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Messages - t78

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81
Discussion, Suggestions & Feedback / Re: economy buildings
« on: September 23, 2017, 03:15:15 PM »
Oh Petroglyph...

I shall ignore the silly fantasy in my head of writing to them and getting them to help with this. If if I wasn't ignored, it would probably result in a cease and desist. 

82
Discussion, Suggestions & Feedback / Re: economy buildings
« on: September 23, 2017, 11:47:04 AM »
Forgive me for asking, but are there many units with two abilities?

Incredibly stupid/crazy thought: holding the shift key allows a different ability to be used despite the same button being clicked. Can one button be allowed to do two things? 

83
Discussion, Suggestions & Feedback / Re: economy buildings
« on: September 22, 2017, 06:34:15 PM »
This is just a little addendum to your observation that the N.R and Eriadu have stealth fleets- from Corey's playthrough it seems so.

Based on your rightful suspicion that it could get irritating having planets snatched from under your nose, I'd recommend that stealth attacks carry a timer- after that the single ship retreat code kicks in and units are dispersed to you territories. Maybe a function preventing that planet being attacked again and worn down until a period of time has passed. So you can wear someone down in the short time you have, but not have to deal with conquered territory behind the lines.

Once again,, this is non-priority, but a potential anti-frustration feature if needed.

84
Discussion, Suggestions & Feedback / Re: Gravity Wells.
« on: September 22, 2017, 07:45:29 AM »
If it would mess up balance, then it would probably not be the best idea then.

Thanks for the response though- I do appreciate being told why things wouldn't work.

85
Discussion, Suggestions & Feedback / Re: Gravity Wells.
« on: September 21, 2017, 03:52:02 PM »
I re-read my comment, and it hit me that I suggested that the entire map should be the gravity well. I do apologise. I can easily imagine an entire map well being incredibly tedious.  I meant a circle somewhere in the map that ships would not be able to retreat from. A reasonably large circle, but nothing that encompass the entire map itself.

(and if you meant that too, or that only a non-retreatable map could be done then I understand)

86
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.

87
I'm not sure if this question is the right one for this thread, but it is mapping related, so here goes. Is there an ideal type of map, or can there be some with lots of narrow corridors (i.e.: Coruscant), some with lots of flat open plains (Chandrila?) and some in between? The former seems good for foreward firing tanks, the latter for hover-tank manouvre warfare. However, many might say that flat maps, even a few in a galaxy of more diverse maps, are boring.

Here is the killer question: Is it possible to make a map with some flat open spaces, but keep it interesting?

88
Discussion, Suggestions & Feedback / Re: economy buildings
« on: September 17, 2017, 12:02:45 PM »
"all this depends on having models for tibanna gas refinery and quadanium foundry space stations"

You remember those 3-armed structures that pop up in the back-ground at Kuat? What if some simple crates and containers were added on to them and they were made destructible? It's not much, but could be a useful placeholder. *shrug*

"A harder question may be how these structures would be destroyed without first destroying the space station you wish to affect- the New Republic can see to this, but it's something of an edge-case scenario where this would happen."

(presumably they could be destroyable civilian structures?)

Plus, alot of this is 2.3 rather than 2.2 scale thoughts. I'm not really suggesting anything for the next release. Heaven knows how little time the dev team have already!

Two last things: For the Ai... could a structure be given an invisible marker that says to the Ai 'if you have a small force, prioritise this'? If the Ai knows everything you're building and it has a fleet next to that system, could it be incentivised to go for that system? Presumably one would hope it would see those structures as targettable. Without stealth fleets this seems a minor issue- the foundaries are merely caught in the crossfire of a major engagement. (If stealth fleets were useful then this becomes more problematic. I will think on this and your earlier points on stealth fleet/army problems.)

Nonetheless: Giving the player knowledge that something large is being built next to the front lines is probably the weak point of this idea. It is needed so attacking foundaries has an impact. If it is possible, a random event featuring a shuttle or civvie convoy, and then destroying it ('commander, we found intelligence in the wreckage!') could give the impetus for that intel, but whether the human player can be shown it in the first place is doubtful. A UI change would be needed, and that kind of work would be gargantuan.

Gah! It really is unworkable.....

