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Author Topic: Unit suggestions [Split from Tester Signup]  (Read 836 times)

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August 08, 2017, 11:04:07 PM

Offline at-dt

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Unit suggestions [Split from Tester Signup]
« on: August 08, 2017, 11:04:07 PM »
corey, I noticed that the providence does not have the weapons of a capable cruiser/capital ship. is this intentional or maybe been overlooked?
also the demo has a missing ship by the way, at least in my opinion. it is the conquer class star destroyer working as the imperial death star. your free too take this into mind: worth 400,000 credits, fires 1/4 the strength of the death star (1/4 the damage) can destroy buildings (barracks, factories, turbo laser towers, hypervelocity cannons) cannot target individual ground units, can fire only every 60 seconds, vulnerable to other capital ships. can only build one at a time.
J.F

August 09, 2017, 12:11:07 AMReply #1

Offline Corey

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Re: Unit suggestions [Split from Tester Signup]
« Reply #1 on: August 09, 2017, 12:11:07 AM »
Quote
corey, I noticed that the providence does not have the weapons of a capable cruiser/capital ship. is this intentional or maybe been overlooked?

Its armament is accurate. It's an old ship. It's good for a ship of its size, too.

Quote
also the demo has a missing ship by the way, at least in my opinion. it is the conquer class star destroyer working as the imperial death star. your free too take this into mind: worth 400,000 credits, fires 1/4 the strength of the death star (1/4 the damage) can destroy buildings (barracks, factories, turbo laser towers, hypervelocity cannons) cannot target individual ground units, can fire only every 60 seconds, vulnerable to other capital ships. can only build one at a time.

That was an individual ship, not a class. It had been destroyed before the mod even starts, so we have no plans to include it.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


August 09, 2017, 04:25:36 AMReply #2

Offline at-dt

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Re: Unit suggestions [Split from Tester Signup]
« Reply #2 on: August 09, 2017, 04:25:36 AM »
Its armament is accurate. It's an old ship. It's good for a ship of its size, too.

That was an individual ship, not a class. It had been destroyed before the mod even starts, so we have no plans to include it.
well it was built and the common imperial knew of it when it was destroyed, I just want to see it be a hero unit unique to a certain gc that explains its importance to thrawn. mean while the rebel alliance or new republic (which ever you prefer) tell the player about the destructive power it has, and it must be destroyed at a certain planet/ nebula, or asteroid field. imperial goal: defend the conquer to destroy the rebel fleet then make a push for courascant. capturing the planet ends the game with an imperial victory. rebel goal: disable the superlaser cripple the craft, and make a rush for bastion. Corey I know this is difficult and not planned but that would be nice to see. p.s. did you watch revenge of the sith the providence at least has decent broadsides. I know its old but it seemed effective against other ships of its size and power. again this is just my thoughts, I am not who dictates what goes in to 2.2.  but its been nice to chat with you, after all it is still in development and any imput is worth noting. for what its worth I'm sorry for referencing the providence so much and I hope it didn't seem like we were arguing over both matters. keep up the good work and good night --cr90captain
« Last Edit: August 09, 2017, 04:32:20 AM by at-dt »
J.F

August 09, 2017, 04:48:56 AMReply #3

Offline Corey

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Re: Unit suggestions [Split from Tester Signup]
« Reply #3 on: August 09, 2017, 04:48:56 AM »
Quote
well it was built and the common imperial knew of it when it was destroyed, I just want to see it be a hero unit unique to a certain gc that explains its importance to thrawn.

We realistically have far more storylines from Legends to cover than we ever can without resorting to making up new ones, so that wouldn't be anywhere near our radar. For that example in particular, Thrawn also wouldn't have liked it- he found superweapons to be wastes of resources.

Quote
p.s. did you watch revenge of the sith the providence at least has decent broadsides. I know its old but it seemed effective against other ships of its size and power.

Yeah, and if you were to use the Providence agaisnt those ships, it is about that effective. Its armament is even based off of the more advanced Invisible Hand armement than the standard PRovidence, but it is still an older ship. The ships introduced in the Imperial period were far superior to the Clone Wars, however. You see the same sort of thing with the Venator and Acclamator. For reference, the VSDI was introduced towards the end of the Clone Wars. It's a lower end Imperial ship, but compared to the Providence when it was introduced, it was very powerful.

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keep up the good work and good night --cr90captain

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« Last Edit: August 09, 2017, 04:55:13 AM by Corey »
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August 10, 2017, 03:13:15 AMReply #4

Offline at-dt

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Re: Unit suggestions [Split from Tester Signup]
« Reply #4 on: August 10, 2017, 03:13:15 AM »
corey my last question on the cis capital ship, how do the greater malrood have it, and will its armament be updated to imperial standards, if not will its graphics ( it is just for the demo) be updated because its a bunch of shapes with little detail. p.s. will the vong be a playable faction in a large galactic conquest like the one in 2.1? love what you do let no one tell you otherwise.
J.F

August 11, 2017, 03:21:47 AMReply #5

Offline Bucman55

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Re: Unit suggestions [Split from Tester Signup]
« Reply #5 on: August 11, 2017, 03:21:47 AM »
I'm not Corey but I will answer to the best of my ablility.

corey my last question on the cis capital ship, how do the greater malrood have it, and will its armament be updated to imperial standards, if not will its graphics ( it is just for the demo) be updated because its a bunch of shapes with little detail.

