idea.
The PA definately needs some kind of extra firepower, becaouse they hardly standing a chance against any other fractions...
so i tought they could have a heavier infantry...(just a small modification in the stats or something like that)
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 15, 2013, 07:07:36 PM
Indeed I meant the Jedi and Dark Jedi you create not the Hero Jedi.

The Jedi and Dark Jedi most definitely need a boost in power. They should be able to stand up to troops with no difficulty, and a trio should be able to take out AT-ST's if need be. They should be revamped they are force users. As they stand they're like normal infantry, which they should most definitely NOT be, they should be above infantry.

Concerning Kyle Katarn, though yes he was a novice force user, he was a highly trained Spec Ops officer, trained with multiple weapons including vibro-blades. Jedi train with vibro-blades b4 they train with Lightsabers, that's why Katarn was such a badass.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 17, 2013, 07:36:30 AM
He's also the Chuck Norris of the Star Wars EU from what I've been given to understand
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 17, 2013, 12:03:54 PM
He's also the Chuck Norris of the Star Wars EU from what I've been given to understand

Yeah just about.

An idea for the PA Ground: the TIE/gt Starfighter.
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 17, 2013, 02:11:07 PM
a few idea:
the PA should be able to produce:
the All Terrain Advance Raider (AT-AR),
and to have their own AA units i think about the All Terrain Missile Platform(AT-MP),
and to have their special scout the All Terrain Recon Transport (AT-RT)
This would be a nice addon to their forces, and also it would make the PA special. This would be the first fraction wich would use a non-speeder bike unit as scouts.
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 17, 2013, 03:04:56 PM
i also think the PA don't have enough heroes(compared to other fractions)
so i'm thinking about Wyrn Otro and Elta Besk.
they are both important, cuz they were had a part in the Pentastar Talks.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 17, 2013, 08:49:14 PM
i also think the PA don't have enough heroes(compared to other fractions)
so i'm thinking about Wyrn Otro and Elta Besk.
they are both important, cuz they were had a part in the Pentastar Talks.

I do agree that adding both of them would be useful as each could contribute time bonuses to building certain units(like the Enforcer and Hailfire) perhaps Otro in an Enforcer and Besk in a Providence.
I do think the PA will have an AA unit as well
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 18, 2013, 05:42:28 PM
Agreed Otro and Besk would be pretty cool to have, the PA is quite low on the heroes. Some Heroes able to take the ground would be awesome, like Kaine in some sort of ground vehicle so that he can fill both roles? An interesting idea perhaps? Just a thought.

Hey Katarn's past is that he was an Imperial Commando top of his class so yeah he is kinda like Chuck Norris lol...
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 18, 2013, 06:30:03 PM
Agreed Otro and Besk would be pretty cool to have, the PA is quite low on the heroes. Some Heroes able to take the ground would be awesome, like Kaine in some sort of ground vehicle so that he can fill both roles?
I dont think making Kaine a land/space hero would be the best thing...
he is strong in the space, and no one would place him on the ground, cuz they shall not risk loosing one of the strongest space unit....
maybe Orto or Besk could be the one for a land/space hero.
And i also found an intresting name:
Antinnis Tremayne. He was the one "found" Jerec, but was eliminated quickly by the NR, and he was a High Inquisitor, so he can be an ideal Era 1 ground PA hero. maybe he could give a discount to dark jedi training cost in his location...
Title: Re: Suggestions for 2.1
Post by: Redraline_Salkos on August 18, 2013, 07:27:10 PM
I have several ideas, but not many that could be implemented in this game. Let's hope this isn't the last entry in the RTS genre for Star Wars.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 18, 2013, 08:32:51 PM
I dont think making Kaine a land/space hero would be the best thing...
he is strong in the space, and no one would place him on the ground, cuz they shall not risk loosing one of the strongest space unit....
maybe Orto or Besk could be the one for a land/space hero.
And i also found an intresting name:
Antinnis Tremayne. He was the one "found" Jerec, but was eliminated quickly by the NR, and he was a High Inquisitor, so he can be an ideal Era 1 ground PA hero. maybe he could give a discount to dark jedi training cost in his location...

Well I agree Kaine should not be a land hero(never knew a Grand Moff who was a dirt general on the front lines when he was in office.)
As to Etta and Orto they should each bring something useful so they aren't just hero clones. Like either a speed bonus or efficiency bonus for Hailfires, Providences an Enforcers respectively.
Also Tremayne was never associated with the PA. He was mainstream Empire all his career.
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 18, 2013, 11:39:15 PM
I still think the TIE/gt would be an interesting idea for the PA. Make it an aerial torpedo launcher (like the MPTL Torpedoes, only not quie so many fired at once), while also having limited air-to-air capability. They can come in squads of 2
Title: Re: Suggestions for 2.1
Post by: Corey on August 19, 2013, 06:14:54 AM
As for all the jedi stuff:
I'll consider bumping up their health a bit, although it's already several times the health of a regular infantry unit. Increasing their damage would do absolutely nothing but make them even more effective against vehicles, since they can already one-shot any infantry. They won't be given the redirect or absorb blaster ability since they've always had that ability. The problem with jedi being good comes from the fact that infantry in EaW automatically kite any melee unit (they have to stand still to do the attack animation) and since each slice can only take out one soldier, it means everyone gets to attack multiple times. Any stat buff to the jedi would really only serve to make them more effective against vehicles, and they're already disproportionately effective against vehicles. Infantry units in EaW are inherently terrible unless you give them the insta-gib abilities that heroes have, which has the reverse problem of making any other infantry unit unusable when jedi exist. In-universe they could do all this extra fancy shit that simply doesn't translate into the game (and even then the concentrated fire of 40 soldiers would be more than any jedi could handle, a situation which frequently occurs in the game). The ones in 1.3 were only good because they were untargetable and therefore effectively invincible except when they got extremely unlucky.

Quote
The PA definately needs some kind of extra firepower, becaouse they hardly standing a chance against any other fractions...
so i tought they could have a heavier infantry...(just a small modification in the stats or something like that)

In what way are they worse? Their units are just as powerful as any of the other factions'.

Quote
An idea for the PA Ground: the TIE/gt Starfighter.

This would just mean giving them a constantly available bombing run.

Quote
a few idea:
the PA should be able to produce:
the All Terrain Advance Raider (AT-AR),
and to have their own AA units i think about the All Terrain Missile Platform(AT-MP),
and to have their special scout the All Terrain Recon Transport (AT-RT)
This would be a nice addon to their forces, and also it would make the PA special. This would be the first fraction wich would use a non-speeder bike unit as scouts.

The PA has plenty of units which can attack air units, but on the whole what doe these units do that another PA unit doesn't already do? The Skiff and ISP already serve as scouts. Sure that would mean a faction doesn't use a repulsorcraft as a scout but that's an aesthetic change, and the unit is functionally redundant.

The basic roles are all filled and any of these additional units, while some people might think they'd be cool to have, don't actually add anything except visual variety. The mod's already 4.5 gigs and each faction has more than enough units. We've also been in beta for the final version for the last 2 months, so the chances of us deciding to add another unit that isn't actually filling a new role are practically nonexistant; visual variety can be nice, but the little time we have available for art assets is already prioritizied for remaking assets that need it to improve performance or visual fidelity and reduce filesize.

Quote
i also think the PA don't have enough heroes(compared to other fractions)
so i'm thinking about Wyrn Otro and Elta Besk.
they are both important, cuz they were had a part in the Pentastar Talks.
Quote
I do agree that adding both of them would be useful as each could contribute time bonuses to building certain units(like the Enforcer and Hailfire) perhaps Otro in an Enforcer and Besk in a Providence.
I do think the PA will have an AA unit as well
Quote
Agreed Otro and Besk would be pretty cool to have, the PA is quite low on the heroes.

Sure they were important to the founding of the PA, but they don't really have a role they can fill in the mod. They weren't military figures, so they would make terrible heroes for either land or space; giving them a ship or vehicle would really just mean you get a single free Providence or Floating Fortress or whatever that's no different from any other; there's no rationale for giving them a combat bonus. As a galactic price-reduction hero they'd also be more harmful to gameplay than they would be interesting to have. You already have one hero whose entire purpose is to provide a cost reduction/build bonus. If you had two more then you could cover every important production planet with one hero and the discounted price effectively becomes the actual price for ships.

Quote
Antinnis Tremayne. He was the one "found" Jerec, but was eliminated quickly by the NR, and he was a High Inquisitor, so he can be an ideal Era 1 ground PA hero. maybe he could give a discount to dark jedi training cost in his location...

