Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: StarBornMichaelh165 on October 06, 2016, 02:21:29 AM

Title: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: StarBornMichaelh165 on October 06, 2016, 02:21:29 AM
Hello Again Everyone and Welcome To another Topic call "How many Star Destroyers types  we're their in the Imperial Civil War Era to answer that take a look at this Video www.youtube.com/watch?v=YOXTmoZvbgE Well as you can see their were many in the Thrawns Revenge Era so now we can see what Next to put in the mod now we know more. So Thank you all so much for coming and I hope too see next Good bye and "May the Force be with you all ways".
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: Corey on October 06, 2016, 09:10:00 PM
I'm not sure what from this video you're actually saying we should add, considering all the types he mentions from the post-Endor pre-Vong War time period in this video are already in the mod except the Bakuran one, which were only used by the Bakuran defense fleet.
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: StarBornMichaelh165 on October 07, 2016, 03:48:24 AM
I'm not sure what from this video you're actually saying we should add, considering all the types he mentions from the post-Endor pre-Vong War time period in this video are already in the mod except the Bakuran one, which were only used by the Bakuran defense fleet.
I thought you guys would add in the Bakuran as a natural Faction.
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: kucsidave on October 07, 2016, 08:11:22 AM
I thought you guys would add in the Bakuran as a natural Faction.
You mean neutral?
That's not really how it works. It would mean to create a new faction with what? 1 planet and 1 ship type? Not really appealing...
Too much work, too little gain since most possibly it would die instantly.
Also there would be no real reason to add them since there is nothing significant happening there other than the Shadow Hand time period, but even that was minimal.
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: Corey on October 07, 2016, 12:19:56 PM
It's a planet that we don't even use in the mod, because except for the Ssi-Ruuvi it was pretty irrelevant. The defense fleet (with the Bakura-class and Namana-class, both of which are ugly as hell because they come from a source, Cracken's Threat Dossier, wose pictures have pretty much all become non-canon). The only conflict within the mod's timeframe which they were present for is the Corellian Crisis right at the end of the timeframe, and which we don't cover.
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: StarBornMichaelh165 on October 07, 2016, 12:55:54 PM
You mean neutral?
That's not really how it works. It would mean to create a new faction with what? 1 planet and 1 ship type? Not really appealing...
Too much work, too little gain since most possibly it would die instantly.
Also there would be no real reason to add them since there is nothing significant happening there other than the Shadow Hand time period, but even that was minimal.
Oh well ok I can see it not being in the mod then.

It's a planet that we don't even use in the mod, because except for the Ssi-Ruuvi it was pretty irrelevant. The defense fleet (with the Bakura-class and Namana-class, both of which are ugly as hell because they come from a source, Cracken's Threat Dossier, wose pictures have pretty much all become non-canon). The only conflict within the mod's timeframe which they were present for is the Corellian Crisis right at the end of the timeframe, and which we don't cover.
Ok then I can see that now personally I never like the Bakura class look it is ugly but cool looking but still ugly as hell. But yeah I'm not talking about Bakura Star Destroyer no what I'm talking about is other Star Destroyers in the Video like the Nar Shaddaa, Aggressor, Turbulent, Sorannan, and Chiss Star Destroyers is what I'm asking about.
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: Corey on October 08, 2016, 12:26:06 PM
Nar Shaddaa - Just a picture, no stats, so role, no size, nothing else whatsoever. We don't need another "anonymous star destroyer of indeterminate role #7." Was only ever used in TFU.

Aggressor - Only from FoC, plans stolen from Empire. We've thought about including it for someone, but even then it's a HUGE stretch.

Turbulent - This ship didn't exist until decades after the mod ends, as the video even says.

Sorannan - We've like to include it for EX-F, but as the video even mentions, it has no design. I know what I'd likely try to use to make it if we get a chance, but that takes time we've not ahd so far.

Chiss Star Destroyer - This is already in the mod, our take on it is the Ascendancy-class. "Chiss Star Destroyer" is a colloquial designation saying where it came from, not a class name, so we made actual class names for them.



We appreciate the enthusiasm, however as I've said, when making suggestions, people need to give information on why they think it would actually add something worthwhile to the mod. When something isn't already in or isn't already planned to be in, it's almost never (if ever) because we're unaware of its existence, so simply posting "this exists" isn't really going to get it on the roster. Stuff gets added to the mod when there's a reason to add it, not simply because it's there and "variety is cool." Sure, some people don;t care if 30 ships do literally the exact same thing because they like to see all the different models, but the thing is, that kind of redundancy can have a negative effect on gameplay (for example, the variety of fighters we have which all fill the same role already makes it harder for people to know what does what, and as far as game mechanics go, makes it incredibly difficult to micromanage because you can't select all of your, say, bombers at once because you have like 6 different kinds), and adding things isn't done in a vacuum, it's in the context of the overall development of the mod. If we add x, that takes a certain amount of resources which means either delaying the mod until we can do x as well, or x gets in and y has to (at least for the version at hand) get cut. This content doesn't make itself, and we've not run low on things we'd like to add in other areas. As I've said before, we can add 36 Imperial units that do the exact same thing as the existing Imperial units, or we can do stuff like work on expanding the galaxy around the Empire of the Hand. We cannot do both.