The Greater Maldrood is situated in the heart of the CIS and has connections to pirates who could have made use of the vessels after the Clone Wars. I don't believe the armament will be upgraded but the art definitely will.

will the vong be a playable faction in a large galactic conquest like the one in 2.1?

As far as I'm aware, the team has no plans to include the Vong in ICW.

August 11, 2017, 09:39:26 AMReply #6

Offline DarthRevansRevenge

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Re: Unit suggestions [Split from Tester Signup]
« Reply #6 on: August 11, 2017, 09:39:26 AM »
if they do, it won't be major, just a few units as a galactic threat for an additional obstacle if your about to over run you enemies in the last GC, they might come through and devastate you instead. i think their were some plans to do this in 2.1 for Final Imperial Push, and i think some units were made, but nothing truly resulted from it
do you know what really makes me mad? that the NR didn't make as many different SSDs as the empire. they would have won much faster had they done so. it's just not fair. but, if their were more NR SSDs, they would be absolute SUPER-CARRIERS.

but, i'm a member of the PA at heart, and my wish here is to join the ranks of grand admirals... sorry, the elite imperial alignment

September 09, 2017, 12:27:11 PMReply #7

Offline nightraven1901

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Re: Unit suggestions [Split from Tester Signup]
« Reply #7 on: September 09, 2017, 12:27:11 PM »
Unit suggestions, you say? Do you poor people understand the gravity of your query..? Well... If you're sure you want me to...


SPACE UNITS:

Golan Defence Platform (All): Request ion cannons. Request shortrange anti-fighter laser cannons to bring them more in-line with the stories we hear about them in terms of how dangerous they are to fighters. Request 20-30% range increase to turbolaser batteries to counter outranging issue with capital ships.

Long-Range Sensor Platform: Request automatic LRSP placement on all maps once tier 2 station constructed, for all factions.

Gravity Well Generator Platform: Request automatic placement of GWGP at all capital production worlds, if controlled by appropriate factions.

IPV Patrol Craft: love the reduced shield cost of power-to-weapons. Probably a little too good, though. Maybe 100% more shield tax than current?

Pentastar Escort Carrier: Weapons utterly useless. Request remodel to anti-fighter role. I recognise they'll basically be reskins of the existing escort carriers that way- but the existing escort carriers are worth building... Not specifically asking to remove twin-shot turbolaser batteries from the sides, either- just augmenting them with a laser cannon or three. Request TIE hunter loses s-foils ability, which is borderline useless (no-one is micromanaging fighters in this mod past the first few fights anyway), so it stacks into the rest of the fighters in your selection window. That last one is less than critical, of course. On the topic of TIE hunters:

TIE Hunter: replace ion-cannon shot with fighter-sized ion-cannon shot. Looks a tad silly right now.

Acclamator: Either buff hard or reduce pop cost, please!

Munificent: two more hardpoints, just so fleet vs single ship combat doesn't end them so rapidly. Hardpoint count matters!

Venator: request adjustment of  firebones for main gun emplacements on dorsal surface either side of bridge assembly to allow rear-firing as they should be able to- this applies to several star destroyers.

Victory-I Star Destroyer: Request increase maximum missile turn rate by 100% for anti-fighter work.

Victory-II Star Destroyer: Is the speed difference between this and it's predecessor meant to be that noticeable? More a question than a request, I know...

ISD-I: Firebones for main octuple-barbette turrets need adjustment.

ISD-II: As above. Wouldn't mind a few- a very small few- rounds being flung over the stern so the ships don't look completely helpless once you're behind them. Idiots aren't allowed to design military technology, after all.

Praetor: If possible, adjust the turning mechanics for movement to commence turn, THEN begin forward momentum, not the other way around, for far less bitching about pathfinding.

Executor: As above. Would love a turn-only order... But that might be asking too much. Request a few rounds going over the arse-end so she looks like a warship (rearmost firebones could handle this and barely affect the ship's function while improving her look and feel quite a lot) Missile launchers occasionally fire when the target isn't within the range the missile can turn (fighters passing down her length at high speed mainly. Maybe set all missile launched at fighters using the vs. fighter modifier to have double turn rate? Just an idea; looks a little silly at the minute.

Sovereign: Rear-facing guns please. Two hardpoints worth; this is for looks and lore-accuracy, not function in game. We need to be able to kill them efficiently, of course. Reduction of firing arc for main axial superlaser. Maybe very, very minor increase to turn speed to compensate for reduced firing arc.

MC 80/ MC80b: increased damage for turbolasers. Not much, but a bit. Maybe ten percent, if we want the early New Republic play to feel like you are a little outgunned.

Quasar fire: centralise twin engine harpoints into one. More for the length of time it keeps a huge fleet busy than anything else- they won't retarget once enough shots are in the air, thus the number of harpoints is the biggest determining factor in how long a ship survives once enough crap is firing at them. Reduction of all redundant hardpoints for this reason, with exceptions for Praetor or larger sized vessels whose shields and engines are fine to have up to four hardpoints.

CR90: bring back the vanilla Corellian gunboat's engine boost, please! I see no reason this really needs to be limited. It adds flavour and a sense of control to beleaguered NR players. Could apply to gunboat, too, if it's staying in game.

Nebulon-B: remove fighters. Buff armour and laser cannons.

