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Topics - t78

Pages: 1 [2]
21
Discussion, Suggestions & Feedback / Small GCs.
« on: October 21, 2017, 06:31:29 PM »
I think Corey mentioned in a let's play that he didn't want too many large GCs being suggested in addition to what is already there. [I apologize if I mis-heard you on this Corey] Thinking on this, I put together some small ideas. I've tried to make them different to other GCs, and hopefully involve minimal effort. Some are previous ideas I have re-heated a little.

Deep-Core War: No NR, no Daala, just post-Shadow Hand warlords fighting. Poor-resources worlds, all connecting to each other, no bottlenecks. Essentially a short-vicious knife-fight. 15 worlds or so.

Invasion! A space-only GC. One faction has many worlds but ships spread thinly, the other has few worlds, but a very large stack of units. 20 worlds?

Rat-tag bunch o' misfits:  An NR force consisting of a diverse collection of units- a nebulon b, a nebulon b-2, cr90, some y-wings, a pair of dp 20s, etc.  No matter how large the starting force, no more than 2 of any unit. Against them, an equally sized homogenous force of dreadnoughts, neutron stars and ipvs. 3 worlds TOTAL.

Thoughts: Over elaborate? Boring?

22
Discussion, Suggestions and Feedback / Hyperdrives and fighters.
« on: October 14, 2017, 07:46:39 AM »
I’m wary of suggesting this, since it sounds too much like I’m obsessing about canon here. Not to mention that the team is probably thinking things up as I type. Nonetheless, I am attempting one more roll of the dice to see if this idea is useful.

Having tried to work out how the Clone Wars might be different in gameplay, even with the proto-imperial tech, I was thinking about how EU material from the Original Trilogy emphasised that the Rebel’s Starfighters were innovatory somehow. Something about their hyperdrives.

With this, I remembered that the Prequel Trilogy shows fighters as less mobile. The N1s needed to link the Padme’s diplomatic cruiser in Ep 2, with Obi Wan’s fighter needing a massive hyperdrive ring.

While there are plenty of EU examples to the contrary, there does seem to be a lot of stuff about fighters that need carriers of some sort to get to other places. If we try and reconcile this with various hyperdrive equipped fighters, we might say that the latter are only good for short ranged jumps.

Building on this , I wondered if there is any way this could be represented. Hero only fighter units (all others come from carriers)? Small hyperdrive rings as mini-carriers? Fighters can only move between systems if a ship is in the fleet?

I know that most things I suggest are over-thought, complicated or make the game less fun. I was previously wondering about making fighters less useful and thus making corvettes much more useful until fighters suddenly jump up in power, and make them good only for anti-fighter duties. I did have a silly idea about giving station fighter complements lots of different fighters depending on the location, and then having the republic replace these fighters with standardised units, to represent the republic’s growing influence. Maybe show limited capital ship hyperdrives by featuring certain battlecruisers as garrison only units? All of this is useless. Other than the usual ‘add this unit’, I am beginning to feel like I can’t make any useful suggestions.

So, I am basically saying that this is probably a worthless suggestion, and that I am really wondering if anyone can think up something like this that would actually work.  I don’t want to obsessively adhere to canon though if it makes the game less fun, or deviate from the winning formula the team already has. Maybe it should be exactly the same in tactics as ICW, only with cosmetic differences. I really don’t know.

23
Discussion, Suggestions & Feedback / Krytos Virus.
« on: October 06, 2017, 12:59:23 PM »
I was listening to your Bacta War playthrough Corey, and I had an idea with the Krytos Virus. Instead of getting bonuses from researching a cure, what if you had a series of cures to research (costing money that could otherwise be sent to units), and if you don't research each one in time, an NR world declares neutrality. You can't seize it as it is not selectable (like Byss in Shadow Hand) and trying to invade yields a 'we're not like the empire!'  message from Mon Mothma. Thus you lose money, Pop cap, and territory. Only researching the Krytos cure prevents this, meaning you have to balance research money with funds for your forces.