Jerec himself was already a stretch, since he's mostly just "PA by association." Tremayne on the other hand had been clearly associated with another group since before the PA even existed.
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 19, 2013, 07:14:57 AM
maybe giving the jedi a light saber throw that they use at longer range would  that doesn't hit as frequently as there close range attack so they can fight back a little.
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 19, 2013, 08:33:10 AM
The PA has plenty of units which can attack air units, but on the whole what doe these units do that another PA unit doesn't already do? The Skiff and ISP already serve as scouts. Sure that would mean a faction doesn't use a repulsorcraft as a scout but that's an aesthetic change, and the unit is functionally redundant.
I ment the AT-MP instead of the AT-AA, cuz it's a tipically imperial AA unit, and the PA should have it's own,
and the recon unit's(skiff and ISP) are ment to be light Anti infantry than scouts oroiginally.
For example: the ISP existed in the clone wars, and they still used speeder bikes as scouts.
And the AT-AR would replace the AT-AP. The AT-AP's role as a light vehicle is still too light.Example:1 AT-ST group vs i AT-AP group ends like this: 0 AT-AP left, 2 AT-ST still standing.(1 heavily damaged). Still not good enough. i compared them because they are the light vehicle factory's garison units in their fractions. The AT-AT whould be a rival for AT-ST.

The basic roles are all filled and any of these additional units, while some people might think they'd be cool to have, don't actually add anything except visual variety. The mod's already 4.5 gigs and each faction has more than enough units. We've also been in beta for the final version for the last 2 months, so the chances of us deciding to add another unit that isn't actually filling a new role are practically nonexistant; visual variety can be nice, but the little time we have available for art assets is already prioritizied for remaking assets that need it to improve performance or visual fidelity and reduce filesize.
Well that's true.You have a large point in this

Sure they were important to the founding of the PA, but they don't really have a role they can fill in the mod. They weren't military figures, so they would make terrible heroes for either land or space; giving them a ship or vehicle would really just mean you get a single free Providence or Floating Fortress or whatever that's no different from any other; there's no rationale for giving them a combat bonus. As a galactic price-reduction hero they'd also be more harmful to gameplay than they would be interesting to have. You already have one hero whose entire purpose is to provide a cost reduction/build bonus. If you had two more then you could cover every important production planet with one hero and the discounted price effectively becomes the actual price for ships.
Maybe, but the PA definately needs heroes, and that doesn't change this fact. Giving more heroes to the PA is more than unquestioned by everyone who only once tried to play AoW with the PA.

Jerec himself was already a stretch, since he's mostly just "PA by association." Tremayne on the other hand had been clearly associated with another group since before the PA even existed.
Thats true again.
But i shall not stop searching for people related to PA until it's hero number doesn't reach at least 7!
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 19, 2013, 03:27:24 PM
To be fair kucsidave, more heroes don't equal better performance for faction. The NR is Hero heavy. While I think Otro and Belsk would be useful in a support role or for later eras as replacements for Kaine and Jerec(possibly offering a change to the PA's structure similar to the IR) in the event of Kaine's death or in later era specific GCs there's really no need to swarm the hero roster as so far the PA does have the same amount of heroes as the IR in Hunt For Zsinj.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on August 22, 2013, 07:18:19 PM
I actually have a pretty good one. What about skirmish maps? Would it be possible to convert some or all of the stock maps to work with TR? Frankly, only having five or six gets boring.
Title: Re: Suggestions for 2.1
Post by: Corey on August 22, 2013, 10:11:07 PM
All of the vanilla land skirmish maps should already work with the mod, but we have no intention to convert any of the space maps. I'm pretty sure there's more space skirmish maps in the mod than there were in the vanilla game, and none of the vanilla ones are particularly interesting anyways.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 23, 2013, 12:04:13 AM
did the ISDs under Zsinj ever get TIE Raptors for spawning?
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 23, 2013, 01:09:27 PM
Just a few ideas. I read in Wookieepedia (while I was writing an article for the TR Wiki) that Munificents were supposed to have advanced sensor arrays. Maybe you could give them a Line of Sight boost or the Sensor Ping ability.
Title: Re: Suggestions for 2.1
Post by: majorstoffer on August 23, 2013, 03:05:49 PM
So, I've been thinking about the PA, and the mentioned plan to tie their new units to certain buildings/planets, and about the different suggestions in this thread.

If it's workable code wise, as I know EAW is a bit curmudgeony on that front, would it be possible to make the PA more or less Imperial based on where they choose to expand/invest? To explain this thought process, if the PA expands towards the core, it could unlock more high-end Imperial units, particularly if it could seize Coruscant, Carida and Kuat. At that point, they would likely have the best claim on being the true successors to the Empire, and could produce ships and troops they otherwise couldn't back in the outer rim. Executors on Kuat, AT-ATs on Carida, Stormtroopers on Corulag, etc.

The alternative could be, should they choose to focus more on non-Imperial space, we could see more unconventional, outmoded, ex-CIS, and perhaps units from the NR roster. Their corporate nature means they'd likely be able to incorporate various design firms, regardless of pre-existing loyalties should they come to dominate a given region. That direction is already there with the Munificient, and now Lucrehulk, but what about getting units common to corporate interests? Z-95s launched from bulk cruisers as a swarm fighter, perhaps things like Assault Frigates or a couple New Class designs late-game, if the PA can control and consolidate key NR shipyards.

These are pretty rough suggestions, built around the assumption you guys don't want to invest a bunch of time and effort into new assets at this point with Ascendency in the works, so drawing from the existent roster. Both the IR and NR have lots of under-utilized units which could be folded into the PA, should they expand and invest in the right direction, which could fill holes otherwise present in their roster, or open up new tactical approaches.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 23, 2013, 04:34:01 PM
Interesting ideas but what if you expand both ways or into the Unknown regions? Then you'd have a massively overfull build bar.
Title: Re: Suggestions for 2.1
Post by: Blackout on August 23, 2013, 04:46:06 PM
So, I've been thinking about the PA, and the mentioned plan to tie their new units to certain buildings/planets, and about the different suggestions in this thread.

If it's workable code wise, as I know EAW is a bit curmudgeony on that front, would it be possible to make the PA more or less Imperial based on where they choose to expand/invest? To explain this thought process, if the PA expands towards the core, it could unlock more high-end Imperial units, particularly if it could seize Coruscant, Carida and Kuat. At that point, they would likely have the best claim on being the true successors to the Empire, and could produce ships and troops they otherwise couldn't back in the outer rim. Executors on Kuat, AT-ATs on Carida, Stormtroopers on Corulag, etc.

The alternative could be, should they choose to focus more on non-Imperial space, we could see more unconventional, outmoded, ex-CIS, and perhaps units from the NR roster. Their corporate nature means they'd likely be able to incorporate various design firms, regardless of pre-existing loyalties should they come to dominate a given region. That direction is already there with the Munificient, and now Lucrehulk, but what about getting units common to corporate interests? Z-95s launched from bulk cruisers as a swarm fighter, perhaps things like Assault Frigates or a couple New Class designs late-game, if the PA can control and consolidate key NR shipyards.

These are pretty rough suggestions, built around the assumption you guys don't want to invest a bunch of time and effort into new assets at this point with Ascendency in the works, so drawing from the existent roster. Both the IR and NR have lots of under-utilized units which could be folded into the PA, should they expand and invest in the right direction, which could fill holes otherwise present in their roster, or open up new tactical approaches.
Sounds kind of like RaW ;)
Title: Re: Suggestions for 2.1
Post by: majorstoffer on August 23, 2013, 04:52:14 PM
Interesting ideas but what if you expand both ways or into the Unknown regions? Then you'd have a massively overfull build bar.

The only way to manage I'd think is restriction construction to certain regions. I.e., if you want those AT-ATs, you can only build them in core Imperial planets, CIS holdovers on relative planets, etc. Keep a core selection of units always available; enforcers, ISDs, IPVs, Praetors, etc, but have much of their roster region-specific. It'd also force a Pentastar player to pay more attention to logistics; keeping replacement routes available and safe. I don't know how well EaW can do that sort of restriction, however. Most of my own limited modding experience is with Total War games with their areas of recruitment and such.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 23, 2013, 06:29:53 PM
In the PA More Heroes continuing topic...

How bout Noval Garaint? Noval Garaint was a bounty hunter who served the Empire on and off during the Galactic Civil war, an could potentially work for the PA? Leland Chee has made him canon, and after he developed a crimianl organization he disappeared. He could be a land hero, and a space hero. In space he could have a suped up IPV or have an Enforcer, on land just make Boba Fett white, without rocket pack. Noval has a hvy. blaster and a flame thrower in his armor so that would work. Just a thought.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 23, 2013, 09:06:00 PM
Not really sure he would really bring enough to justify his addition
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 24, 2013, 09:14:18 AM
So, I've been thinking about the PA, and the mentioned plan to tie their new units to certain buildings/planets, and about the different suggestions in this thread.

