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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - t78

Pages: 1 [2] 3 4 5 6 7
21
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 18, 2018, 01:25:09 PM »
Beats me how people think they are weak, they have one of the best carriers, great capitals, the best lt cruiser (CC VSD+ VSD's), 2nd best lt  cruiser (Procursator), best frigate (strike cruiser) and the best SSD. Oh and allegiances. Only real downside they have is a lack of a better 6 point cruiser than a ISD II and even then they have TIE avengers orARC 170's. ANd slightly weak on land relative to the other imperials who get things like hailfires or the XR -85.

It may be because VSDs can be a little difficult to use sometimes, having the manouverability issues of an ISD, whilst needing to manouvre more than an ISD. Furthermore, Maldrood seems to have fewer bomber units than other factions. (Arc-170s/ Tie Avs seems to be more anti-fighter to me than tie-bombers. Possibly?)

That said, a strike-cruiser/ ISD taskforce is extremely powerful if you use it right. Add the strike-cruiser's interceptors to the ISD's fighters to keep strike craft occupied, use the strike-cruisers to knock down shields and expose capitals to ISD fire, whilst using ISDs as a shield between the S-Cs and the enemy's reduced firepower*, and you can beat even era 5 NR fleets of MC 90s and Nebulas. At least, I have anyway.

*Yes, this is possible, and it is deliciously ironic.

22
Discussion, Suggestions & Feedback / AI for Faction leaders.
« on: July 30, 2018, 05:18:37 PM »
I was thinking about the Ai, and wondered if it would be useful to draw up a picture of what each imperial leader (and others, when they are in charge of their respective factions or prominant) would be like as regards playstyle.

NOTE: You probably can't modify the Ai according to leader, and you might not even want to.... but I thought I'd have a little fool around with some ideas.

Also note: When I say "favours ISDs" or "favours small craft", it means that they make use of one more than another- but they would not abandon other unit types completely. By way of example, Isaard might build 2 lancers and a strike cruiser for a fleet of mostly ISDs and VSDs. Thrawn might build 5 lancers, and have a good number of strike cruisers to complement a smaller force of ISDs and VSDs.

Anyways, here goes:

Pestage: politiker. Slow to build up forces and attack. Somewhat defensive, in a haphazard manner. Favours ISDs above all else.

Isaard: focuses on strategy, but leaves military manouvres to commanders. Somewhat defensive, in a haphazard manner. Attacks weak systems when possible, only taking strong systems when necessary. Favours ISDs and VSDs above all else. Some smaller units used occasionally.

Thrawn: flying columns. penetrates deep into enemy territory, then vacates ground. Hits weak space garrisons where possible, then a strong thrust inwards with a large force. Ground attacks somewhat later. More aggressive than defensive. A good mix of ISDs and smaller craft when necessary. Reacts quickly.

Palpatine: (NB: Shadow Hand featured a single thrust coreward, mimicking Thrawn- might be represented by a era 2 IR/ AI after Thrawn is killed.) Favours slow advances. Possibly grinding sieges and battles of attrition. Space attacks followed up immediately with ground attacks. Favours SSDs and battlecruisers. Smaller craft used less than thrawn, but more than Isaard.

Jax: Mostly defensive. Slow advances when possible. Favours ISDs.

Daala: Like Thrawn, only focussing entirely on weak systems until forced to. Concentrates fleets to an extreme degree, and has fleets entirely made up of only a few ship types.  The most aggressive IR leader. ISDs, VSDs, and SSDs.

Pelleaon: Defensive, but the occasional swift advance. Favours ISDs, and any craft below it. Will build Strike Cruisers, Ton Falks, and Lancers in great number. Reacts quickly.

The NR:

Ackbar: Balanced between aggression and defence.

Bel Iblis: Aggressive. Favours MC80s and ships below that.

Han Solo: Very mobile. Attacks and retreats from systems until resistance is worn down. Ground attacks on multiple blockaded systems then occur. Rarely defensive. Reacts quickly. Likes small fast craft but has a number of heavy hitters like MC80s.

Warlords:

Zsinj: Very mobile. Attacks and retreats from systems until resistance is worn down. Ground attacks on multiple blockaded systems then occur. Rarely defensive.