Nebulon B-2: buff laser cannons; a tad more range wouldn't hurt so they're differentiated from CR90s in role seeing as they're not carriers and certainly not for shooting other large ships. Nebulon B-2 is nearly worthless as it stands. Massed CR90s and MC variants are simply a stronger play.

MC40a: more torpedoes and less lasers could make it feel a lot more distinct from existing midsized ships. That said, I think it should retain some anti-fighter capabilities, so maybe reduce turbolaser effectiveness to counteract more torpedoes if implemented.

Home One: Would love to see some laser cannons on this bad boy, like in the movie. In fact, given the difference in deployment strategies for both sides, I wouldn't mind the New Republic being the "Our capitals don't suck against fighters, seeing as we use them to murder-screw enemy capships" faction. It'd add some serious feel to them and explain and apologise for their poor anti-capital performance. But that's hardly necessary; it would merely add flavour, depth, and make them stand out some, because right now they're the best at absolutely nothing.

X-Wing: reduce torpedo fire rate. Same could be said of most New republic fighters; they're fighter-bombers after all, they don't need to output quite that much anti-shipping damage. Could be mixed with concussion missile launching, to make them canon-friendly. That would cause them to eat up fighters though, and thus need a complete rebalance...

Hapan Battle Dragon: would be beautiful if we could make them spin. I know it can't be done; I just want to dream...

Gotta say, the Empire of the Hand ships are basically perfect. I've almost nothing to say other they lack dedicated laser-cannon-only anti-fighter support (last time I played them). Which I suppose they don't need, but I definitely want. I hate wasting time building those bastardised half'n'half ships, particularly with corvettes- I want anti-fighter corvettes, and no other variety, as the others are useless from a gameplay perspective. I know the escort carriers are pretty- but they aren't very useful.

Peltast: Increase range of secondary guns so they stop flying into main gun range then halting and wasting the remainder of their firepower. You could try fixing this with the AI but it'll be way, way easier to just make their secondaries fire out to the same distance.

Empire of the Hand Defences: need a range buff. Can be outranged. Very uncool.

Shipyards (All): MAJOR cost increase. These things should be more expensive to build than the ships they produce in most cases. Adding say two-to-four light single laser cannon emplacements per level would make them look a tad more believable. Wouldn't do much other than add flavour and flair, but these things are worth pursuing.

GROUND UNITS:

All basic infantry: I would say a cost increase, but either way it won't matter. I'd like to see a reduction in their anti-air effectiveness; aircraft should wreck non-rocket infantry units. Reduce fire rate. Sharply reduce animation times for raising weapons and turning to reduce order lag on units (I can raise my (disabled) arm to fire a lot quicker than these trained rebels seem to be able to!)

Pirate Skiff: effectively useless. Less cost might help, but the company just isn't very useful no matter the cost. Unsure what to do with it.

Megamaser Tank: secondary weapon, please!

Hellfire Droid: less armour. They're meant to be glass cannons.

A9 Floating Fortress: Something. Preferably either a light shield to ignore rifle attacks or heavier anti-infantry weapons; make it an infantry-support beast like the vanilla juggernaut transport.

T1-B tank: aren't they meant to have shields?

All rocket infantry: less seeking against aircraft; make infantry less effective at ending aerial raid tactics (air units are supposed to dominate slow-moving ground units, of which infantry and breakthrough units are the poster children). A pair of barracks structures should not mean taking aircraft is now a terrible idea.

SPMA-T: slightly faster muzzle speed if they're meant to be effective against moving targets. Otherwise ignore this.

AT-AT: fix shooting through own legs bug (unit sticks it's head between it's legs like a schoolchild and shoots straight backward. Utterly hilarious but clearly unintended) increase range slightly if they're supposed to offer the ability they had in vanilla to outrange turbolaser towers, ignore if not; wouldn't mind a slightly better accuracy against infantry. Increase time needed to complete tow-cable attack.

AT-AA: increase damage versus infantry. Proximity-fused flak shells love infantry the way I love fried chicken- violently.

Stormtroopers: More of them. Just more per unit. Don't even worry about raising their price- it won't matter anyway, and they're meant to be mass-produced for economical spamming. These should unequivocally be the largest infantry company.

Rebel Special Forces: more varied weapons would add some awesome flavour. Make a few have better range, give one a sack of Molotovs, make one carry an E-Web type heavy gun so he has to set up first. Make them the scratched-together, mismatched but hard-fighting units they're supposed to be. It'd go so far in the videos, trust me.

T-4B: buff please.

All turrets except AA: more range. They can't chase down the enemy so they should have equal range to the maximum-ranged units, excluding artillery. I would accept a cost increase in exchange, but remember how much cheaper an anti-tank gun is compared to a tank- they should remain obnoxiously cheap.

All base structures: who did that thing with the Imperial advanced factory having a dedicated turret!? It's so cute!! I love it!! More of these please!! Maybe even typed on the building they are (anti-infantry on barracks, AA on command buildings) and, even better, not for everything, just to be used as flavour for Imperials or similar (Empire of the Hand get their very powerful shields making using bombing/bombardment much less effective; they don't need guns too. That would be OP, and even my love of turrets won't stop that being true...)

Mining Facility, Tax Collection Agency: increase the number of garrison infantry provided by civilian structures (significantly, one to two squads per facility per civilian building sounds about right), to simulate improved planetary GDP. If those civilians are hostile, think harder before placing them. Even better? If over three, add civil rocket infantry spawns. If maxed out, add Z-95 headhunter airstrikes and Gallofree transports landing the occasional T1-B, T2-B or other assorted unit. Uses no additional assets, adds a tonne of flavour (and supports the currently-weak NR and adds a serious people's saviour element to them). Power plants should also count as equal to one mining facility or tax agency, to simulate industrial energy availability.Thoughts?

