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Author Topic: Duskhan League, a faction worth expanding  (Read 4906 times)

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August 12, 2015, 09:10:04 PM

Offline kucsidave

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Duskhan League, a faction worth expanding
« on: August 12, 2015, 09:10:04 PM »
I know everyone is hyped about the warkords, but the DL should get expanded too. There are so many possibilities in those xenophobe devils, that I couldn't tell...
I just wanted a thread what gives them some love, and would contain suggestions about how they should be expanded in both space and ground(no matter how broken ground battles are with petroglyph).

My ideas so far

Ground:
Barracks
-Yevethan Soldiers(already exist but should be reduced to 6 soldier/squad and 5 squad/landing)
-Yevethan Plex Soldiers: The yevethans definitely need them. Cheep anti vehicle troops, nothing extraordinary
-Yevethan Scout: A lonely Yevethan soldier with a sniper rifle and huge view range, having the sprint ability
-Hijacker: (Act as the commando units) A lonely yevethan soldier without any modification, but having a personal cloaking field ability and Chewbacca's ability to capture vehicles.(maybe with build limit to do not make it too OP.)
Garrison: 2 Soldier squad, 2 Plex Squad and 1 Scout(important for Medium Vehicle Factory's garrison)

Light Vehicle factory(finally getting some real tech tree)
-AT-ST(already exist)
-AT-PT: This unit would make perfect sense for them. As simple as that, and would not require new unit
-Freerunner: My explanation would come later! It would give them a great force against the NR's speeders early game.
garrison: 4 AT-ST like the imperial ones.

Medium Vehicle Factory
-IDT: Would act as in the empire. Nothing too complicated.
-MPTL 2A: Explanation comes later! The NR artilery, but they would get 2 of them, but would not get the scout droids, which would make people use the Yevethan scouts in coordination with them.
-TX-130 Saber tank as basic anti- vehicle unit. nothing too complicated
Garrison: 2x MPTL This would definitely give them some flavor, and with the barrack's scouts it could give a very unique defensive strategy :D

Advanced Vehicle Factory
-AT-AT(Already exists, but they should not get the deploy stormtrooper ability, but gain the increase firepower one what in the vanilla game Veers(I think) had.)
-Juggernaut: They would be the Troop Transports
garrison: 1 AT-AT like the Imps. nothing extra.

Hypervelocity  Gun: Only buildable in certain fortress planets. with 1/planet limitation. This would enable players to establish fortress worlds, but they would not be able to spam them and therefore making them OP, also they would have to make their strategies considering these limitations.

Slave camp: basically the same as the IR's Prisons, except instead of the build time bonus, they would give the players the ability to build the NR units(both ground and space, including MPTL and Freerunner, i just didn't wanted to shot down the best part). It would make sense too, because that would mean that they actually captured them from the NR with the original crews in slave labor with the population to build new ones. Makes sense, right?

Mining Facility[requires Slave camp]: We know that the DL had quite a thriving metal work industry, but it would also make sense for them to use slave labor to mine. This would make building prisons quite important, almost requiring players to build them, giving them a feeling of DL. Whom is not us dies or gets enslaved. This is SO Yevethan!
Limitation 3 or maybe 4/planet

Turbolaser Towers: Everyone have them. Why not let them use those beasts too?

Shield Generators: just like Turbolaser Towes. Why not give them too?

Space

All right, I know that the DL only had the Thrustships and the D-type trifoil fighters as unique ships, but this does not mean they should not be expanded there too, because they can, if even just a little bit...

Light Frigate Yard
garrison: 3 D-type Trifoil squadron, 2 TIE Bomber Squadron
-D-type Trifoil fighters(already buildable, nothing new.)
-CR90 Corellian Corvette: We know that the DL had at least 1, which Nil Spaar himself used once and if they have one, they can build others filling the Corvette role and would even make sense.
-Armadia-Class Thrustships(already exist as it is, nothing changes)
-Immobilizer 418 Cruisers: They also had them, and they used one to capture Han Solo, so this would also make sense, filling the Interdictor role in the meantime
-Nebulon-B2 Frigate[requires Slave Camp]: Filling the light frigate role and giving the DL some variety :D

Heavy Frigate Shipyard
Garrison: 2 TIE Bomber Squadron, 2 CR90 Corvette, 2 Thrustships
With the Thrustships spawning the Trifoils there is no need for them in the station, so DL shall not be too OP.
-Victory I-Class Star Destroyer nothing new, already in game
-Victory II-Class Star Destroyer nothing new, already in game
-Dreadbaught-class Heavy Cruiser(the imperial one with tie fighters)[requires Slave camp]
-MC40a[requires slave camp]

Capital Shipyard
Garrison: 2 TIE Bomber Squadron, 2 CR90 Corvette, 5 Thrustships
This would empathize the DL's focus on thrustships and making them unique in space defense forces, making them interesting to play.
-ISD I (already exist as it is, nothing changes)
-ISD II (already exist as it is, nothing changes)