Teradoc: The most aggressive Warlord leader. Sends large fleets at most heavily defended spots. Favours VSDs and Procursators.

Kaine: Defensive. Reacts quickly to attacks, but slow to advance. Good mix of unit types.

Delvadus: Not sure... Looks like a mix of aggressiveness and defensiveness. Likes SSDs (Knight Hammer costing all his credits, etc), but otherwise makes use of his roster reasonably effectively.

Of course, stuff like Kaine's caution is already in, but just some thoughts.

23
Discussion, Suggestions and Feedback / Re: Separatist holdouts
« on: July 28, 2018, 05:53:38 PM »
Let us ask ourselves what an early empire would require that ICW doesn't already have.

In terms of ships, excepting the original T.I.E fighter, I'd say everything is there. The PA roster is pretty much the first decade after Mustafar. Which leaves heroes.

The CIS roster probably wouldn't change post New Order Declaration... which means they're the same.

Factor in the mission editor, and you could probably create a GC or two on your own quite easily.
Give it a few years, and a small official GC might come out... give it time, and see what the first versions are like.  ;)

24
Discussion, Suggestions & Feedback / Re: IPV versus Tartan.
« on: July 21, 2018, 02:53:53 PM »
The Lancer generally seems like a craft you keep close behind your SDs, then bring foreward as fighters fly past your capital ships. At close range, it can mow down large numbers of fighters simultaneously.

The IPV, as far as i can tell, has less cannons, but better range. Like the CR90 it can wear down fighters as they approach. (the CR90 essentially is a skirmisher, flying round the battlefield picking of attack craft from range)

The Raider is more average, but it gets the job done.

That leaves the Tartan. Any others with experience of it? *shrugs*

25
Discussion, Suggestions & Feedback / IPV versus Tartan.
« on: July 20, 2018, 03:37:03 PM »
I'll be going over the stats for the IPV and the Tartan soon, to see how they match up and how they are best used, but I wondered how everyone else has fared with them. Are they different in any way that warrants that they be used differently?


26
Discussion, Suggestions & Feedback / Re: 2.2 Manual.
« on: July 07, 2018, 01:54:16 PM »
Aha! Took abit of rummaging, but I found it. Thankyou Ordo!

27
Discussion, Suggestions & Feedback / Re: 2.2 Manual.
« on: July 07, 2018, 09:07:15 AM »
I got it through steam, so there isn't a folder on my computer. Presumably I h'dave to download the GoG version to get the manual.

28
Discussion, Suggestions & Feedback / 2.2 Manual.
« on: July 07, 2018, 05:56:52 AM »
I apologise for this post, but I have seen some people referring to the manual, but I can't find it anywhere. I thought it was yet to come out.

If it isn't out yet, then fine, but if it is, may I ask where it can be found? Just a tad confused.

29
Discussion, Suggestions & Feedback / Re: New Units thought.
« on: June 23, 2018, 06:33:18 PM »
Crikey! I go away for a week and look what happens. That’s a lot of comments.

Well, here goes. I have had 2 ideas. I will try and keep them brief, but also provide a reasonable explanation for why they might be useful. I think I have made these suggestions already, but I don’t think I explained them well enough, and I want to do a better job of it.


For Maldrood, the idea I suggested here already was the PX-10. I shall go into more detail here.

(http://starwars.wikia.com/wiki/Compact_Assault_Vehicle/Wheeled_PX-10)

The primary element of the PX-10’s usefulness would be the numbers in each company. If you took the in-game unit with the most numerous individual tanks per company, you might add 2 more to get the required company strength for the PX-10.

A cheap scouting vehicle with a reasonable armament, I imagined that a company might have the firepower and toughness of a century tank or 2, but only as an entire company. Essentially such a unit loses its effectiveness more gradually as each tank is destroyed, but individually they are weaker than the tougher tanks employed by the other factions. Beware area effect weapons!

Thus when you examine the existing Maldrood roster, such a tank would be slightly tougher/ less powerful than the swamp speeder or ATPT, whilst possessing more anti-vehicle firepower in groups. It would thus as an individual tank be below these units in the hierarchy, but as a company would be superior (and slightly more expensive).