All Flame Units: increase damage versus structures.

Gatling Tank: increase shots per volley, simply so it fires more consistently. I expect sustained gatling from my gatling tanks!

Training Camps: Add buildpads nearby to secure them so they're not a guaranteed knife in your side if you've taken the moment to build them into a corner. They will only hold for a few minutes, so it keeps them relevant, without making them utterly nightmarish to deal with- on a small world with limited garrison units these things are brutal.

LAAT: increase beam cannon anti-infantry damage.

Airspeeder: Increase armour slightly. Increase speed slightly to facilitate more misses against them (making them an interceptor in comparison to the LAATs aerial artillery role) Reduce anti-vehicle damage, they don't need it. Increase anti-infantry damage, a lot- they kinda need it and it looks a hell of a lot more realistic when they do a pass if you do.

Civilian buildings: increase armour. Add dedicated civilian turrets to certain areas (these fire on any non NR units and are located covering the chokepoints into city areas) this would further add flavour to certain worlds and again reinforce that the NR are the outgunned good guys. You could even throw in a little bit of sporadic civilian traffic in some places (use existing assets for ship that are known to be used by civilians) to add some flavour to space fights. They don't need to do any more than valiantly die against the star destroyers' gun while shouting about it being unfair and they'd add a lot to the game. Make it feel lived-in and real, y'know? Big ask for this point of the game even using existing models, but could be very very cool and done comparatively quickly. An even rarer criminal ship appearing in the middle of nowhere would also be very cool- it'd probably just start a countdown and hyperspace out if it can, or die to any non-criminal ship that crosses it's path, again while complaining about it audibly.

Sensor nodes: Some of these should be placed for free in strategic locations (without going on a buildpad, so they're irreplaceable in any given battle) to simulate proper military preparedness.

Base Shield Generator: Should be replaceable with planetary version, if possible, that either locks out or greatly increases cooldown for bombing runs and bombardments. Should probably cost less. Should spawn another power generator if you place both turbolaser towers and it, so you can pay for redundancy (the single power plant on all worlds barring vanilla Coruscant bugs me- these suckers cost four grand; I expect a backup power supply!) This may power only the base shield, in which case the power plant can actually go under the base shield, where it actually would be if a general placed it.

Turbolaser Towers: should add a handful of other turrets on some maps. These don't have to be on buildpads, but they should exist. It should be a hard guarantee that the power plant running the show gets covered by at least one turret. Doesn't have to be a turbolaser, just some kind of turret that no amount of AI commander stupidity can remove from the vicinity of the power plant.


I have more ideas. But I have created a textwall of epic proportions already and should at least let people rebut my points before laying out another wave of them. Wish me luck; I'm about to hit post...

September 12, 2017, 10:26:46 PMReply #8

Offline nightraven1901

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Re: Unit suggestions [Split from Tester Signup]
« Reply #8 on: September 12, 2017, 10:26:46 PM »
No rebuttals? I guess I'll press on :)

Golans seem to have laser cannons now; but it seems they're using the modding trick where you sneakily put two different weapons on the same firebone? No worries, I don't mind; am curious if there's technically any way to knock them out though. Even if not love them anyway. Also curious if they only seem to be on certain faction's Golans; there weren't any visible laser cannon particles coming from my Golans when I was rocking Imperial Remnant. Maybe I'm just blind...

Ion Cannon: longer effect duration... Hyper is sooooo very much stronger at the minute...

B-Wings: appear to be using the warship-scale ion pulse particle too; the damned thing is twelve times the length of the bomber dropping it. I am fairly certain there is a scale variable on particles and other models; might be of use here.

Correlian Gunboat: I don't personally see a reason for engine boost to effect rocket launch rate, but if it's unlimited, I won't complain either way- that said the NR needs all the help it can get, especially for it's escort units. Would love a carbon-copy of this for CR90.

Defender Starfighters: lack anti-shipping as far as I can tell, which after all the other craft in the NR lineup is a little jarring. I'm not saying two squadrons should take down capitals, but I am suggesting an occasional torpedo. Just so they're not a let-down.

Assault Frigate: Add power-to-shields wouldn't hurt. It's a bit bland now, and it's also pretty underwhelming in terms of effectiveness (a thought I mirror for virtually all NR light ships except the CR90 and the Correlian Gunboat).

On the topic of power-to-shields: Why in the name of the great old ones did you remove autocast abilities from (as far as I can tell) all non-hero units!? Please undo! If you want to force set them to disabled at first, fine; but don't remove my ability to flick it back on for God's sake! I'm not watching EVERY ship for shield damage; it's drudgery and takes my attention from where I want it to be. I can't see any reason for this backwards step. Rule of accessibility options: more is always better. Makes bad sense for exactly one type of ability- offensive ones- and even then I don't see that as an adequate reason for removing the very option to turn the autocast back on. Bad.

Noticed the Lisvia turrets now track; you bloody magician.

Rapid-Fire Laser Turret: what's going on with that particle effect? It's generally considered better to be able to see what you're doing than to have explosions that large, and the damage doesn't seem to reach the edge of that effect anyway. If the scale variable applies ramping it down to at most the splash radius of the damage would be very much appreciated; if not a non-explosive particle effect may be better anyway- that makes it look like the weapons should be doing ion damage.