These are just my ideas about how could the DL be both unique in tech tree and playstyle, while having connection to their lifestyle and tactics in canon.
I hope you guys like this idea...
« Last Edit: August 12, 2015, 09:21:39 PM by kucsidave »
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 12, 2015, 10:37:37 PMReply #1

Offline Lord Xizer

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Re: Duskhan League, a faction worth expanding
« Reply #1 on: August 12, 2015, 10:37:37 PM »
I like this and for the most part agree. The Yevethan scout sniper though seems against their MO. The hijacker one though...i REALLY like that idea but those should have very limited build limits(else they could be spammed) the prison camps also aren't in keeping with DL policy as with the exception of the Imp prisoners from the uprising and ones used as human shields on vessels the DL had no prisons(in fact one mentions this to Solo)
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

August 12, 2015, 10:45:25 PMReply #2

Offline kucsidave

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Re: Duskhan League, a faction worth expanding
« Reply #2 on: August 12, 2015, 10:45:25 PM »
I like this and for the most part agree. The Yevethan scout sniper though seems against their MO. The hijacker one though...i REALLY like that idea but those should have very limited build limits(else they could be spammed) the prison camps also aren't in keeping with DL policy as with the exception of the Imp prisoners from the uprising and ones used as human shields on vessels the DL had no prisons(in fact one mentions this to Solo)
Yep, the slave camp was the one I wasn't really sure of, but I really needed en excuse for the NR units what would really make them uniqe and not just an another imperial copy...
But the fact that they DID use prisoners, even if just those imperials. I was trying to push the boundaries a little bit.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 12, 2015, 11:03:47 PMReply #3

Offline Lord Hoth

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Re: Duskhan League, a faction worth expanding
« Reply #3 on: August 12, 2015, 11:03:47 PM »
How about instead of using a slavery camp they get a unit that steals technology, kind of like C-3PO from the the base game?

August 13, 2015, 12:16:45 AMReply #4

Offline kucsidave

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Re: Duskhan League, a faction worth expanding
« Reply #4 on: August 13, 2015, 12:16:45 AM »
How about instead of using a slavery camp they get a unit that steals technology, kind of like C-3PO from the the base game?
well, I don't really know if that is possible with ICW. That method was a way to advance tech levels, wich have been replaced with the Era system. Question is, is there a way to implement it, and even with that it would be complicated.

Also what I forgot was a unit much like probe droids called HoloNet Hacker, giving info from the planet for a period of time.
This would be a fitting tribute to when Nil Spaar went to Coruscant...
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 13, 2015, 03:44:26 AMReply #5

Offline Pali

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Re: Duskhan League, a faction worth expanding
« Reply #5 on: August 13, 2015, 03:44:26 AM »
While I've got nothing against the idea, and I think you've conceptually expanded upon the current use of them nicely here, I get the feeling that this would need to be a submod addition rather than something likely to be implemented in 2.2.

There's the sad truth that, outside the Black Fleet Crisis and a small showing during the NJO, the Yevetha really weren't that big of a thing.  It could certainly be argued that they were more important than some of the warlord groups in terms of stories written, considering that they got their own trilogy while the warlords were often more background noise in other books, but the fact is that the Duskhan League at its best prior to the Purge was only 13 worlds (none of them other than N'Zoth of real importance), which in Star Wars terms is a pittance.  The threat they posed lasted months at best, and was a threat pretty much only to a handful of other worlds in the Koornacht Cluster, which was comprised of only had a few dozen habitable worlds, and some political issues created within the NR govt.  Quite simply, they were never a major player at the galactic level the way the warlords were, even if the warlords were background players in the stories that we were given.  By contrast, the Eriadu Authority had dozens of important systems, including multiple major shipyards and trade centers (Sluis Van and Sullust notable examples), the Greater Maldrood likewise, and Zsinj had probably more than Eriadu, Maldrood and the Yevetha combined, and all lasted for years on their own.

While adding the Yevetha as a major faction would certainly add flavor, and possibly a much more distinct flavor than yet another warlord faction, the truth is that I'm not sure they ever earned major faction status.

August 13, 2015, 07:24:15 AMReply #6

Offline kucsidave

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Re: Duskhan League, a faction worth expanding
« Reply #6 on: August 13, 2015, 07:24:15 AM »
Then I will have lot of things to do. Polished Duskhan League submod 1.0, HERE I COME!
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 13, 2015, 07:28:27 AMReply #7

Offline Pali

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Re: Duskhan League, a faction worth expanding
« Reply #7 on: August 13, 2015, 07:28:27 AM »
I look forward to it. :)

August 13, 2015, 08:11:27 AMReply #8

Offline Lord Xizer

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Re: Duskhan League, a faction worth expanding
« Reply #8 on: August 13, 2015, 08:11:27 AM »
I offer my whole support in this as well
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

 

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