If it's workable code wise, as I know EAW is a bit curmudgeony on that front, would it be possible to make the PA more or less Imperial based on where they choose to expand/invest? To explain this thought process, if the PA expands towards the core, it could unlock more high-end Imperial units, particularly if it could seize Coruscant, Carida and Kuat. At that point, they would likely have the best claim on being the true successors to the Empire, and could produce ships and troops they otherwise couldn't back in the outer rim. Executors on Kuat, AT-ATs on Carida, Stormtroopers on Corulag, etc.

The alternative could be, should they choose to focus more on non-Imperial space, we could see more unconventional, outmoded, ex-CIS, and perhaps units from the NR roster. Their corporate nature means they'd likely be able to incorporate various design firms, regardless of pre-existing loyalties should they come to dominate a given region. That direction is already there with the Munificient, and now Lucrehulk, but what about getting units common to corporate interests? Z-95s launched from bulk cruisers as a swarm fighter, perhaps things like Assault Frigates or a couple New Class designs late-game, if the PA can control and consolidate key NR shipyards.

These are pretty rough suggestions, built around the assumption you guys don't want to invest a bunch of time and effort into new assets at this point with Ascendency in the works, so drawing from the existent roster. Both the IR and NR have lots of under-utilized units which could be folded into the PA, should they expand and invest in the right direction, which could fill holes otherwise present in their roster, or open up new tactical approaches.

I think this is a really good idea that has the potential to add a lot more variety ton the PA
Title: Re: Suggestions for 2.1
Post by: kucsidave on August 24, 2013, 01:06:10 PM
i disagree.
that would be overcomplicate the PA.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 24, 2013, 05:30:45 PM
Perhaps so
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 24, 2013, 09:34:30 PM
It would be neat, but I agree that it would make it to complicated.
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 24, 2013, 10:58:23 PM
I could see some of this being done. For example, I don't really think the PA should have AT-AT's from the get-go. I would like to see a few ships only being available upon capturing certain planets. I feel that the AT-AT should only be able to be manufactured at certain Imperial worlds. As the PA has no specialist, they could get them from certain Rebel worlds. As they also have no PLEX troopers, they could reverse engineer the Rocket Scout technology from EotH worlds to create their own Rocket Scouts. I am also of the opinion (right or wrong) that the PA should not gain access to the ISD II except at Imperial Shipyards. Any more than that (and the new units), and I think it would become more complicated.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 24, 2013, 11:59:50 PM
Without the ISD-II, the PA would have no chance.  The Praetor is far too large, expensive, and high population to be the workhorse for a fleet, and the ISD-I too weak when compared to other Capital ships unless they're given a HUGE buff in fighters that they carry (basically having the PA ISD spawn Hunters and Blastboats) so that they'd be fighter-based like the early new republic.  Neither can the Venator be the workhorse without a buff to their fighter complement.  Now that they have 2 V-19's, they're more powerful than they were previouisly, but they're still unable to even go against a MC-80B 1 on 1 without coming out decidely on the disadvantaged side of it.

Also, AT-AT's make perfect sense, it's not like they were anything new at this point in the timeline.  They were used throughout the Empire for quite some time by now.  Although they honestly don't need them.  With the turbolaser on the Century tank fixed for 2.1, a landing force of 4 composed of an A-9 floating fortress, PA Enforcers, and 2 Hailfires is fantastic, then dropping 3 Century tank squads when another landing zone is captured is capable of taking most any planet that has build pads (you desperately will need to be repairing the tanks regularly).

1 suggestion I do have is to replace the Tie Fighters on the PA Acclamators with V-19's, since the Acclamators were known to carry them as their main fighter in the clone wars, so it's not outside of reason to assume the Acclamators the PA had were equipped with them already, and so would have kept them.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 25, 2013, 05:23:00 AM
Let us not forget that Yaga Minor and Jaemus in addition to Ord Pardron were well used heavy Imperial Shipyards that would have been cranking out ISDIIs quite commonly, so cutting the ISDII out for the PA except on planets like Kuat or the core would make no sense.
Title: Re: Suggestions for 2.1
Post by: Corey on August 25, 2013, 08:43:51 AM
So, I've been thinking about the PA, and the mentioned plan to tie their new units to certain buildings/planets, and about the different suggestions in this thread.

If it's workable code wise, as I know EAW is a bit curmudgeony on that front, would it be possible to make the PA more or less Imperial based on where they choose to expand/invest? To explain this thought process, if the PA expands towards the core, it could unlock more high-end Imperial units, particularly if it could seize Coruscant, Carida and Kuat. At that point, they would likely have the best claim on being the true successors to the Empire, and could produce ships and troops they otherwise couldn't back in the outer rim. Executors on Kuat, AT-ATs on Carida, Stormtroopers on Corulag, etc.

The alternative could be, should they choose to focus more on non-Imperial space, we could see more unconventional, outmoded, ex-CIS, and perhaps units from the NR roster. Their corporate nature means they'd likely be able to incorporate various design firms, regardless of pre-existing loyalties should they come to dominate a given region. That direction is already there with the Munificient, and now Lucrehulk, but what about getting units common to corporate interests? Z-95s launched from bulk cruisers as a swarm fighter, perhaps things like Assault Frigates or a couple New Class designs late-game, if the PA can control and consolidate key NR shipyards.

These are pretty rough suggestions, built around the assumption you guys don't want to invest a bunch of time and effort into new assets at this point with Ascendency in the works, so drawing from the existent roster. Both the IR and NR have lots of under-utilized units which could be folded into the PA, should they expand and invest in the right direction, which could fill holes otherwise present in their roster, or open up new tactical approaches.

The general system of the PA needing to expand to get different units is one we like and virtually the only option for them considering they can't use story scripts, considering it's how the CSA stuff already works for them (it's extremely easy to do, since <Required_Planets> exists and is already widely used in the mod), but the specifics that you and others have suggested are pretty much the exact opposite of what we'd want to do with it. We've put a lot of effort into making sure the PA is both viable and isn't just a carbon copy of any other faction, but this essentially makes it so their goal is to effectively become another faction over the course of the game. Our position on all of these types of suggestions ("if we capture Kuat/MonCal as the NR/IR then we should be able to build Star Destroyers/MC90's at that planet") has always been that the units are available to the factions they are for a reason, and if you want to use another faction's unit set then you should play that faction. Factional differences are way too minimal in EaW as it is, and the last thing we want to do is give more opportunities to dilute that. With the suggection of the Executor for example, I'd never want to put a non-hero full SSD in the PA's lineup. That's one of the few things that currently differentiates their playstyle from the Remnant.

Another important factor is just raw power of the faction at any point, which is arguably more important for the PA than for anyone else. We can't do this by distributing their current roster around the galaxy and restricting their buildability by planet because what the PA has is, compared to what's available at any time to the other factions, already its core roster. You can't really remove any part of it without significantly hindering them, especially anything powerful enough to make it worth going out of your way to get it. Perhaps others who play the PA more often than I do can correct me on this if I'm wrong, but I have a hard time seeing how the PA can successfully complete a GC without access to the Praetor, ISDII, among some other things. Not to emntion that these ships/vehicles are also core to them still being considered "Imperial" without having to go overbaord and making their roster identical to the Remnant. ISDIIs and AT-ATs are no less associated with the PA and its shipyards (which ended up being the core ones of the Imperial Remnant from Daala on) than with any other group.
Title: Re: Suggestions for 2.1
Post by: Blackout on August 25, 2013, 10:01:17 AM
The general system of the PA needing to expand to get different units is one we like and virtually the only option for them considering they can't use story scripts, considering it's how the CSA stuff already works for them (it's extremely easy to do, since <Required_Planets> exists and is already widely used in the mod), but the specifics that you and others have suggested are pretty much the exact opposite of what we'd want to do with it. We've put a lot of effort into making sure the PA is both viable and isn't just a carbon copy of any other faction, but this essentially makes it so their goal is to effectively become another faction over the course of the game. Our position on all of these types of suggestions ("if we capture Kuat/MonCal as the NR/IR then we should be able to build Star Destroyers/MC90's at that planet") has always been that the units are available to the factions they are for a reason, and if you want to use another faction's unit set then you should play that faction. Factional differences are way too minimal in EaW as it is, and the last thing we want to do is give more opportunities to dilute that. With the suggection of the Executor for example, I'd never want to put a non-hero full SSD in the PA's lineup. That's one of the few things that currently differentiates their playstyle from the Remnant.