On the Ir side (and maybe Zinj), you can research a counter cure... which requires a small amount of money, but mainly infantry units (serving as test subjects for control groups). Thus with this you put infantry on the world where the counter cure is being researched, and they get taken away. This one is more of a balancing act between money and pop cap. (and sacrificing disciplined expendable stormtroopers shows how eeeeeevil Isard is!)

Thoughts?

24
Discussion, Suggestions & Feedback / Emergent factions query.
« on: September 25, 2017, 12:32:08 PM »
So, when I was listening to Corey’s playthrough yesterday, I heard him say that there was talk of allowing raid fleets to stay on the strategic map after a battle. It did seem a little odd that a random faction gets to pop up in the middle of a war between two other factions, but hey, ho.

Nonetheless, this did give me a thought regarding emergent factions. A lot of people have occasionally posted about a pirate faction, and have been told that it would be a bit odd to have a pirate faction conquering the galaxy. This I agree with- all those ‘Black Sun’ factions always seemed oddly flush with manpower and logistical capability. Fantasy this may be, but that did stretch suspension of disbelief.

 Things change slightly with the emergent faction mechanic. Instead of a faction that actively grabs territory, what about a group that springs up in a small group of lawless outer-rim systems and simply sits on a system it takes? No ground battles, just destroying a station and dominating orbit. Not so much organised crime as utter chaos.

Here’s the tricky bit: If you wish to avoid skirmishing with such outmatched forces every hour, then simply place a number of units in orbit, which suppress the pirates. Say, 4 units or more prevent them from emerging.

Thus, some worlds have a little extra-flavour. Do you want to take that planet and be stuck with a small-but-draining garrison force, or will you avoid it to avoid the hassle? (might you pay the Hutts protection money?)

And yes, it could still be irritating... but getting bounties for every pirate killed might lessen that abit.

If this works, then this could also be applied to the unknown regions- showing the EotH as a guardian against the horrors of the unknown- say, a small (space only) Siruuvi/Silentium fleet that emerges in two systems, forcing whoever conquers that region to place units in a custodian/sentinel role in those systems. It might be odd having them simply sit on territory, but that might be handwaved away as ‘they’re blockading the system for their own inscrutable gains’.

Thoughts?

25
Discussion, Suggestions & Feedback / Gravity Wells.
« on: September 21, 2017, 01:57:17 PM »
In the legends canon, if you got an enemy trapped in a planetary gravity well, you didn't need interdictors. Just out of curiosity, is it possible to give some maps a gravity well that you cannot warp out of? Basically you'd have to get to the edge of it before you could leave. Thus the NR wouldn't have to endlessly worry about getting interdictors if it wanted to trap and engage an SSD so long as it engaged that SSD in the gravity well.

26
Discussion, Suggestions and Feedback / Small CIS ships.
« on: August 16, 2017, 04:53:47 PM »
I haven't managed to find many corvette/ frigate sized CIS/ Trade Federation ships, but I did come across these.

http://starwars.wikia.com/wiki/Lupus-class_missile_frigate

http://starwars.wikia.com/wiki/Munifex-class_light_cruiser

So if you want give the CIS any anti-fighter ships or escort carriers, or something to counter the carrack, I guess these are your best bets. What does everyone think?

27
Discussion, Suggestions & Feedback / Espionage and spy stuff.
« on: July 28, 2017, 04:48:53 PM »
So I saw this:

https://www.rockpapershotgun.com/2017/07/24/strategy-game-espionage/

Yeah, I know, the concept of using a card based system to initiate or fight off espionage is far beyond what ICW is meant to be about, and not at all within the game engine's capabilities. TBH, I'm only putting it in as a talking point.

Basically, is there any way spying can be made more than dropping a spy unit? Can the concept of diverting resources to missions be a thing? Is it possible to have missions scouting a base while the enemy looks for you (let's play Wack-a-Probot!)? Could the number of buildings and units you see in the mission correspond to those on the strategy map?