Thrawn definitely suiciding as intended once unlocked for AI Imperial Remnant. It's uncanny... Dunno why he's doing it, but he is reliable.

SSDs not having destroyable shield generator/engine/hangar hardpoints is painful... Give them five of each if that's what it takes, but let them be slowed by engine kill (or even ion cannon pulse which I think sets the ship's speed to it's speed with destroyed engines; currently does not affect their speed, at least not Executors) and stopped from pooping TIEs all over the place when they're a floating pile of burning wreckage barely fit to launch a lifepod. Shield generators are less of a big deal in this engine as there's no shield-piercing but I can see one good reason, relating to the aforementioned Ion Cannon and a few fighter squadrons. MFW I Ion-Cannon Ysanne's arse- and she keeps coming for mine at flank speed.

Love the shipyard capture events; adds some beautiful variety. Would love it if we could hard-code Kuat to always be able to make ISDs so long as it has shipyards, and likewise for Mon Calamari, but this is wishful thinking again.

New Republic should have some kind of buildable interdictor by era 3-4. Make it subpar if need be; or even better give them only planetary gravity well generators, but they need gravity-wells for trapping over-eager Ysannes and Zsinjs.

AI seems to like getting Palpy/Jerec killed on the ground when there's bugger-all reason to deploy them that way considering their relative fragility compared to the flagships they command. Regularly robs me of the chance to waste a tonne of rebel lives against the Eclipse's guns. Maybe make the AI value them more as a spatial unit; should over-ride the issue.

Sacheen: could do with the laser cannon battery it has being multiplied to a double. Maybe even a quad- there's only one of them after all, and the other weapons on the Sacheen aren't super-relevant in most cases (sending them up close enough to use that stuff just gets them killed anyway; anti-fighter is all the hull's actually any good for) I don't currently view the Sacheen as an improvement over the Quasar Fire, as they have eight laser cannons, or the CR90, and as such generally don't build them unless I'm bored of looking at CR90/MC90/New Class Star Destroyer fleets.

I noticed the many star destroyers firing their main cannons backwards- awesome! Still needs to happen on the SSDs, though. Just two or four hardpoints each for rounding out their looks more than anything else.

MPTL Company: Spotter now has no ping ability, meaning it's a defenceless unit whose only benefit is vision range. Do we still need them anymore? I know they are strictly-speaking useful, but... Not very much... Especially considering the larger number of units per company in this game I'm not short on fodder. They could possibly be remodelled to another purpose. If they are going to remain vision-only scouts, at least up their detection radius above that of any other cannon-fodder unit, so it's not a free but distinctly inferior version of a basic infantry squad or a loose light vehicle.

Sabre Tank: Reduce AA damage values. They really hurt aircraft, surprisingly.

AT-AT: Increase AA damage values. These things are demonstrated to one-bang an airspeeder; their damage output is far less concerning that it used to be in vanilla.

AA Turrets: Slightly increase range and damage. I would love heavier AA defences than are available right now. Stopping bombing raids in this mod presently take 2-3 companies worth of AT-AA units, and therefore only the Remnant can hope to stop them. We could have manage it back in the days where the buildpad thrived and multiplied to pleasing levels but without a literal phalanx of AA turrets stopping a shielded flight of bombers is damn hard.

I have yet more of these, but I'm tired and require more research time to confirm things. Hope y'all find something interesting in there :)

September 12, 2017, 11:12:56 PMReply #9

Offline GreyStar

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Re: Unit suggestions [Split from Tester Signup]
« Reply #9 on: September 12, 2017, 11:12:56 PM »
For 2.2 they've added engine hard points to SSDs.

In addition, they've seperated Palpatine and Jerec from their flagships. At least, they will be seperated, is perhaps a better term.

September 13, 2017, 12:00:28 AMReply #10

Offline Jorritkarwehr

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Re: Unit suggestions [Split from Tester Signup]
« Reply #10 on: September 13, 2017, 12:00:28 AM »
Jerec has been split from Vengeance/Sysco, but Palpatine still commands the Eclipse


Quote
Defender Starfighters: lack anti-shipping as far as I can tell, which after all the other craft in the NR lineup is a little jarring. I'm not saying two squadrons should take down capitals, but I am suggesting an occasional torpedo. Just so they're not a let-down.

Defenders didn't have torpedoes in the source material. They were designed as a cheap garrison unit once the New Republic started controlling territory, not to have the versatility of most Rebel fighters.


Quote
Nebulon-B: remove fighters. Buff armour and laser cannons.

Nebulon Bs had fighters, and that's one of the most distinguishing features from the similar B2.

September 13, 2017, 07:43:54 AMReply #11

Offline nightraven1901

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Re: Unit suggestions [Split from Tester Signup]
« Reply #11 on: September 13, 2017, 07:43:54 AM »
Greystar: sounds good!

Jorritkarwehr: Nebulons did have fighters in canon- in game I don't build Nebulons because they're crap at their advertised role (anti-fighter work; CR90 defecates all over them for effectiveness in that role and cost just over half as much) and they're crap in other roles too (direct fire against frigates and destroyers? Don't make me laugh. Mass more Mon Cals and CR90s...) The single fighter squadron makes them an inferior version of any given ship type. A weaker carrier than the Quasar Fire, a weaker frigate than- well, any other frigate- and expensive compared to the effectiveness it does bring to an engagement. My suggestion was only intended as a shorter way of saying this entire piece; I don't necessarily have any complaints with them having a fighter squadron, I have complaints with them having ONE fighter squadron.