89
Hmm.... true on the animation problem. I did imagine easily animatable droids flapping their arms and sandbags rising from the ground (that sounds worse than it looked in my head  :P), but if they are under fire, setting up defences there and then looks less plausible. Hmm. I will think on this one.

I'd argue for placing sandbag structures in advance, but would the Ai do that? That is the key problem. An auto-function special ability where they hit the deck would be used much more effectively by the Ai. It unfortunetley would be hard to animate. Therein lies the problem!

90
If the autocast ability was re-enabled, it would allow for an ability that would make infantry even more useful instead of cannon-fodder.

I have been thinking about how anti-infantry vehicles slaughter infantry. It doesn't seem entirely necessary as infantry, even in numbers, don't really maul vehicles very well. Tie Maulers basically make any infantry on the map redundant, and protecting troops from them is extremely hard.

The thought I had was whether infantry could activate a 'cover' mechanic that vastly increased their health/toughness at the total expense of their mobility. A sandbag area would instantly appear around them, and they would die at a reduced (but still steady) rate. Thus maulers and other vehicles would suppress them when they stay still, and slaughter them when they run, but one doesn't have to completely write off what should be elite soldiers. Artillery and heavy tanks would be more effective against them when they are sandbagged.

 

91
Discussion, Suggestions & Feedback / Re: economy buildings
« on: September 16, 2017, 09:40:48 AM »
"A pity, though: it would be very good for the immersion factor to have tibanna gas refineries and quadanium foundries feeding the shipyards... Maybe, if we're VERY lucky, we'll see special structures added to the few remaining ground maps that haven't been completed, but they would presumably be entirely aesthetic. Ship prices can be buffed by installing the faction-dependant corporations on specific worlds (Kuat Drive Yards over Kuat, Sienar Systems over Jaemus, etcetera)."

Mwa, ha, ha, ha.... Here's an idea for you! What if they were automatically added with the shipyards, and if they were destroyed but not the shipyard, production would be stopped for a short time? Destroy the tibanna refineries- production 50% slowed, destroying stock pile stations- 75% slowed, and destroying the foundaries as well = production halting for 40 seconds or so. In no particular order.

No new build queues and nothing affecting the interface, just a new aspect of heavy capital shipyards.

On that note, could intelligence reveals show not just enemy units, but what each system is building (assuming the ai doesn't do it instantly?).

92
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: September 11, 2017, 04:05:00 PM »

I see little reason for space raids, at least, not without some serious forethought. Building a new system for the criminal faction(s) to pirate shipping lanes and such could be cool, but would be adding an entire new element to the game that's only there for minor factions, and would be very cost-intensive for it's impact on the end product. There could be another workaround similar to the first- use the existing space map- but what would be the goal? Sniping certain ships or structures before the main force arrived, I suppose. But how or why would we use a raid for that? Any method that makes sense to do requires a huge investment of dev time. I don't think spatial raids are very viable at this point in development. Though some of them were rather cool little missions, remember the ones in the base game were just that- standalone missions, essentially purpose-built single fights, that were repeated and repeated until they made you want to automate them if you played for any length of time. The space missions in Forces of Corruption were quite weak, and even the ground ones were easily made boring by repetition. Ground raids are the best you can hope for I think- and the chances do not seem particularly high.

Hmmmm. Pity, though. I like the idea of raiding enemy worlds and stealing income, taking a handful of their ships for variety, and that kind of stuff, but the massive amount of work would probably prevent it being implemented.

I do apologise if I misread you, but did you mean space raids as in corruption missions, or just small stealth fleets (thus no mission other than what the player wanted)? Stealth, raid, corruption... so confusing to know which is which!

I would happily see only the ability to sneak small (stealth?) space fleets around be implemented. No special coding or repetitive corruption missions, just the ability to attack anywhere in space conventionally so long as the force is small. This cracks down on the risk of it being boring- the Ai won't use it excessively, coded as it is now to use large fleets, and the player can choose to send a small force behind the lines, or they can choose not to. Coruscant would remain effectively impregnable until you get there with the main force. As you said, corruption missions are difficult to code in, so none of that.