Is this a useful idea or a distraction from battles?

Linked to this, I remember the old corruption missions from FoC, and sometimes wonder if their code could be useful.

Its probably too much hassle/work. The team is working all-out already and you're doing amazing things. Just wondered if any of this is even slightly useful/interesting.

Oh, and I realize my FotR post about concept art was extremely arrogant. I apologize for that. 

28
Given that the team have said they plan to do a time span that might cover more than the Clone Wars, up to 50 years beforehand, I've wondered if you wanted any concept art or thoughts regarding how things look/ work out in that time frame. Certainly, vehicles, ships, aesthetics are a little thin on the ground for obvious reasons.

Thus, I am happy to do any concept work if you want it. I've done some side-on profiles of spacecraft for others (for example: http://gs78.deviantart.com/art/Mission-Ship-537827569 and http://gs78.deviantart.com/art/Velocitor-re-working-521019884  - click to enhance). So if you wanted profiles of a pre-Clone Wars Fantail Destroyer (http://starwars.wikia.com/wiki/Fantail-class_destroyer) or anything else, feel free to ask.

Of course your plans are probably not set in stone, but I thought I'd offer.

29
I have some questions regarding raid fleets, non-combat units, and access to certain worlds.

Is it possible to have an incoming raid fleet turn out to be a friendly convoy? Essentially it might be civilian craft or freighters/transports aligned with you. They make their way across the map then leave. Defend them and you get a credits boost. Lose them and you lose credits.

Conversely if it is a convoy in enemy territory, then you either destroy it for credits, or fail and miss out. 



Secondly, is it possible to create a unit that can raise forces in enemy territory? A 'partisan' if you will.  Put it in an enemy system, instruct it to 'raise forces', and a small collection of units appear. (money and pop cap slots are taken of course)



Lastly, is it possible to deny enemy access to a planet next to their territory but let your forces enter and depart that system?

Hope these aren't too niche/ridiculous/ been asked before. I have some ideas sprouting from these queries.

30
Discussion, Suggestions & Feedback / Tutorials.
« on: June 24, 2017, 08:45:56 AM »
Came across this regarding tutorials.

https://www.rockpapershotgun.com/2017/06/16/how-usability-testing-makes-games-better/

Any thoughts? Any relevance to ICW? 

I keep thinking of tutorials that show how to use VSDs properly, how to manoeuvre assault frigates so their shields are put to good use, or how to mix X-Wings and B-Wings in an assault wave and then retreat them for maximum effectiveness and preservation. Or Whatever.

So... thoughts?

31
Discussion, Suggestions & Feedback / Ideas for space structures.
« on: June 14, 2017, 04:53:50 PM »
I had some thoughts for structures to distinguish the more industrialised planets from the mostly- empty systems with a golan or two. Any use?

Material storage platform- increases production speed (materials brought and stored close to the factory, etc), but is extremely weak to due storage of volatile materials. Can be built in space or on land.

Sensors stations. Provides an instant view of the area to a defender. No need to scout!

Era 3: Only available at Byss: Hunter-Killer Probots. http://starwars.wikia.com/wiki/Hunter-Killer_probot
Moderately armed capital-ship sized droid that can pin anything up to even star destroyers in place with its tractor beam (it's main usage). Is mobile but is only built as a structure.


32
Discussion, Suggestions & Feedback / Non-State Factions and Patrons
« on: June 11, 2017, 07:08:46 PM »
I had an idea involving various 'factions' that are small, have no territory or any units. Basically they can serve as patrons for your faction, granting certain privileges if you do things for them. Some are available to all, some only to a few specific factions. They appear to you at specific times, and you can listen or ignore them.

Perhaps they could ask you to build a structure on a world after you've taken it, or to kill a certain unit (in a standard battle). Perhaps certain groups simply require a 'transfer of funds' (represented by a build icon) that dissapears after a time if you don't take them up on their offer.