In my humble opinion, they need a serious buffing, either into being an ancilliary craft unspecified (general buff to all it does now; two or three X-Wings squadrons, more anti-fighter lasers) a dedicated anti-frigate ship (more turbolasers. Weapons on this thing barely tickle a real ship) or an intercept frigate (more speed and more turbolasers so it can eat/at least fight against strike cruisers and the like). As it stands that beautiful model is not being seen after the first fight or two in my games because they are actually worth more to me sold for scrap than compiled into fleets for second-line support, which is very sad. They're an iconic ship, it would be nice to want to build them. As it stands if I'm actually playing to win I build Mon Calamari ships and ring them with CR90s. Was broken in vanilla and hasn't changed much.

September 13, 2017, 10:03:53 AMReply #12

Offline TonPhanan

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Re: Unit suggestions [Split from Tester Signup]
« Reply #12 on: September 13, 2017, 10:03:53 AM »

Long-Range Sensor Platform: Request automatic LRSP placement on all maps once tier 2 station constructed, for all factions.


why? of course, it would be logical for bigger stations to have LRS, IMO gameplay-wise it's kinda unnecessary and would render things like the probe droids obsolete. I always thought of it as a subsidiary for rebel spy networks and sympathizers and the need for caution the alliance surely had to apply to not be crushed by the superior imperial navy. I would only concur to do this on planets that were kinda famous for relying on intel, like Bothawui. Don't get me wrong, I get where you're coming from, but I think it would take away from the already lacking element of surprise EAW has and simply end up being boring. 

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Gravity Well Generator Platform: Request automatic placement of GWGP at all capital production worlds, if controlled by appropriate factions.


Same as above - though I always miss my beloved Interdictors when playing NR, I don't think it would be a good addition balancing-wise.


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Pentastar Escort Carrier: Weapons utterly useless. Request remodel to anti-fighter role.


Agreed, the model is just too nice to be put aside ;>. I also hate clicking on IPV's, they're just so damn small, hehe. Also goes for the Munificent and with limits to the Acclamator, a little bit more resistance would be nice so they wouldn't go up in flames after a single barrage, but not too powerful since they are simply outdated and no match to modern starships. One could only argue that the PA refitted them a bit.

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Quasar fire: centralise twin engine harpoints into one. More for the length of time it keeps a huge fleet busy than anything else- they won't retarget once enough shots are in the air, thus the number of harpoints is the biggest determining factor in how long a ship survives once enough crap is firing at them. Reduction of all redundant hardpoints for this reason, with exceptions for Praetor or larger sized vessels whose shields and engines are fine to have up to four hardpoints.

Never noticed that, but yeah, that should be done. Imagine having to shot every single engine on an MC or ISD xD.

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Nebulon-B: remove fighters. Buff armour and laser cannons.


Maybe just lower the cost and make them part of the garrison, perhaps with a little bit of improved firepower - overall they were never meant to withstand a full-blown attack and are very fragile. But as it is, I get where you're coming from, they become way too obsolete too quick for such an iconic ship.

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Gotta say, the Empire of the Hand ships are basically perfect. I've almost nothing to say other they lack dedicated laser-cannon-only anti-fighter support (last time I played them). Which I suppose they don't need, but I definitely want. I hate wasting time building those bastardised half'n'half ships, particularly with corvettes- I want anti-fighter corvettes, and no other variety, as the others are useless from a gameplay perspective. I know the escort carriers are pretty- but they aren't very useful.

Only thing I'd like to see is the implementation of more Imperial ships, at least in the early era's ;>, would kinda resemble where they're coming from.

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All basic infantry: I would say a cost increase, but either way it won't matter. I'd like to see a reduction in their anti-air effectiveness; aircraft should wreck non-rocket infantry units. Reduce fire rate. Sharply reduce animation times for raising weapons and turning to reduce order lag on units (I can raise my (disabled) arm to fire a lot quicker than these trained rebels seem to be able to!)


Yeah, kinda weird to see troopers taking down aircraft that easily.

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Pirate Skiff: effectively useless. Less cost might help, but the company just isn't very useful no matter the cost. Unsure what to do with it.

Same as the Chariot ;D.

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Megamaser Tank: secondary weapon, please!


I don't know, I always felt they were meant to be escorted, giving them a secondary weapon could render them easily OP.

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SPMA-T/AT-AT/AT-AA

I second them being buffed, maybe with a slight increase in price.

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Stormtroopers: More of them. Just more per unit. Don't even worry about raising their price- it won't matter anyway, and they're meant to be mass-produced for economical spamming. These should unequivocally be the largest infantry company.

I would argue the other way, they should easily overcome standard rebel infantry, contrary to their overall depiction they are elite troops after all (yeah, I know, storm trooper jokes incoming ;>).

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All turrets except AA: more range. They can't chase down the enemy so they should have equal range to the maximum-ranged units, excluding artillery. I would accept a cost increase in exchange, but remember how much cheaper an anti-tank gun is compared to a tank- they should remain obnoxiously cheap.

I don't know, I don't think they were ever intended to successfully stop an invading force on their own or replace a garrison, merely serve as support by slowing the invaders down... but the FX of that special rebel turret surely need to be toned down, way too much dakka for such a measly output :x.