Another important factor is just raw power of the faction at any point, which is arguably more important for the PA than for anyone else. We can't do this by distributing their current roster around the galaxy and restricting their buildability by planet because what the PA has is, compared to what's available at any time to the other factions, already its core roster. You can't really remove any part of it without significantly hindering them, especially anything powerful enough to make it worth going out of your way to get it. Perhaps others who play the PA more often than I do can correct me on this if I'm wrong, but I have a hard time seeing how the PA can successfully complete a GC without access to the Praetor, ISDII, among some other things. Not to emntion that these ships/vehicles are also core to them still being considered "Imperial" without having to go overbaord and making their roster identical to the Remnant. ISDIIs and AT-ATs are no less associated with the PA and its shipyards (which ended up being the core ones of the Imperial Remnant from Daala on) than with any other group.
Sorry if I missed it, but how would you incorporate having different planets with different units than how majorstoffer would? Would you use new PA units or have I really missed it?
Title: Re: Suggestions for 2.1
Post by: Corey on August 25, 2013, 11:41:56 AM
We would not use any units that any other faction currently uses so yes, the corollary of that is new units for only the PA. This does not mean making them up, it simply means using units that fit their thematics which aren't currently in use.
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 25, 2013, 12:00:37 PM
Alright, I concede about the ISD II comment. You are correct, they should have it. I still think you could lock the AT-AT to certain planets simy because of the fact that the PA doesn't really need them.

Also, I had an idea for a new PA hero that could also shed some light on the reason for the incorporation of he Storm Commandos into the PA: Victor Strang. It was believed he had escaped before the Conqueror was destroyed. Perhaps he was found by Kaine, who put him in charge of recreating the Storm Commando program for the PA. You could make him have a Venator with a TIE Hunter compliment in space, a Storm Commando Fleet Commander on the ground, and the Galactic ability to produce IECs and Storm Commandos at his location.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 25, 2013, 01:31:57 PM
How about my idea of having the PA Acclamators with V-19's instead of Tie/ln?  Small change, gives another unit at the beginning that has non-IR supplement, and Acclamators did have V-19's as their primary starfighter at the end of the Republic.

Alright, I concede about the ISD II comment. You are correct, they should have it. I still think you could lock the AT-AT to certain planets simy because of the fact that the PA doesn't really need them.

That might make sense.  My only thought as to why it shouldn't be implemented is that the PA, unlike the IR, doesn't rely on them anymore.  Such as, in the beta, I've went through and played all the PA GC's, and no longer even bother building AT-AT's except as garrison.  My invasion fleets don't even have any in them.  They're simply no longer needed because other units are so much cheaper and more mobile, although weaker, that it's simply no need for the AT-AT.  And if you're going to restrict it's building to only certain planets, I would think you'd really want it to be something that's desirable to convince the player to strive to be able to build them.  Such as the IR Era 4 Crimson Command VSD-II's.  IMO, for the way the PA is set up, the AT-AT simply isn't a desirable enough unit to bother restricting it.
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 25, 2013, 04:21:53 PM
Victor Strang.... That's a good idea. Though he was 30's-ish when he disappeared so he'd be slightly grey haired but yeah he could work. We was not only a Storm Commando, but promoted to Admiral, and after the Rebs blew the Conquerer up he disappeared so yeah that is a good idea. A Hero Storm Commando sounds pretty BA too!

I know Noval Garaint was a stretch, but I'm just trying to think of ex-Imps or Imp employees that may still be available and able to work for the PA to boost their Hero's a bit. Strang is a good one, and Garaint could easily be one. So there's two that both can be space and ground heroes...

I still use the AT-AT in an attack role for the PA, just this afternoon I did in fact to take Syca. The V9 is cool, but nothing beats having an AT-AT go buck wild on your enemy! I'm a huge fan of all the factions, except the EoH... I can't get into them for some reason idk why...
Title: Re: Suggestions for 2.1
Post by: Halcyon on August 25, 2013, 04:28:35 PM
Also the Imperial Shadow Guard, black armored Imperial Guardsmen with lightsaber pikes and force powers... Possibly able to be made with the returned Emperor?
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 25, 2013, 05:35:50 PM
Not really a big fan of the EoTH either, TBH.  I think it comes from hating them so much when I play as someone else.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 26, 2013, 12:10:33 AM
Also the Imperial Shadow Guard, black armored Imperial Guardsmen with lightsaber pikes and force powers... Possibly able to be made with the returned Emperor?

They'd just end up as weaker versions of the PAs Dark Jedi and not bring anything new to the faction
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 26, 2013, 12:14:15 AM
Victor Strang.... That's a good idea. Though he was 30's-ish when he disappeared so he'd be slightly grey haired but yeah he could work. We was not only a Storm Commando, but promoted to Admiral, and after the Rebs blew the Conquerer up he disappeared so yeah that is a good idea. A Hero Storm Commando sounds pretty BA too!

If he was 30 at 1 ABY he would be about 50 at the end of the mod...Han Solo was still pretty active at 50, so it would be doable. Like I said as well, it could also give the PA a reason as to why they have Storm Commandos.
Title: Re: Suggestions for 2.1
Post by: Corey on August 26, 2013, 12:27:14 PM
How about my idea of having the PA Acclamators with V-19's instead of Tie/ln?  Small change, gives another unit at the beginning that has non-IR supplement, and Acclamators did have V-19's as their primary starfighter at the end of the Republic.

I'll think about it. I originally wanted to leave the V-19's for the CSA things to split it up more but I'm not sure what the power differential there is.
Title: Re: Suggestions for 2.1
Post by: Singularity on August 26, 2013, 01:23:30 PM
I've just had an idea, what about Baron D'Asta as a Pentastar Alignment hero? He was a big Imperial player in the region after all.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 26, 2013, 03:21:55 PM
I'll think about it. I originally wanted to leave the V-19's for the CSA things to split it up more but I'm not sure what the power differential there is.

Why CSA-specific?  If you were going to do it specific, wouldn't it make more sense to have V-19's in Republic ships (Venator/Acclamator) since they originally came outfitted with them?

I've just had an idea, what about Baron D'Asta as a Pentastar Alignment hero? He was a big Imperial player in the region after all.

But was he ever affiliated with the PA canonically.  This has been the response from Corey & co. multiple times.  If there's no canonical link, they don't just want to add a hero because they were "in the right place".
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 26, 2013, 04:39:13 PM
Yeah, whereas D'Asta was concurrent with the PA and never joined it, Strang disappeared before its foundation. His life afterwards is an open slate.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on August 26, 2013, 05:20:37 PM
I think something needs to be done with the Maurader. As it stands currently, it is hard to justify 1800 credits for a slow, weak vessel firing one turbolaser (and poorly at that). I suggest maybe giving it four hardpoints instead of just one shot alternating among the four barrels. At that point, 1800 credits for a ships with four turbolasers that can't be disabled sounds a LOT more reasonable. (It would probably mean fewer shots per instance, but more shots at once is what I'm thinking of.)
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 27, 2013, 02:08:12 PM
I would like to see the Providence-class carrier/destroyer replace the imp star 1 for the pentastar alignment it would make a effective warship with its multiple ion cannons Quad turbolasers and 8 heavy proton torpedo launchers. It would be more than capable of devastating frigates as well as early rebel capital ships because of the torpedos and ion cannons. in later eras it would still be an efective frigit killer
Title: Re: Suggestions for 2.1
Post by: Singularity on August 27, 2013, 02:48:43 PM
Small thing, shouldn't Rogue Squadron be an Era 1 hero as well?
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 27, 2013, 04:03:49 PM
Yeah, love those Rogues
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 29, 2013, 09:52:40 AM
I would like to see the Providence-class carrier/destroyer replace the imp star 1 for the pentastar alignment it would make a effective warship with its multiple ion cannons Quad turbolasers and 8 heavy proton torpedo launchers. It would be more than capable of devastating frigates as well as early rebel capital ships because of the torpedos and ion cannons. in later eras it would still be an efective frigit killer

incase no one saw

does anyone else think that adding jercs 7 dark jedi as pentastar hero would work well

http://starwars.wikia.com/wiki/Seven_Dark_Jedi\

http://starwars.wikia.com/wiki/Providence-class_carrier/destroyer
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 29, 2013, 11:54:41 AM
incase no one saw

does anyone else think that adding jercs 7 dark jedi as pentastar hero would work well

http://starwars.wikia.com/wiki/Seven_Dark_Jedi\

I have mentioned this a few times, but it was shot down for decent reasons. 1, they weren't very strong, 2 they bring nothing new that Jerec doesn't already do better, there's the Dark Jedi already, and finally it would be just same basic jedi with different skins

http://starwars.wikia.com/wiki/Providence-class_carrier/destroyer
Title: Re: Suggestions for 2.1
Post by: Revanchist on August 29, 2013, 12:24:35 PM
What do you think about Strang?
Title: Re: Suggestions for 2.1
Post by: mynameisyou on August 29, 2013, 03:29:01 PM
I think Strang would be a useful space and land hero.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 30, 2013, 01:19:08 AM
I've just had an idea, what about Baron D'Asta as a Pentastar Alignment hero? He was a big Imperial player in the region after all.