Potential 'patrons' include:

COMPNOR- provides COMPforce troopers each galactic month if you complete tasks for them (non-buildable powerful, fast, VERY numerous, yet very fragile fanatic infantry). Can also improve output/ credits on your worlds. Excessive use of them results in some of your units dissappearing (they desert as they hate COMPNOR). Cannot be taken as a patron if you have ISB already. Defunct after era 3.

ISB- provides info on enemy stealth units in your territory. Small productivity benefit for your worlds. Excessive use of them results in some of your units dissappearing. Individual enemy units tracked through their territory (as if they were one of your own stealth units). Cannot be taken as a patron if you have COMPNOR already. Defunct after era 3.

Imperial intelligence- provides intelligence on a small group of enemy worlds.

Dark Side Adepts- provides non-buildable Dark side adepts. Perhaps corrupting a world during the dark empire era (using the old Zahn Consortium corruption option but for the emperor instead) to get imperial sentinels that reduce effectiveness of enemy units due to the fear factor they inspire. Defunct after era 3.

Small corporations like Loronar, Corellian Engineering, etc- reduce prices for some units. Much more modest than KDY and SFS but for a cheaper price.

Hutts- reduces prices for some units AND buildings. Some intelligence on enemy worlds. Increases speed of units transferring between systems in their territory due to old smuggling routes.

New Republic Senate- provides extra credits.

Council of Moffs- provides extra credits.

Chiss houses- provide units from the ascendancy. Increases speed for hyperspace transfers between systems. Possibly a hero or two.



**

Just some putative ideas. I'm aware that these are similar to the Bothan spynet and KDY, etc, but I would be interested to hear ideas that make them truly different. What do you think?

33
Some thoughts:

Making the Lancer much rarer- they tear through fighters and bombers, but then thus completely neutralize the NR's main strength. Making it an occasional super unit would present a challenge on some worlds, but allow the NR to occasionally use fighters in a battle without seeing more than 50% rates of attrition. Endless Lancer reinforcements from a shipyard can get impossible to wear down.

Maybe only one or two shipyard reinforcements?

Perhaps a few systems where there can be no infrastructure? Thus golan spam and shipyards calling in endless reinforcements would be slightly rarer. 

Some more early era NR v IR scenarios sans Pentastar? If they are meant to be neutral, it seems a little weird I keep getting pincered by both the Reaper and Lusankaya.

34
First off, all of what I am about to say is based on the assumption that Maldrood and Eriadu will get some sort of tech progression like the other factions. If this is not so, then forget all of what comes below.

With that out the way, here goes…


Generally, the Imperia Remnant’s roster doesn’t change much. Up until era 4, it has ssds in one form or another, defenders and scimitars come and go, but retains imperials and victories and a good complement of frigates. Even in era 5 it has these craft with a few other older ships. The land roster is mostly unchanged. Generally it seems that the remnant’s dire straits occur from territory losses rather than the roster changes. An isd versus a nebula is survivable. Two is preferable, but they can’t produce those kinds of numbers.


For the warlords, I saw an opportunity to create something different, that not only allows for an increase in difficulty for players as technology is lost, but to show these factions diverging from the remnant in philosophies and capabilities, gradually becoming different powers in their own right. Furthermore, I saw in these factions a chance to show what remains after Daala scoops up most of their equipment, post Tsoss beacon massacre. Essentially showing the post- civil war warlords without putting too much effort into yet another imperial faction. 

Perhaps most importantly, to do something really daring, and actually having the build bar significantly decrease in units. If even the suggestions below don’t work, I really would argue for a loss of capitals and other large craft to minimise the choices for the warlord players as times get tougher.