Is that too complicated? :/

(lore-wise, Kosch grabs a loud from some Deep-Core Expeditions, and bunches them together to make them more militarily effective)


The other suggestion I made previously was the Broadside cruiser, but it was a very hap hazard suggestion. I will try and explain better.

Essentially, the cruiser would have long range concussion missiles (as explained here on the wookiewiki- http://starwars.wikia.com/wiki/Broadside-class_cruiser_kdb-1) whilst having little else in defensive capabilities. It could replace either one of the VSDs, or one of the frigates the Eriadu Authority has in its possession. This would have a number of effects for the EA’s playstyle.

1.   It gives the EA a specialisation that isn’t in the usual “capitals versus carriers versus frigates” category. The other factions seem to have this trichotomy, and so it can distinguish the EA from the other factions even more. You can still use the other frigates for something or have a carrier fleet, but the EA’s primary strengths would be slow capital ship advances under space artillery fire. Counters to this would be fighters or dashing with fast frigates to close the range.

2.   It allows the EA to distinguish itself from the other factions with long range artillery. The NR’s Majestic, and the EotH’s Peltast are excellent ships, but the EA might have a slight edge over them in long- range combat due to the presence of two such ships. Consequently, this also means that the EotH, an excellent faction as it is, “gains” another weakness. 

3.   It makes long range fleets more complex- do you want multiple Broadsides, or a torpedo sphere, or a mix? Would you use Broadsides for the offense, and spheres for defence?

Care would have to be taken to makes sure that whatever ship the Broadside replaced was not critical to the EA, and that it was a ship it shares with the other warlord factions. The EA must not be allowed to become too cripplingly specialised.

(in terms of lore, you could say it was a rare ship that the ruling families of Eriadu obtained through back-channels, or something)

Of course, I do not know of the team's plans, so feel free to take/ignore whatever as necessary.


30
Discussion, Suggestions & Feedback / Re: New Units thought.
« on: June 13, 2018, 04:57:11 PM »
The sub mod I and a couple others are working on will have some new units.
TIE shuttle, Assault Shuttle as ground air units for Maldrood and Zsinj respectively
Trandoshan Slavers for Maldrood, Kazrak slavers for Pentastar
All Seven Dark Jedi in one squad for Pentastar, Dark Side Elite in squad with Sedriss
Royal Guards for Palpatine
Flame troopers
Diverse alien infantry for NR
Juggernaut missiles
Expanded Grand Admiral bonuses that stack
Luke's Jedi Academy
Vagaari, Nuso Esva units, Ssi Ruuk for EotH only GC.

Interesting. Do you have any "themes" in mind for warlord ground units? I had some thoughts regarding small speeder bike units and mini tanks like the PX 10 for Maldrood (canon explanation being expeditionary units ferried up from the deep core by Kosch), but am unsure. Essentially they'd have lots and lots of cheap and expendable units- even more expendable than infantry or tie maulers.

Space is actually quite easy, I have realised- Zsinj has tough frigates (Nebulon B, Nebulon B2 and dreadnought) with sd firepower, PA carriers, EA capitals plus sphere, IR diverse frigates and Sds, with Maldrood having an all-round roster with a slant towards VSDs.  Ground though is more difficult.  The imperial army roster simply is not as diverse as the imperial navy.

What do you think?

I freely admit I got somewhat entitled in my suggestions previously, so apologies for that Corey.


31
The patches and updates are approaching Paradox Studios in professionalism.  :)

32
Discussion, Suggestions & Feedback / New Units thought.
« on: June 09, 2018, 12:12:26 PM »
Are suggestions for new units welcome, or is the team satisfied by the rosters as they are? Just had some thoughts regarding warlord rosters.

P.s.: Transports are extremely tough- entire squadrons of fighters fail to down even one. Am intrigued.

33
Silly question: is it possible to give units different missile loadouts and special abilities according to faction, as has been done with fighter loadouts?