He definitely had dealings with the PA(of course he did with MOST imperial factions) but he'd just be a copy of Gregor so he wouldn't bring anything new.
Title: Re: Suggestions for 2.1
Post by: Singularity on August 30, 2013, 07:25:16 AM
Well, we don't know for certain if Brakiss had any proper dealings with Daala or Pellaeon, but he's still an Era 4 and 5 hero...
Title: Re: Suggestions for 2.1
Post by: Corey on August 30, 2013, 01:05:52 PM
Well, we don't know for certain if Brakiss had any proper dealings with Daala or Pellaeon, but he's still an Era 4 and 5 hero...

Yes we do. Brakiss, "went to the Deep Core and reestablished his Imperial warlord contacts, becoming a neutral broker between the replacement warlords."

The Replacement Warlords were the 13 warlords who took over and were led by Daala when she did the whole Tsoss Beacon massacre thing. So while he may not have been personally associated with her or Pellaeon directly, he was still part of the same grouping.

Mynameisyou, we've already said we're using the Providence for them. It's not replacing the ISDI though.

Quote
This has been the response from Corey & co. multiple times.  If there's no canonical link, they don't just want to add a hero because they were "in the right place".

Well, in the right place can be used to reasonably extrapolate some association. If there's sombody prominent in the region during the period, it's possible they were associated with them even if nobody ever directly says "this person was part of this group directly." There's some pretty specific criteria there, but it's what we did with Jerec.

Strang isn't really a good choice but I guess he wouldn't be terrible.

D'Asta doesn't even leave an opening of "maybe he was there in that time," since he was part of the Ruling Council. He'd have been with Pestage.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 30, 2013, 04:38:14 PM
Jerec actually did have dealings with Kaine as Kaine financially backed him and provided some military assets in his quest for the Valley of the jedi
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 30, 2013, 06:46:18 PM
Yeah, I had never thought having Jerec part of the PA was in the least bit unusual because of that.
Title: Re: Suggestions for 2.1
Post by: Singularity on August 30, 2013, 09:11:47 PM
Should Acclamators have the same pop cap as Venators do?

Also, you could have people like Otro and Besk as PA heroes, but they only give a credit boost to whatever planet they're on (e.g Lando), Gregor just gives discounts.
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 30, 2013, 11:08:47 PM
I believe so.  The reason I believe it should be as well is that Acclamators allow for planetary bombardment AND bombing runs (therefore being able to throw one into a ground fleet for assault usage for fairly low price while allowing your main fleet to move on), which the Venator, while equal or superior in every way in space battle, gives the option of bombing runs, but correctly doesn't allow for bombardments (as they were never designed to do so, since that was the job of the Acclamator-II).

And while weaker in space battle, 1 v 1 they're still stronger than either the Vindicator cruiser or Enforcer picket ship that are population 2.  So it's a weaker, but very useful, pop 3 ship.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 31, 2013, 01:04:15 AM
Acclamators technically could be Land battle units
Title: Re: Suggestions for 2.1
Post by: tlmiller on August 31, 2013, 01:09:53 AM
That would be the Acclamator I.  The II was designed for planetary bombardment and space battle.  Had VERY few ground units anymore.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on August 31, 2013, 04:23:56 AM
I stand corrected
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 01, 2013, 05:14:04 PM
Wow... Corey actually didn't shoot Strang down all the way... I'm kinda super happy about that lol. Why is he not a great choice? An Imperial Storm Commando is never a bad choice. Plus as said before he'd fill a land and space role. Since the PA has NO land base heroes, I think people would use him a lot, I know I would. I use Han and Chewie, or Kyle Katarn etc. tons because they are land and space heroes! Strang would be pretty BA, he could have sprint and thermal detonator as his special abilities ;).

I agree with the D'Asta comments, yeah he was there, but he was a wheeler and dealer, and not a PA member. Also Brakiss makes COMPLETE sense, he holds up Canonically no doubt. Plus I love having Brakiss in my Imperial armies.

No comments on Noval Garaint? His timeline is open like Strang's so he could (thinly) be added to the PA. Strang being added is way less thin, since He definitely could be the reason the Storm Commandos are activated. Noval I know is a stretch, but is do-able...
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 01, 2013, 06:15:33 PM
Well, the PA does have Jerec as a land hero.

EDIT: And yes, I too am surprised that Corey didn't immediately shoot Strang down.
Title: Re: Suggestions for 2.1
Post by: tlmiller on September 02, 2013, 01:28:50 PM
Ok, played last night, and the Acclamator DOESN'T have the ability to do orbital bombardment.  Should though, it's specifically what the II was geared towards.  I could swear it used to though...
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 02, 2013, 04:20:23 PM
Yeah Jerec is Ground and Space but I would assume most keep him in Space with a ship like his lol.

Yeah I checked the Acclamator too, no bombardment.

Also I'd like to try campaigning for a Mon Cal unit again, like a Mon Cal EWEB like gunner unit. Reasons being 1. In tons of Artwork Mon Cals are usually holding a heavy rifle, especially under the Rebellion, which leaves Me to believe Mon Cal are trained in heavy weapons. 2. The Rebellion and New Republic would have gone no where with the Mon Calamari ships/ world/ leaders! 3. Lastly it'd be a nice honor unit or special unit for the NR. The Imps have Nova Troopers why not a special unit for the NR?
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 02, 2013, 04:24:20 PM
Just thought of an interesting late era GC: The Orinda Campaign. The Imperials would be Era 5 with Pellaeon in the Reaper and Phennir as their only heroes. The NR would be in Era 4 and would have Wedge, Tycho, and Areta Bell in the Endurance. Once the IR takes Orinda they gain Teren Rogriss in the Dominion and the Megador. The goal of the IR is to retake the sector, the goal of the NR is to beat the Empire back or kill Pellaeon.

The special NR unit is the Infiltrator.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 02, 2013, 04:25:12 PM
*without the Mon Cal people/world/leaders they would have failed. Lol typo in top line apologies...
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 02, 2013, 04:32:31 PM
No I know the NR has the infiltrator but the Mon Cal gunner would be infantry where as the Infultrator is more specialized in his role. The Mon Cal gunner would be a cool entrench unit.

I like the Orinda campaign idea, however I'd like to suggest another faction for the Final Imp Push. I think one more faction would add a nice dynamic so that it wasn't just Imps EotH and NR. Maybe the Yevethans could be in there? Or Warlords? Hutts? Idk another faction would be cool for it though.
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 02, 2013, 04:57:21 PM
Yevethans were crushed in the BFC, Warlords were killed by Daala, Hutts would be sad and underpowered pushovers. Each faction has one basic and two specialty infantry. The IR has Stormtroopers, NovaTroopers, and E-Webs; the EotH has Phalanx Troopers, Commandos, and PLEX scouts (speeders that can capture RPs); the PA has Pentastar Enforcers, Storm Commandos, and Dark Jedi; and the NR has Vanguards, Infiltrators, and Jedi. I would personally prefer doing something to the Jedi than adding another unit.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 02, 2013, 11:23:02 PM
Just thought of an interesting late era GC: The Orinda Campaign. The Imperials would be Era 5 with Pellaeon in the Reaper and Phennir as their only heroes. The NR would be in Era 4 and would have Wedge, Tycho, and Areta Bell in the Endurance. Once the IR takes Orinda they gain Teren Rogriss in the Dominion and the Megador. The goal of the IR is to retake the sector, the goal of the NR is to beat the Empire back or kill Pellaeon.
The special NR unit is the Infiltrator.

Wouldn't this just be a slightly different version of the Hunt for Zsinj GC?(Granted I love the Orinda campaign timeline idea, I'm just saying what others will)
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 03, 2013, 06:00:22 PM
Yeah I forgot Daala had already taken out the other Warlords by Era 5 that's true I didn't think about that apologies. The Hutts can't be that week since they've held their territory for thousands of years lol, plus their units are already made and available.

How bout dropping the T1 Tank for the Mon Cal heavy gunner! The T1 is pretty useless really, the T2 and up are better. That could work out pretty good. Yes Jedi need some sort of attention both light and dark.