Maldrood provides the most obvious changes. A faction partially dependent on pirates, it seems likely that they would depend on them SLIGHTLY more as they lose equipment. Wookipedia makes it obvious enough that the warlords and renegade elements after the P-G treaty eventually turn semi-piratical (http://starwars.wikia.com/wiki/Attacks_on_Imperial_holdouts).
On the other hand, it is NOT explicitly a ‘pirate faction’, as Corey has made clear. Non-imperial equipment would NOT have to be pirate aligned, it could possibly include law enforcement craft and corporate security forces. I personally am sick of seeing other mods suggest that pirates could be an organised force. Nonetheless, its imperial flavour would be heavily diluted as it scrambles for equipment- and given that there are now 6 factions with imperial equipment, I would absolutely be arguing for some factions to change over time.

The 5th era would thus represent those left behind by Daala. The ultra-diehards (http://starwars.wikia.com/wiki/Replacement_warlord). They might have old cloakshape fighters (http://starwars.wikia.com/wiki/CloakShape_fighter/Legends), Pursuers (http://starwars.wikia.com/wiki/Pursuer-class_enforcement_ship), and Razor fighters (http://starwars.wikia.com/wiki/Razor_Fighter), depending on where such craft are generally made and used. Certainly the invids made use of uglies other than the tie clutch, so they might have access to those (though those are pirate craft, so probably not).
Essentially, you get hyperspace capable fighters like the remnant’s preybirds, but these are immeasurably inferior. On the other hand, they might build very durable craft, irrespective of speed or firepower, dog-fight capable corvettes, to prevent further equipment losses. They might also have shuttles to steal or scavenge (http://starwars.wikia.com/wiki/Imperial_Assault_Shuttle) ships of frigate size and below after they have been reduced to low health- without capitals they would need to do everything to survive.
If a change in heroes post-Delvardus was appropriate, the replacement warlords page above makes it clear that Brakiss and the Shadow Academy sought help from the warlords- a mobile barracks building dark jedi? Whatever, thought the academy looked aesthetically impressive at least.



Remember, in Dark Saber the warlords are so cash strapped that 15 or so isds is seen as a significant force. Harrsk is proud of making one star destroyer on his own, and Delvardus, one of the most powerful warlords, has focussed all his material into the Night Hammer. Substantial, yes, but he is still comparatively limited in other forces, as Daala comments. This is around era 4. It seemed to me that taking away the ability to make isds and vsds in the final era would show how low these warlord fortunes have fallen. Yes, it would make things immeasurably harder, but every faction otherwise has capitals, and these ones would also do so prior to the last eras. 
Eventually Maldrood would be extremely distinctive. Some Ties and maybe a few older imperial frigates with non-imperial equipment filling the rest of the meagre roster. No capitals. Extremely difficult to use as faction. For those that might disagree, consider it a challenge- how skilled are you?

(and yes, conquering the galaxy and retaining this roster might seem off, but Pelleaon can do the same and be incapable of building tectors or SSDs. Artistic license has to be used some time)



I was also wondering how Eriadu would progress. Their roster seems slightly more geared towards rare or experimental units. Would a declining Eriadu faction slowly turn to more advanced yet rarer units, becoming unable to sustain their industrial base or defend it?

Then I came across this:

http://starwars.wikia.com/wiki/IGV-55_surveillance_vessel

Something used for recon, crewed by lobot-type cyborgs. Perhaps instead of probe droids, eriadu might have this, revealing units in surrounding systems (but very expensive).

It hit me- Eriadu would devolve towards tech solutions that reflect automation. Expensive cyborg infantry and officers (http://starwars.wikia.com/wiki/LT-319) supplementing stormtroopers, manning awacs ships and other craft, and a greater use of droids (might they be able to hack and take over droid units as a special ability?). Such craft might slowly develop more unique features and special abilities compared to other factions, with droid crewed vessels being outwardly similar to other warlord ships, being cheaper but slightly less powerful (reflecting the smaller but less capable crew on board). Might dark troopers and tie-droids be used as well? Perhaps cyborg units, both in space and on land, might have a special ability that reveals the map or a unit for a very short amount of time (due to their hacking/recon abilities).