Adding a bunch of redundant units also reduces the overall quality of the mod in that it means we essentially have to take a quantity over quality approach. There's always plenty of older content we want to redo to bring up to higher quality standards; on the list right now between ICW and Ascendancy, on top of things we want to add, and this is by no means exhaustive, are the Proficient, Procursator, Dreadnaught, Strike Cruiser, Syca, Furion, Allegiance, World Devastator, Torpedo Sphere, Executor, Eclipse, Bellator, Ascendancy and Intego. Then there's also things like death clones, voiceovers and damage decals we'd love to be able to do, but the more ships we have to work through for that, the less of a chance we can ever actually do it because those resources go into making more ships that don't even add any new gameplay.
Title: Re: Question : Is having more Star Destroyers beater the Answer : See for yourself.
Post by: StarBornMichaelh165 on October 08, 2016, 07:29:39 PM
Nar Shaddaa - Just a picture, no stats, so role, no size, nothing else whatsoever. We don't need another "anonymous star destroyer of indeterminate role #7." Was only ever used in TFU.

Aggressor - Only from FoC, plans stolen from Empire. We've thought about including it for someone, but even then it's a HUGE stretch.

Turbulent - This ship didn't exist until decades after the mod ends, as the video even says.

Sorannan - We've like to include it for EX-F, but as the video even mentions, it has no design. I know what I'd likely try to use to make it if we get a chance, but that takes time we've not ahd so far.

Chiss Star Destroyer - This is already in the mod, our take on it is the Ascendancy-class. "Chiss Star Destroyer" is a colloquial designation saying where it came from, not a class name, so we made actual class names for them.



We appreciate the enthusiasm, however as I've said, when making suggestions, people need to give information on why they think it would actually add something worthwhile to the mod. When something isn't already in or isn't already planned to be in, it's almost never (if ever) because we're unaware of its existence, so simply posting "this exists" isn't really going to get it on the roster. Stuff gets added to the mod when there's a reason to add it, not simply because it's there and "variety is cool." Sure, some people don;t care if 30 ships do literally the exact same thing because they like to see all the different models, but the thing is, that kind of redundancy can have a negative effect on gameplay (for example, the variety of fighters we have which all fill the same role already makes it harder for people to know what does what, and as far as game mechanics go, makes it incredibly difficult to micromanage because you can't select all of your, say, bombers at once because you have like 6 different kinds), and adding things isn't done in a vacuum, it's in the context of the overall development of the mod. If we add x, that takes a certain amount of resources which means either delaying the mod until we can do x as well, or x gets in and y has to (at least for the version at hand) get cut. This content doesn't make itself, and we've not run low on things we'd like to add in other areas. As I've said before, we can add 36 Imperial units that do the exact same thing as the existing Imperial units, or we can do stuff like work on expanding the galaxy around the Empire of the Hand. We cannot do both.

Adding a bunch of redundant units also reduces the overall quality of the mod in that it means we essentially have to take a quantity over quality approach. There's always plenty of older content we want to redo to bring up to higher quality standards; on the list right now between ICW and Ascendancy, on top of things we want to add, and this is by no means exhaustive, are the Proficient, Procursator, Dreadnaught, Strike Cruiser, Syca, Furion, Allegiance, World Devastator, Torpedo Sphere, Executor, Eclipse, Bellator, Ascendancy and Intego. Then there's also things like death clones, voiceovers and damage decals we'd love to be able to do, but the more ships we have to work through for that, the less of a chance we can ever actually do it because those resources go into making more ships that don't even add any new gameplay.
After reading all of it I have to say yeah your right about! Everything but I have three questions about your Comment well two bro the other one is for the Video saw about the Gladiator MK2. one for when you meant the Soranan Class Star Destroyer. What dose EX-F mean?. Two What the Proficient?. And the third is about Gladiator 2 how are you guys going to make it work. And That's all I have to say about the question. but I just want to see if this works or not now I know. But I'm not try to over work you or your team to the Ground or anything I was just seeing what Could or Couldn't work for mod. So yeah I can see it now sorry for redundant idea's. But if you like I can still. Help my like my friend is help out with the Political system and no it not POX I don't know his name on here. I can do voices for space units, Ground units, Hero's and more if your looking for someone like me that is. Yes your welcome I am very enthusiastic.