If the player advances a stealth fleet to an objective they've set for themselves then small actions, if done sparingly, can actually be very entertaining. Trying to take out a lone gladiator/vindicator in a larger force amassing behind the lines with a few X-wings could be quite exciting and make things (slightly) easier later.

I get what you mean with the 'seize Coruscant with 3 Tanks and a Baby' strategy, ground could cause that problem. I don't think I even played FoC that much due to the ease of that! Nevertheless, I certainly never felt that sending small space forces in FoC to weaken backwater orbital garrisons ever got boring. The main force was always a threat even if I managed to limit that threat somewhat- and I didn't feel obliged to endlessly throw stealth fleets at enemies.

So I'd argue for it so that the player can use it if they want to, but they don't have to. Variety comes with player choice, which the Corruption missions didn't provide.

Of course, I'm probably going to be told that stealth fleets can only be both space and ground units. Ah, the inflexibility of the EAW engine....

But I do hope that I've cleared up what I meant. If I've reiterated a previous point I apologise (arrrgh!). Sorry for the text wall.


P.s.: I'm actually nervous that I'm giving the impression I've ignored your points. If you meant stealth fleets as well I do apologise for this! I just want to make sure.

93
Hmm....

What if a tug faded into view near each corner, with a curved line attached to that corner. Then the station (and tugs) rotates, and the tug fades away after that. The model fades in and out of view with no other animation. Not targetable, just a little way of saying 'yes, this is how it would look'. A bright engine glow so it can be seen from a distance.

Would that be doable, or still too complicated?

(apologies if that is what you meant when you said it couldn't be done)

94
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: September 09, 2017, 11:08:58 AM »
All good points!

Only 2 or 3 infantry companies for a raid force. Maybe some fighters/corvettes for a space raid force but no more.

Perhaps bringing back those corruption missions? A raid force cannot take over a planet (thus no station problems), but performs a mission to get a new regular income stream? Doesn't seem too difficult, the coding would be there.

Its really about moving fleets without being seen. A small raid force might degrade the defences of a backwater world, forcing you to make a defence in depth throughout your territory. Space raid forces only would be more workable than space and ground together....

95
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: September 09, 2017, 09:11:02 AM »
The constant back-and-forth of ai fleets could be effective in vanilla EAW. Finding a fleet had been suddenly reinforced could make things tricky.

That said, I agree with Nightraven's points. On a further note, is there any plan to get the NR to use the really small fleets that could slip past defences? Basically hitting poorly defended worlds deep in enemy territory whilst hitting the big concentrations with big single-wave fleets.....

Probably not possible to do both, and large fleets in that case would be preferable, but thought I'd ask....

96
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: September 08, 2017, 04:05:31 PM »
That would go against the idea of the NR being out-gunned, until it isn't.

That said, on Corey's latest playthrough, the Eclipse (with escort), is almost crippled by some MC-90s. Had there been bombers it would have been finished.

SSDs aren't nearly as impregnable as they were.

97
Mandators are SSDs, and the team have basically all but stated they don't want any new SSDs, they take too much work. 

TBH, I'd be surprised if even any new battlecruisers get added. Fractalsponge's new Procurator is ridiculously detailed and probably wouldn't add anything to FotR beyond being a proto-praetor. 

98
Seconded!

99
Discussion, Suggestions and Feedback / Re: Small CIS ships.
« on: August 20, 2017, 05:23:00 PM »
I did have a 'do the CIS even need small ships?' phase, but then there would be no small expendable light carrier to allow a fighter in ground combat.

That's why I saw the Diamond and compared it to the Quasar Fire, but being a transport doesn't guarantee it can be a carrier. You're right. It could be any of them that could fill that role I guess.

100
Discussion, Suggestions and Feedback / Re: Small CIS ships.
« on: August 17, 2017, 02:54:34 PM »
Diamond: Small, lightly armed and a transport- fit's the bill perfectly for a light carrier.

Trident: not sure given that it seems to be primarily aquatic. Wouldn't the arms be difficult to animate? (if locked in place, what position?)

Umbaran support ship- wouldn't that be restricted to Umbara? As far as I can tell its in the same rare category as the munifex.

Separatist cruiser- No canon armament but that might not be a problem.


The diamond and separatist cruiser look like the best bets as far as I can see.

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