Ultimately, the nadir of Eriadu would be era 4 and 5- the remnants that Daala couldn’t hoover up, using a mixture of very cheap droids that are not very good (these? http://starwars.wikia.com/wiki/Terror_Droid http://starwars.wikia.com/wiki/Nek/Legends http://starwars.wikia.com/wiki/Warcrawler), and extremely capable tech that can only be produced in small numbers (like this? http://starwars.wikia.com/wiki/Nemesis-class_gunship More powerful and tougher than a republic gunship, but less manoeuvrable, more expensive and with a build limit).


One final thing to add to this- I keep seeing people recommend clone wars stuff. Surely there’s plenty of old imperial equipment like the TIE/gt (ground-targeting) starfighter (http://starwars.wikia.com/wiki/TIE/gt_starfighter) that could be used instead? This example would be a faster more numerous yet less powerful/ weaker tie bomber, perhaps replacing the tie bomber for a particularly resource-strapped faction (PA?).


These are just some thoughts, and they are probably too elaborate, non-canon and would add to the mod’s loading lag for minimal gain. Nonetheless, I thought I’d put these things out just in case people found something useful in them.  Is it ok to discuss this and hack out something from this that works?

If none of this is useful (though no matter what, I stand by the idea of taking away capitals and reducing the build bar in eras 4 and 5 for the warlords) then feel free to tell me to stop posting ideas. I’m not keen on forcing Corey to wearily crush every uninformed idea again and again. I don't like sounding unreasonable.

And that's it for now! Cheerio!

35
Some time ago I saw a small post by someone on the use of new republic and imperial units for ground attacks. It was detailed, but I thought I could also provide a good explanation for large attacks and how to use the units of each side in different ways, and to perhaps show that all ground forces can be used in both fast charges, slow advances and hit and run attacks. Apologies if this is a lot of information, but I wanted to set it out in as much detail as possible so as to help get my thoughts across, so I hope I haven?t broken any forum etiquette in providing this much information. On that note, here goes:

The Empire:

The 2m Saber can be used as an all round armoured vehicle- especially on flat-landed worlds like Chandrilla. Moving them in a line abreast to counter other armour, anchoring the line against hostile advances and then concentrating them on the most dangerous groupings of enemy tanks is possible due to their excellent speed and manoeuvrability. A group of ATATs hanging back to provide support with their longer range fire is a bonus. For flat worlds there is no batter tank than the 2m for the empire- it can allow faster advances across terrain than might be thought possible with this particular faction.

Using dropships you can then deposit nova troopers where needed in the line to force a breakthrough and then drop gun-groups of e-webs where a stationary defence gun is capable of countering large infantry groups such as missile launcher infantry. Dropship firepower then supports the 2msWith the IDS and the 2m, it is possible for flying columns to engage new republic tb3s and tb4s with minimal risk of being outflanked- something that is a danger to all other imperial armour. It is even possible to use a rebel style strategy with these craft- attack, drop infantry, then recover them and retreat to allow shields to recharge.

For worlds with more uneven terrain, using the ATATs to advance and chicken walkers just ahead tom allow for greater line of sight for the ATATs is a good strategy. Then dart some 2ms between the ATATs and engage enemy armour until they are noticed, then drop them back, allowing the ATATs to provide covering fire.

Alternatively, using tank droids to slowly advance, and provide century tanks on the flanks allows perhaps more ?instant hit? killing power rather than wearing then down in the style of 2ms and ATATs. Stormtroopers and missile shock troopers then move up the canyon to finish of any remnants. This requires the knowledge that you have the right forces for the job however, due to the lack of a possibility of retreat, these units being too slow to do so under fire- and unable to return fire while retreating. Using century tanks to pin an engagement down to allow juggernaughts to arrive on the scene and then deploy plex troopers can allow for uncertainties in what forces you are facing, the juggernaught scan  provide cover for a retreat, and the speed away also.
Placing choke points of artillery and e-webs just around the corners of canyons usually deters light units such as kirovs and t2bs, with perhaps some flying squadrons of 2ms to deal greater firepower in support of a retreating forces.