It just hit me that Maldrood, with its tendency to raid with VSDs in Darksaber, could be the "fast" faction, with increase firepower being replaced with power to engines for any ships with the former ability (useful when trying to retreat a VSD), and Zsinj's VSD Is might have some anti-fighter missiles as part of the loadout (one VSD does one-shot a shuttle in the Courtship of Princess Leia), with Zsinj being potentially an "anti-fighter" faction.

Eriadu might have longer-ranged, weaker missiles as I suggested before, but with VSDs and bombers having such a change.

Just some thoughts. I'm only suggesting this if it adds a little more flavour with little work required. I do not want to suggest something that requires tons of work, given that you've done so much already. Just ways to make certain ships different to the same class under a different faction.

34
Maybe tractor beams as a natural weapon that targets appropriate ships without needing a special ability button?

35
Well the Ssi-Ruuvj are difficult to implement into ICW more for the ground units than for anything in space, as they should be receiving a full roster in Ascendancy when they become their own faction. Their ships tended to be carrier styled with a lot of ion cannons as they wanted their prey alive.

Absolutely- that's why I thought air units only would be a good bet, with their minimal animations (other than death clones).

The carrier style fleet is a good idea, but I'm trying to find a way to make them different from the NR and PA, thus the high speed idea. Maybe fast-but-weak carriers with ion cannon focus. That should make them different enough, I hope.

36
I’ve been thinking again about the new factions the team had planned, and my mind turned to the Ssi Ruuk.

Fanatical techno life force stealing vampiric-slavers. What’s not to love?

Of course: a) new factions take up a lot of work, especially ones with completely new units.

b) Modelling a vampiric slaver dinosaur is hard.

So… issue a) is the reason Ssi Ruuk cannot happen. That is understandable given the massive work the team have done already. Let us not get greedy when we already have so much!

Nonetheless, as an intellectual exercise, I wondered how a Ssi Ruuk faction could be made distinctive and playable whilst adhering to canon.

The first thing that comes to mind is that they are supposed to be terrified of dying on unconsecrated ground. Thus, their infantry might be droids… and maybe a small ground-hovering version of their battle droids.

If the Ssi Ruuk were a minor faction, maybe they could be a idiosyncratic type faction. What if their fear of unconsecrated ground meant that their tanks, artilliery, etc were mostly airborne? Think of the gargantua/v-wing/t-47. Basically taking that a bit further. Anti-tank aircraft, anti-infantry aircraft, long-range rocket aircraft, etc.

They’d have to be very poorly armoured (and sometimes slow) for balance, but would that make for an interesting/ different faction?

For space, their navy could perhaps be made distinctive by being the fastest of the factions. Even their capitals could be reasonably fast, if weaker than the other factions’ equivalent ships.

Again, this is just an intellectual exercise, it will not go anywhere.

37
If the Empire Reborn were soliciting all the warlords, then what if they could be an option for EA or GM? An option, or era progression that allows Reborn ground melee units for one of the existing warlord factions?


38
All those dark jedi and Reborn would make it different in terms of ground forces- different even to the PA.

But what about space? That's the problem. With a few tweaks, the EA, and Zsinj could be made more distinctive compared to the IR. What would ZC look like though? If the EA is capitals and long-range, Zsinj is balanced, the IR is capitals and heavy frigates, PA is carriers, and Maldrood is whatever the team have planned, what would make Harrsk different?

39
Discussion, Suggestions & Feedback / Re: 2.2 Unit Review
« on: May 04, 2018, 05:16:23 AM »
The Assassin isn't in the mod, so probably not.

All this time I've said Assassin, when I meant Raider. Apologies!

40
Discussion, Suggestions & Feedback / Re: 2.2 Unit Review
« on: May 03, 2018, 05:47:28 PM »
Some units are extremely useful in specific situations. An Arquitens can, in the right circumstances, chase down a fleeing Cr.90. Quite useful when facing Zsinj or NR.

ISD Is seem useful when paired with VSD IIs for the extra ion cannon fire. When in financially straightened circumstances, I'm happy for an ISD reinforcement that is 1000 credits cheaper.

I keep wondering if the Assassin could be given concussion missiles to make it more different.

Pages: 1 [2] 3 4 5 6 7
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!