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LAAT: increase beam cannon anti-infantry damage.

Airspeeder: Increase armour slightly. Increase speed slightly to facilitate more misses against them (making them an interceptor in comparison to the LAATs aerial artillery role) Reduce anti-vehicle damage, they don't need it. Increase anti-infantry damage, a lot- they kinda need it and it looks a hell of a lot more realistic when they do a pass if you do.


Either one or another, not both... buffing everything's anti-infantry capabilities otherwise would make bringing or including infantry unnecessary.

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Civilian buildings: increase armour. Add dedicated civilian turrets to certain areas (these fire on any non NR units and are located covering the chokepoints into city areas) this would further add flavour to certain worlds and again reinforce that the NR are the outgunned good guys. You could even throw in a little bit of sporadic civilian traffic in some places (use existing assets for ship that are known to be used by civilians) to add some flavour to space fights. They don't need to do any more than valiantly die against the star destroyers' gun while shouting about it being unfair and they'd add a lot to the game. Make it feel lived-in and real, y'know? Big ask for this point of the game even using existing models, but could be very very cool and done comparatively quickly. An even rarer criminal ship appearing in the middle of nowhere would also be very cool- it'd probably just start a countdown and hyperspace out if it can, or die to any non-criminal ship that crosses it's path, again while complaining about it audibly.


I don't know about buffing civilians either, they're civilians after all - also not meant to withstand a trained army.

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Sensor nodes: Some of these should be placed for free in strategic locations (without going on a buildpad, so they're irreplaceable in any given battle) to simulate proper military preparedness.


Same as with the LRSP, but I would think adding a build pad in the middle of every map or increasing the range of the sensor nodes could help avoiding these obnoxious cat and mouse games with the AI.

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On the topic of power-to-shields: Why in the name of the great old ones did you remove autocast abilities from (as far as I can tell) all non-hero units!? Please undo! If you want to force set them to disabled at first, fine; but don't remove my ability to flick it back on for God's sake! I'm not watching EVERY ship for shield damage; it's drudgery and takes my attention from where I want it to be. I can't see any reason for this backwards step. Rule of accessibility options: more is always better. Makes bad sense for exactly one type of ability- offensive ones- and even then I don't see that as an adequate reason for removing the very option to turn the autocast back on. Bad.


Dunno how the AI works in EAW in detail, but making some abilities autocast could help the AI utilizing them more often, I sometimes encounter them not using some abilities at all, or so I think at least.

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New Republic should have some kind of buildable interdictor by era 3-4. Make it subpar if need be; or even better give them only planetary gravity well generators, but they need gravity-wells for trapping over-eager Ysannes and Zsinjs.


Dunno if that really resembles the nature of the NR, I think one or two (hero) interdictors suffice.

Can't say much about the other things since I either agree with you or have no strong opinion on them at all, besides simply having overread some things :>.

September 13, 2017, 11:26:05 AMReply #13

Offline DarthRevansRevenge

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Re: Unit suggestions [Split from Tester Signup]
« Reply #13 on: September 13, 2017, 11:26:05 AM »
Unit suggestions, you say? Do you poor people understand the gravity of your query..? Well... If you're sure you want me to...

SNIP
No rebuttals? I guess I'll press on :)

SNIP

this is a lot of Balance things you have. but a suggestion for you. if these don't get implemented, which some of them might, haven't gone through everything of yours, you should try releasing a balance submod for 2.2. it's perfectly allowed, and it helps people bring more variety in balance to the table. I'll consider these for our submod though
« Last Edit: September 13, 2017, 01:17:53 PM by Slornie »
do you know what really makes me mad? that the NR didn't make as many different SSDs as the empire. they would have won much faster had they done so. it's just not fair. but, if their were more NR SSDs, they would be absolute SUPER-CARRIERS.

but, i'm a member of the PA at heart, and my wish here is to join the ranks of grand admirals... sorry, the elite imperial alignment

September 13, 2017, 01:45:08 PMReply #14

Offline Slornie

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Re: Unit suggestions [Split from Tester Signup]
« Reply #14 on: September 13, 2017, 01:45:08 PM »
Unit suggestions, you say? Do you poor people understand the gravity of your query..? Well... If you're sure you want me to...
Lots of suggestions and feedback in there!  I'm not going to respond to everything individually, but instead pick out a few themes and questions to answer.

Ship armaments (various) - all space units in ICW have weapon load-outs which are representative of the armament recorded in (Legends) canon.  If the armament is not stated in source material, or the unit was created by ourselves for the mod (e.g. 99% of the Empire of the Hand roster), we give the unit a load-out appropriate to it's intended which is in-line with other units.  This includes Golans, MC40a, NR Defenders, etc.

There are cases where we fudge the numbers slightly to better represent the intended power of a unit if the canon material is inconsistent or downright unbelievable, but for the most part we are trying to respect the source material where possible.  We're also aware there are several units where revised stats have been published in new source material since 2.1 was released which we will need to take another look at.

Pop counts, unit prices and abilities - space pop counts have been revamped for 2.2, spreading out the range more which should make things fairer on smaller units (i.e. no longer compared to a 4-pop ISD) and also help to differentiate the various super ships more.  Unit prices and abilities are also being reviewed and adjusted as necessary.