Lastly, the use of stormtroopers to anchor a line, then elite novatroopers to punch through weakened enemy units (or reinforce where you are losing) seems reminiscent of the use of the napoleonic ?old guard?. I remember one developer here saying that using elite units would be pointless as no one would build the regular infantry, but here it seems to have worked brilliantly- same goes for raptor/stormtrooper combinations for Zsinj. Using regulars that are cheaper but still effective allows you to place where you want your elites at leisure.  If elites were perhaps slower than the (more lightly equipped) regulars, then the regulars would be more useful for anchoring the line, while the elites punch through. Of course, as stated, they both seem to do this well already.

The New Republic:

The New Republic does not seem to be exclusively a hit and run force anymore. Certainly it is possible to do a variant of the armoured charge mentioned above, albeit slower and with heavier, fewer units. T3bs advance in a line, with squadrons of v-wings poised to lend support where armoured groups are in danger of being overwhelmed. Behind the t3bs come crack groups of t4bs, to either tackle more powerful units such as ATATs, megamaser tanks or floating fortresses, or exploit breakthroughs, leapfrogging the t3bs and allowing the latter to be repaired by specialists. Freerunners can provide hit and run support , with t2bs serving as armoured scouts due to their speed and shield capacity.

For more uneven terrain, using groups of t2bs to scout and freerunners to provide flexible firepower against any threat, with t3bs to provide heavier fire against the heaviest units is a good strategy, especially against units that cannot be outflanked due to canyons. Proton torperdo artillery is supreme in these situations against groups of units cooped up in canyons.

Infiltrators can concentrate their sniping power on one unit fighting in the infantry line, allowing the regular infantry to make a break, in the manner of raptors or novatroopers.

The Empire of the Hand:

For the Empire of the Hand, I feel that one can use rail gun tanks as the main line force, with mmts providing support and to be protected in the case of a retreat. Air straekers range up and down the line attacking weak points, and rapid fire tanks wear down hostiles that  have been weakened by the rail gun tanks and then passed over so as to deal with healthier threats. Alternately, a use of rapid fire tanks and kirovs (in the same way one might use tie- maulers and chariots for the empire or the various light tanks for the new republic/ pentastar alignment) to provide quickly delivered but relatively expendable firepower to small groups of advancing hostiles could be a good strategy if retreating while wearing down is your style.

Phalanx-commandos can perhaps concentrate their sniping power on one unit fighting in the infantry line, allowing the regular infantry to make a break, in the manner of raptors or novatroopers.

The Pentastar Alignment:

The Pentastar Alignment I would say is similar to the empire, though the hailfire artillery and powerful LAATs are an enigma to me so far. How would they make playing the alignment different? More organic artillery support, and a greater use of bombardment from the LAATs than one might do with v-wings and dropships? On that I am not entirely sure.

Storm-commandos can perhaps concentrate their sniping power on one unit fighting in the infantry line, allowing the regular infantry to make a break, in the manner of raptors or novatroopers.


Furthermore the manual says that the 2ms have a beam cannon, and they do not in the game itself. Are they supposed to, and are they as powerful as their alignment counterparts? Or is the manual entry an error? 

Some time ago someone provided a good quick but still detailed explanation of the use of enforcers, vindicators and carracks on this forum that has been invaluable to me. Any chance of doing that for ground craft? My own thoughts here would surely be greatly inferior to anyone that has been playing for longer, so if anyone were to want to provide a better commentary on ground forces, I certainly would welcome that. Lastly, are ground forces being concentrated by the computer on land and thrown at the player rather than sent piecemeal for anyone? The computer on my version (latest) seems to only send them in one unit type at a time at the moment, the occasional major build up excepted.
Anyways, that?s me done. Thankyou for reading, and congratulations on such a well-thought out mod!

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