Also weird thing happened lost an AT-AT to 4 Phalanx Squads lol. Is the maser like a super AT-AT killer lol.
Title: Re: Suggestions for 2.1
Post by: Blackout on September 03, 2013, 06:16:15 PM
How bout dropping the T1 Tank for the Mon Cal heavy gunner! The T1 is pretty useless really, the T2 and up are better. That could work out pretty good.
I personally find the T1 tanks pretty useful! Their AA turrets seem to do a lot to infantry, and they are a fast AA unit.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 04, 2013, 03:17:31 AM
I think combining the Black Fleet Crisis with the Final Imp Push would be fun. The BFC game is kinda boring, and the Final Imp Push would benefit from another faction. They are so close in time too. Give the Yevethans 3 planets and sizable fleets and it could work. Imagine the fun of trying to get the Black Fleet into IR or EotH space! It'd be awesome!
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 04, 2013, 09:50:45 AM
I think combining the Black Fleet Crisis with the Final Imp Push would be fun. The BFC game is kinda boring, and the Final Imp Push would benefit from another faction. They are so close in time too. Give the Yevethans 3 planets and sizable fleets and it could work. Imagine the fun of trying to get the Black Fleet into IR or EotH space! It'd be awesome!

But for units they only have ISD and VSD models, Thrustships, and Trifoils in space; and AT-ATs, AT-STs, and infantry on ground. That would be pretty boring. Try to add more units and it becomes a carbon copy of the IR.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 04, 2013, 04:08:19 PM
But for units they only have ISD and VSD models, Thrustships, and Trifoils in space; and AT-ATs, AT-STs, and infantry on ground. That would be pretty boring. Try to add more units and it becomes a carbon copy of the IR.

As one of the very die hard proponents for adding the Yevethans to a GC as playable, I would love to see more of them but that said I do agree more unit diversity on their part would be better than just adding them into a GC that already has 3 factions.
Title: Re: Suggestions for 2.1
Post by: tlmiller on September 04, 2013, 04:22:27 PM
Or it becomes another EoTH, designing basically an entire faction from the ground up because there is little canon information about them.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 04, 2013, 09:42:38 PM
If the Yevethans may be limited but there is potential for greatness there if it could be done. Maybe some pirate ships Interceptor V comes to mind from FoC.

If Yevethans are too limited and hard to work with then I'd to bring up the Hutts again. I mean the Empire was reluctant to do war with them, and even during the Republic's hay day they didn't want to mess with them. There are Hutt units already made idk... It'd be an interesting addition...
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 04, 2013, 10:35:32 PM
If the Yevethans may be limited but there is potential for greatness there if it could be done. Maybe some pirate ships Interceptor V comes to mind from FoC.

If Yevethans are too limited and hard to work with then I'd to bring up the Hutts again. I mean the Empire was reluctant to do war with them, and even during the Republic's hay day they didn't want to mess with them. There are Hutt units already made idk... It'd be an interesting addition...

I think the Yevethan's are limited due to Bantam kinda lame ducking them in the BFC novels and then the world forgetting they existed until being made extinct by the Yuuzhan Vong-OFF SCREEN(or chapter) to add insult to injury!

As to the Hutts, believe me it wasn't military prowess that kept the Empire at bay. They made deals and were often intermediaries for many imperial deals and contracts. The Empire didn't need to conquer them, they weren't a danger to the Empire, they were helpful in a number of ways and the Empire also got a cut of the profits as long as they looked the other way. If Emperor Palpatine had wanted to he could have ravaged Hutt space as easily as he did the rest of the galaxy. If there was a sabotage and political aspect to the game that offered manipulation, bribery and extortion as a means of maintaining a Criminal Godfather like shadow empire then adding them would make sense. As it is there's really no justification to do so. Also they WERE in earlier versions, and aside from being basically cannon fodder for the other factions really brought nothing new or desirable to the table.
Title: Re: Suggestions for 2.1
Post by: kucsidave on September 05, 2013, 11:06:21 AM
agreed.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on September 06, 2013, 05:10:49 PM

How bout dropping the T1 Tank for the Mon Cal heavy gunner! The T1 is pretty useless really, the T2 and up are better.

That's the T3-B you're thinking of, the T1-B has a flak pod. (BTW, can we put a shield bar on those?) The 3B and 4B are the ones currently indistinguishable. The problem is, since unit stats are based on canon, there's no way to change this (give the T-3B torpedoes/shields/anti-infantry cannons/whatever).

As for your suggestion, I do think the NR could use a unit like the E-Web. Making said unit a Calamari/Bothan/Wookiee/whatever has no practical purpose, however, which is what I believe Corey has said on the matter.

I would at this point like to make a few suggestions:
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 06, 2013, 07:23:17 PM
Had an idea on how to make Chariots useful: give them a build limit of say 5
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 06, 2013, 07:54:38 PM
Just fyi there were a few instances where Palpatine in comics and novels had mentioned that warring with the Hutts would cripple the Empire. The Hutts have planetary life debts from 3 separate races that would fight to the last sentient in their name, the Vodrans, Weequey, and one other that escapes Me right now.

I just thought that a Mon Cal EWEB would be cool because it gives a little diversity, and to honor the contributions of the Mon Cal, also because so many pics Ive found show Mon Cal with heavy weapons, so I assume they had experience with heavy weapons. Made sense, but a regular EWEB trooper for the NR works just as good.

The T1B is super useless... It's like Lukes land speeder with a cannon... I kill them with Infantry for Yoda's sake! Lol.

Reskin of Civy units like Ithorians is not gonna happen, or Duros etc. However I would like Wookiees but thats been shot down a ton already lol.

How bout having Warlords as a playable faction in some GC's?
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 06, 2013, 07:57:17 PM
I like the Chariots idea... Very interesting...
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 06, 2013, 09:03:56 PM
I like the Chariots idea... Very interesting...

Sorry, the forums keep cutting off my posts. What I said was to give them a build limit and make them like field commanders.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 06, 2013, 09:56:42 PM
Still think the Hutts would have been mowed down by the Empire, I mean they were annihilated on the side by the Vong with little difficulty.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 07, 2013, 09:59:39 PM
Adding the field commander trait makes it even better! That would make Chariots pretty useful.

The Vong kicked everyone's a$$ pretty easy, whether it was Republic, Empire, Hutt, etc. they killed trillions, so that doesn't say much lol. God I hate the Vong so friggin much. Just horrible Idea, so horrible... The Ssi'ruk would have been a much more interesting invading force with their intechment capabilities... ANYTHING would have been better than the Vong! I love Ewoks and Gungans more than the Vong! Just... horrible...

I hate whiny little Cade Skywalker too...

Anyhoo, I realized that I may be the only hard core NR fan lol. Seems like everyone else like the Imp factions more.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 07, 2013, 10:19:09 PM
How bout making spec ops units more multi-purpose, making them more like spec ops teams would be. I.E. Teams of three instead of two for one, each with a different weapon, sniper, heavy blaster, and missiles so they can fight infantry and tanks. This would be for all spec ops NR, IR, PA, etc. 
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 12, 2013, 05:31:52 PM
I've been playing a lot using teams of Spec Ops units Republic Commandos, Storm Commandos etc. and I really think they should definitely be reworked. Yeah they're great for scouting, and sniping Infantry, but that's it. I think they should be upped to teams of three maybe even four, with a sniper, heavy repeating blaster, and a PLEX equipped member. This would be for each factions Spec Ops and would make them way more useful and able to hold their own against infantry and vehicles, even Jedi/Dark Jedi better.

Not only would it make the teams more interesting, and multi-purpose, they'd be more like real Spec Ops units, and more like the units in comics etc. most notable the Rebel/NR units they've showed with multiple weaponry. A medic in the unit may be cool too.
Title: Re: Suggestions for 2.1
Post by: Blackout on September 12, 2013, 06:48:09 PM
Anyhoo, I realized that I may be the only hard core NR fan lol. Seems like everyone else like the Imp factions more.
I like the NR as well; Imperial's are overrated ^^
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 12, 2013, 11:09:20 PM
I like the NR as well; Imperial's are overrated ^^

To quote our prestigious mod team member Kalo

Quote from: Kalo
This is easily the worst thing I've ever seen you post.
Title: Re: Suggestions for 2.1
Post by: Blackout on September 13, 2013, 07:49:37 AM
This is easily the worst thing I've ever seen you post.
Just what I needed in the morning. But this is a suggestion thread, so I might as well make a suggestion: We all know that boarding ships is possible(No, this will not be another suggestion to add boarding enemy ships into the game thing), but I was thinking that fighter heroes and transport heroes should be able to board friendly capital ships. For instance, Let's say for the combat bonus or for whatever reason, I bring Mothma along with my fleet. There are only two ways I can bring Mothma into battle: either by not putting any units in the first ship slot and letting the game decided which ships to put in(also putting Mothma in a ship), or putting her in the first slot and she warpes in as a transport. Not being able to choose your fleet can very well hinder you and will make the battle more drawn out, but leaving her in a transport risks her that much more. Before this is shot down, I just want to clarify that only transport heroes, like Mothma, and fighter heroes, like Luke and Corran Horn, would be able to do this.
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 13, 2013, 09:14:14 PM
Good idea, I like it.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 14, 2013, 03:32:09 PM
I concur that is a great idea, especially since I just used Luke and Corran in a battle, and lost Corran to the 181st Tie Squadron lmao!

