Thrawn's Revenge

Mod & Network News => News & Updates => Topic started by: Corey on June 07, 2017, 03:54:26 PM

Title: ASC: Imperial Remnant 1.1 Overview Video
Post by: Corey on June 07, 2017, 03:54:26 PM


Continuing our faction video preview series for 1.1, Corey has just posted the Imperial Remnant's, covering their new tech and ship abilities. Next up will be the Hand, and finally, heroes.

https://www.youtube.com/watch?v=_SrBaerKy2E
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: Illidan Stormrage on June 07, 2017, 08:14:14 PM
So we start out as the Moff council?
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: WarlordOfWildSpace on June 08, 2017, 01:13:50 AM
This has likely already been answered somewhere else, but what is the likelihood of seeing support ships like the altor in ICW?
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: Corey on June 08, 2017, 01:43:53 AM
We'd like to work them in somehow, but while there's some clear roles for them in a game like Sins, we've not really figured out how they could actually be useful in ICW.
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: WarlordOfWildSpace on June 08, 2017, 02:54:04 AM
Would it be possible to use them as a unit that provides a slight speed boost to capital ships?  Or is that too specific/too overpowered to work?  As ships that supplied fuel to an entire fleet, either speed boost or morale boosting without having to risk your heroes are the first things that come to mind.
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: Corey on June 08, 2017, 03:53:40 AM
Doesn't really fit the idea of fleet tender, honestly. If we wanted to do that effect, we'd be better off trying to re-introduce fleet commanders.
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: WarlordOfWildSpace on June 08, 2017, 04:53:43 AM
Yeah, not really certain what mechanics in EaW would benefit from a support ship.  There is no upkeep for units, no resource depletion, nothing stopping any unit labelled as hyperdrive capable from travelling.  The only things I can think of would be to utilize a passive repair of some sort like in Ascendancy, or, and this is likely waaay too complicated to actually do, try to find someway to use the mechanic from FoC to make travel between worlds cost money unless you had a fleet tender with you.
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: Corey on June 08, 2017, 05:32:34 AM
The problem with  repair is there's almost never a situation where you've got even one slightly damaged but still alive hardpoint, let alone more than one.
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: GreyStar on June 08, 2017, 10:30:55 AM
So can ISD2s fire as long as they are indefinetly invisible?
Title: Re: ASC: Imperial Remnant 1.1 Overview Video
Post by: Corey on June 08, 2017, 01:38:52 PM
No, they have to uncloak to fire. That would be completely unfair since you can't hit a cloaked target.