How bout that Spec Ops idea I have up yonder ^... It's pretty good I think... MAY not be shot down :D
Title: Re: Suggestions for 2.1
Post by: Blackout on September 15, 2013, 05:28:00 AM
I just want to clarify that I'm thinking that it would somewhat like transports do: with right click to go and the right click on the transport or a click on the unit icon to get out :).
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on September 16, 2013, 04:55:20 PM
I like it, but I think we're getting into "Is this even possible?" territory.
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 16, 2013, 06:03:06 PM
How is it not possible? It would be the same function as the land based units loading and unloading. I doubt its not possible.
Title: Re: Suggestions for 2.1
Post by: Corey on September 16, 2013, 07:18:29 PM
How is it not possible? It would be the same function as the land based units loading and unloading. I doubt its not possible.

The load/unload stuff from garrisons/transports on land does not work at all in space, and none of this is anywhere near as simple as anyone's making it out to be. There's a reason it's been 7 years and no mods have included it. Pox did a script once that allowed the basic functions, but there are still a lot of problems associated with it, not the least among which nis that you're despawning and respawning things so you essentially just get a new squadron and damage doesn't carry over. I don't believe it would work with heroes at all, but I could be wrong. Pox would know more than me on this.
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 16, 2013, 11:47:47 PM
Yeah, I agree about the no damage thing, and that it would be a lot harder than some think to make it work. I guess it would be kind of like the individual ship retreat thing, where you could just bring them right back in with absolutely no damage done to it.
Title: Re: Suggestions for 2.1
Post by: Eclipse on September 18, 2013, 12:54:39 PM
Is there a chance you make the proton torpedos a bit smaller, they look way bigger than most of bombers where they are launched from. It's a minor detail but it's quite funny
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 18, 2013, 03:12:00 PM
I actually think that the torpedo part is quite small, but the exhaust trail is mostly what you are seeing. I could be wrong about that though.
Title: Re: Suggestions for 2.1
Post by: Eclipse on September 18, 2013, 07:05:09 PM
I actually think that the torpedo part is quite small, but the exhaust trail is mostly what you are seeing. I could be wrong about that though.
Yeah, I think you are right about it, the torpedo is small but it has that huge red exausht, It's like a huge signal that syas "Your shields won't last long"
Title: Re: Suggestions for 2.1
Post by: Revanchist on September 18, 2013, 11:58:48 PM
I'm just happy they don't break through shields anymore (Imagines NR Era 5 with a fighters having canon armaments and shudders). But yeah, I think they are probably going to leave them like that because it gives you an easily identifiable warning signal of doom.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on September 21, 2013, 11:54:09 PM
Agreed
Title: Re: Suggestions for 2.1
Post by: Halcyon on September 25, 2013, 07:17:24 PM
How bout Spec Ops being more useful. I mentioned it before but how bout NR Commando/ Storm Commando etc. be teams of three or four with multiple weapons sniper/heavy repeating blaster/PLEX missile so that they can handle multiple threats and act like actual Spec Ops teams. That way they can fight infantry, vehicles ect. Would make them way more useful and multi-purpose role oriented like Spec Ops would be.
Title: Re: Suggestions for 2.1
Post by: Waffle Wagon on September 25, 2013, 09:10:38 PM
Now that sounds like a good idea, but you would have to manage your squad very carefully since infantry get slaughtered so quickly. Running into a platoon of maulers would completely ruin your day.
Title: Re: Suggestions for 2.1
Post by: Delta104x on October 04, 2013, 03:23:41 PM
I finally got a decent suggestion- Is it possible that SSDs and Sovereigns can take up an even(14 or 16) number of supply? 15 is a nightmare for my symmetry fleets.
Title: Re: Suggestions for 2.1
Post by: Blackout on October 04, 2013, 04:31:35 PM
I finally got a decent suggestion- Is it possible that SSDs and Sovereigns can take up an even(14 or 16) number of supply? 15 is a nightmare for my symmetry fleets.
You could always change the pop cap yourself :)
Title: Re: Suggestions for 2.1
Post by: Corey on October 04, 2013, 04:41:37 PM
I'll have to talk to Slornie about how to take OCD into account in balancing...
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on October 05, 2013, 05:53:52 AM
More emphasis on commando actions in the Hunt For Zsinj campaign, his shadow financial Empire and destabilization agents. Perhaps a smaller themed GC like the BFC one but in the Ciutric Hegemony with two very limited ships(IE both sides don't replace losses virtually at all) with a tough emphasis on using resources and ships wisely as you can't replace them as well as other GCs
Title: Re: Suggestions for 2.1
Post by: Singularity on October 05, 2013, 09:54:40 PM
Eriadu should be given higher stats (pop limit, buildings, space station), seeing how important it was in-universe.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 05, 2013, 10:44:38 PM
Yeah, I agree with that.  It was a MAJOR trading hub, it should be worth more.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 05, 2013, 11:37:58 PM
Honestly I don't know how can everyone have population problems in this mod. I always conquer the galaxy with less than half of the population used and my forces overwhelm the enemy. They are two times the AI ones
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 06, 2013, 12:54:59 AM
Honestly I don't know how can everyone have population problems in this mod. I always conquer the galaxy with less than half of the population used and my forces overwhelm the enemy. They are two times the AI ones

Oh, I agree with that.  Except in a few GC's where you start with NO planets practically, I can't build fast enough to keep anywhere NEAR the population limit.
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 06, 2013, 11:47:17 AM
If you are talking about Reunification with the IR then I agree with you but I'm not quite sure if Eriadu appeared in that GC. Anyway just my opinion about it and consedering what you've said about Eriadu, it makes sense
Title: Re: Suggestions for 2.1
Post by: Eclipse on October 07, 2013, 04:48:39 PM
I also have a suggestion for the AT-AT the way they are, I feel they are too fragile for what they really are. I would increase  bit it's armor and would add the medium cannos on each side of the head. Of course I don't mean to do it an OP unit, this upgrades would also have a higher cost arround 1700 credits, making it the most expensive ground unit in GC. If you think I'm trying to OP the AT-AT then you should compare it with the T-4B it cost 600, 3 tanks per company and they can easily beat an AT-AT
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 08, 2013, 09:44:41 AM
I was thinking: Isard has three GCs with her in it, Era 3 has 2 GCs, but the other eras have only one. That made me think about Empires at War: since that is a non-canonical GC, maybe you could have it be a different era than Isard. In particular, i was thinking Era 4, because although the Empire is not at its strongest they can build the Tector and the Crimson Command VSD 2, giving them an edge in combat still.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 08, 2013, 10:41:57 AM
Fair point, and not a bad idea.
Title: Re: Suggestions for 2.1
Post by: Corey on October 08, 2013, 02:45:33 PM
I was thinking: Isard has three GCs with her in it, Era 3 has 2 GCs, but the other eras have only one. That made me think about Empires at War: since that is a non-canonical GC, maybe you could have it be a different era than Isard. In particular, i was thinking Era 4, because although the Empire is not at its strongest they can build the Tector and the Crimson Command VSD 2, giving them an edge in combat still.

That kind of defeats the purpose of the GC; it's supposed to be a fight between the Imperial factions, so era 1 is the only time it works. By Era 4, the Warlords are all gone, and the Pentastar Alignment is gone. For the Warlords, era 1 or 2 works, but for the PA it has to be era 1. This is really part of the overall reasoning for why the GCs are more bottom heavy. The later eras had the factions a lot more united, so all we can really do are larger and smaller versions of the existing GCs, whereas in the earlier eras we can have different combinations of factions.

For Isard, the Fractured Empire/Stars Align GCs only exist seperately because of the point at which the PA was added. Honestly, they should be the same GC.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 08, 2013, 08:18:55 PM
It only defeats the purpose if you set it in a particular year (7 ABY I think). If you made it an Infinities GC, then it wouldn't really matter. I understand your point completely though. For that matter, the Duskhan League (whom I believe is in there) wouldn't really fit into the timeline either, since they didn't enter he scene until around Era 4 (or am I wrong here). Either way, I would enjoy another GC set in Era 4. While Reunification is fun and Essence of War is always available to play through, I sometimes want to play as the Remnant in Era 4 without the stress of Reunification and the long attempts to kill the SSD heroes in the multi eras.
Title: Re: Suggestions for 2.1
Post by: Corey on October 08, 2013, 10:16:44 PM
Quote
It only defeats the purpose if you set it in a particular year (7 ABY I think). If you made it an Infinities GC, then it wouldn't really matter. I understand your point completely though. For that matter, the Duskhan League (whom I believe is in there) wouldn't really fit into the timeline either, since they didn't enter he scene until around Era 4 (or am I wrong here).

The Yevethans do fit into the timeline. There's a huge difference between inactive/otherwise engaged and destroyed. The Empire of the Hand and the Yevetha both fit the former during the timeperiod in which the GC is set but that doesn't preclude them from being involved in a war once you change the starting conditions. Not existing does. They were also the only ones in the position to serve an important gameplay function.

Quote
It only defeats the purpose if you set it in a particular year (7 ABY I think). If you made it an Infinities GC, then it wouldn't really matter. I understand your point completely though.

The point of the Empires at War GC is to portray the fact that there is in fact an "Imperial Civil War" going on and just focusing on that; it's in the title. So, if we're doing a GC based around that, the timeperiod that makes the most sense is the one where there's actually different Imperial groups who have some claim to being the real Empire. The reason From the Ground Up is called an "Infinities" GC is because there's absolutely no way to structure that within the period, and it was the only way to make it somewhat balanceable, which in the case of FTGU are totally worth the result since that was the only option to get a valuable game mod and the sacrifices made sense for the goals. If we were to just take a handful of Imperial groups from different time periods and slop them together, on the other hand, you're really only doing it to fill some sort of era quota (which it incidentally doesn't since it's not actually set in any era) while missing out on the opportunity to make it more immersive by setting it somewhere recognizeable, and you introduce a lot of extra problems about how to structure it since you're pretty much transporting multiple overlapping territories across time.

If you want more GCs in the later eras, that's a different issue; the solution isn't to toss Empires at War into a blender.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 09, 2013, 01:18:48 AM
I get it now. Thanks, I figured an Infinities GC was just a blendered Era GC. I see now the reason for making it the Empire under Isard.
Title: Re: Suggestions for 2.1
Post by: Augustus Lucius Flavius on October 12, 2013, 01:31:38 PM
If it is not too late is there a chance that you could put together a GC for the creation of the EotH? I think it would be pretty cool to control them through all of the early campaign's against the unknown region powers.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 12, 2013, 06:49:02 PM
While I agree it would be neat, it would be REALLY time consuming to create the various unknown regions factions from the ground up (since we know almost nothing about their ships) just to have them as such a minor faction.
Title: Re: Suggestions for 2.1
Post by: Blackout on October 12, 2013, 09:29:28 PM
This isn't so much a suggestion to the game-play itself, but getting TR to focus more on multiplayer rather than just single player galactic conquest would make this Mod that much more popular. TR already has a number of factions, further diversifying them in multiplayer skirmish (most likely the would be most popular multiplayer TR games) would only add more to the game, for each player to chose the faction they strategically prefer, or just because they like that faction, only even more unique. It shouldn't be hard at all for TR to obtain a community bigger than the current FoC one, since hardly anyone, even compared to EaW's, plays on FoC.
Title: Re: Suggestions for 2.1
Post by: Lord Xizer on October 13, 2013, 12:39:12 AM
If it is not too late is there a chance that you could put together a GC for the creation of the EotH? I think it would be pretty cool to control them through all of the early campaign's against the unknown region powers.

Suggested this quite a few times actually. All times it was shot down for logical and sound reasons.
Title: Re: Suggestions for 2.1
Post by: Augustus Lucius Flavius on October 13, 2013, 12:04:30 PM
Ok just checking.
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 14, 2013, 09:38:37 PM
Is there any way to make your Golans survive after your shipyard has been destroyed? I won the battle with boh Golans intact but having lost my space station, and I thus had no Golans orbiting when the next fleet came.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 14, 2013, 09:43:53 PM
That's odd because I swear mine do survive when I have the same thing happen...is this on any planet?
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 15, 2013, 01:00:23 AM
IDK, it happened on Kessel in Reunification.
Title: Re: Suggestions for 2.1
Post by: tlmiller on October 15, 2013, 02:35:43 PM
I'll have to try it if I have time.  I swear it's happened to me and they're still there.

I've also had a battle where I destroyed them around Coruscant and then retreated because I was taking too much damage (leaving the fleet and a shipyards intact), and when I came back (not even 1/2 week gametime) they had 4 golan I's in orbit...
Title: Re: Suggestions for 2.1
Post by: Revanchist on October 20, 2013, 08:25:30 PM
An idea for Operation Shadow Hand for the Imperial Remnant: start with only the Warlord heroes, Pellaeon and Veers, and only being able to build Era 2 Tech. Once they capture Coruscant they gain Palpatine and Sedriss, as well as the Era 3 ships and vehicles.
Title: Re: Suggestions for 2.1
Post by: kucsidave on November 03, 2013, 02:31:09 PM
An idea for Operation Shadow Hand for the Imperial Remnant: start with only the Warlord heroes, Pellaeon and Veers, and only being able to build Era 2 Tech. Once they capture Coruscant they gain Palpatine and Sedriss, as well as the Era 3 ships and vehicles.
i don't think that would be a good idea.
It would make things toodiferent.
Everyone would right away go to cap. Coruscant, and you are where you were before...
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 03, 2013, 07:53:17 PM
Plus it makes no sense.  Pally didn't congregate on Coruscant.  He came from Byss and launched his offensive from there.
Title: Re: Suggestions for 2.1
Post by: Eclipse on November 03, 2013, 08:36:47 PM
I have a suggestion for the Survinving. I don't know how the credits work there, but why not making a bonus sistem? something like if you win the wave before certain time, you get a credit bonus. Or something more complicated, credit bonus spread trought the map and you can collect them with ships (not fighters)
Title: Re: Suggestions for 2.1
Post by: Revanchist on November 03, 2013, 10:12:13 PM
Plus it makes no sense.  Pally didn't congregate on Coruscant.  He came from Byss and launched his offensive from there.

But it wasn't until the Warlords conquered Coruscant that Pally made his appearance.
Title: Re: Suggestions for 2.1
Post by: jordanthejq12 on November 18, 2013, 05:03:54 PM
Finally! The forums are back. And now I can make a couple of more suggestions.

One, T-3B and T-4B differentiation, if at all possible. I find that the T-3B has as much or more firepower than the "newer" design for a fair bit less. The two also seem to have similar specs. The way I see it, either there's gotta be a real difference, or one's gotta go.

Second, increased accuracy vs. fighters and bombers of all laser/maser cannon weaponry on starships.  Corvettes do their jobs fairly well. The trouble is with those ships that aren't corvettes (Enforcer, Immobilizer, Assault Frigate. etc.) that have laser cannons and still can't hit the broad side of a barn with them. I don't know if this plus creating reserve capacities will swing the balance of power away from fighters (I like this mod in no small part because of what fighters are capable of), but there's fighter dominance...and then there's fighter dominance. It's all well and good to have fighters that'll go down in one hit, but first you have to land that hit.

Third, some kind of enhancement of the Marauder Cruiser, as I believe I may or may not have said before. At 1900 credits you could, with perhaps a general accuracy boost (vs. all targets), have some cheap but pretty good (if fragile) firepower. As it stands right now it seems to be useless. I, however, do not believe this is the intent. I'm fairly certain it would've been cut by now if that was the case.
Title: Re: Suggestions for 2.1
Post by: tlmiller on November 18, 2013, 05:20:39 PM
Finally! The forums are back. And now I can make a couple of more suggestions.

One, T-3B and T-4B differentiation, if at all possible. I find that the T-3B has as much or more firepower than the "newer" design for a fair bit less. The two also seem to have similar specs. The way I see it, either there's gotta be a real difference, or one's gotta go.

While I'm ok with both being in the game, I will agree to them having more or less identical abilities, and their specs being extremely similar.

Quote
Second, increased accuracy vs. fighters and bombers of all laser/maser cannon weaponry on starships.  Corvettes do their jobs fairly well. The trouble is with those ships that aren't corvettes (Enforcer, Immobilizer, Assault Frigate. etc.) that have laser cannons and still can't hit the broad side of a barn with them. I don't know if this plus creating reserve capacities will swing the balance of power away from fighters (I like this mod in no small part because of what fighters are capable of), but there's fighter dominance...and then there's fighter dominance. It's all well and good to have fighters that'll go down in one hit, but first you have to land that hit.

I do agree here.  Enforcers were supposed to be quite good against fighters, and in game they're mostly useless unless it's a single fighter squadron.

Quote
Third, some kind of enhancement of the Marauder Cruiser, as I believe I may or may not have said before. At 1900 credits you could, with perhaps a general accuracy boost (vs. all targets), have some cheap but pretty good (if fragile) firepower. As it stands right now it seems to be useless. I, however, do not believe this is the intent. I'm fairly certain it would've been cut by now if that was the case.

But the AI certainly does love building a whole bunch of them.