Ability auto-cast - in 2.1 most units were given an alternate AI script to enable the raid fleets and survival mode mechanics to function, unfortunately at the expense of the vanilla scripts for ability autocast.  Corey and Pox have worked quite hard on a new script infrastructure for 2.2 which hopefully will allow us to re-enable autocast and other specific AI behaviours, but no guarantees!
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September 14, 2017, 02:02:27 PMReply #15

Offline nightraven1901

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Re: Unit suggestions [Split from Tester Signup]
« Reply #15 on: September 14, 2017, 02:02:27 PM »
Hey people, sorry for the delay in replying. In order of address:


***      TomPhanan:

LRSP: so I can see the entire map from base; I promise you I had one these puppies at every world capable, which is most of them. More for visual appeal than anything else. They aren't going to affect much other than at best saving the defender twenty seconds of hypervelocity gun charge time. That said It'd be nice to see the entire map as the defender.

Gravity Well Generators: So you can trap SSDs on the defence. To give the NR/others limited access to gravity wells.

LAAT and airspeeder/V-Wing: not everything, just those weapons on those aircraft against infantry units only. Not everything in the game. Non-rocket infantry should not be as effective against aircraft, in my humble opinion, and these aircraft have weapons well suited to anti-infantry engagements anyway.

Pentastar Escort Carrier: possibly a refit could be a good argument, but considering Slornie's point I'd guess a remodel is probably not likely. Pity...

Quasar Fire Carrier: Hmm... While having ALL their engines  be an individual hardpoint would be excessive, two to four on a massive ship is okay in my books. But the Quasar Fire is not massive enough in my books to qualify for two. Plus it's more hardpoints than every one else's carriers, most of which are meant to be hardier than it.

Nebulon-B: fair argument mate. Seeing them in the garrison would make them more prevalent, but unless they were added to the garrison without removing anything else I fear they may only weaken the New Republic further. Keeping their fighters and adding some damage per shot (to avoid messing with the canon number of cannons present) to the lasers and turboslasers would also work just fine.

Empire of the Hand ships: Hmmm. I mean, if we get to release state and haven't got every slot in their roster full I see no reason not to fill them with Imperial ships. I mean, they used plenty of them. It feels weird not be able to give Thrawn the ISDs I see him command in the shows/remember him commanding from the books; I'd really love to do that (outside of Remnant playthroughs so his heroes are by his side, not against him)

Base Infantry: doesn't have to be into the ground, just a bit, but I do think it'd help. Cheers,

Pirate Skiff: Yeah, the chariot too :( from what I've seen those things are meant to be tanky at least.

The Megamaser tank: I actually kinda like the whole idea of needing to escort them- the AI, however, is less adept at manoeuvring a unit with such a large minimum range, and thus they just waste themselves when you're fighting them. They should scare me the way AT-ATs do; instead they just suicide into my tanks. At point=blank range. I figured a light close-in weapon could alleviate that without spoiling their look, but simply reiging in that minimum range would help a lot too.

Stormtroopers: I don't mean make them crap, either. I am totally with you; Obi-Wan said they're precise and disciplined, I expect them to at least one-to-one rebels and be in greater number. The Empire always had the infantry advantage.

Turret Defences: I don't think it's too much to ask for the turrets to hold off a few companies of trash with the turrets alone, especially if I've packed my favourite maps with a butt-tonne of the little buggers, which is about my favourite hobby while playing. I would also like to be ale to place them from the unit deployment map on planets, if it were possible, so I could have them up in advance of attacks, or, even better, have a layout pre-placed for them when defending. That would make me so very happy indeed; I could just switch out the ones I need for the day and defend. Awesome. I also think the outer worlds that are most barren are the ones that need it the most- they need something to get some firepower on the map if you're caught with few units and little garrison strength. A barracks, turrets, a few grand and good luck or judgement have held me against AT-ATs before. I liked that possibility being around.

Civilians: I don't mean give them units that are necessarily the same srength as trained ones; like the existing units they could be shorter-ranged, less powerful and have less HP. I would just like to see more diversity among them to add flavour, and I know adding a few rare rocket infantry civilians wouldn't be (too) much work. Adding one or two with a Molotov throwing animation would be harder but freaking awesome. Adding a few improvised vehicles, in the flavour of those seen in The Phantom Menace and legends and Rebels and Clone Wars: well that'd be cooler than smoking weed in the highschool toilets. Again, not necessarily elite units, but for example, civilians on swoop bikes, serving as inferior versions of the existing scout bike units (even better, super-easy reskins could be used), hovercars and shuttlecraft used to mount a laser turret or three, maybe even the odd, very rare heavy unit they've salvaged or stolen, depending on location, ie. I fully expect Mandalorians to rocket my stuff and use aircraft and vehicles. Rodians used cavalry and vehicles. I'm not the only one who wants to see tauntauns; I've seen the requests around. A few igloos spawning them would make my week. Correlians, Alderaanians, Fondorians, and more will happily assault you with CR90s, Gunboats, Marauders and even larger vessels, and seeing a handful of them spawn to assist or even attack under their own volition in orbit over such worlds would be the awesome to a point of extremity. Criminal units are also notorious for engaging military formations if circumstances were favourable with both warships and ground vehicles; this would also add some chaos and some entertainment to the fights (especially the ground fights could use some stuff going on).

Sensor nodes: the whole cat and mouse bollocks is on reason I'd like them placed, but also it just looks pretty and realistic to see some military scouting and light defence emplacements on the map if you control it. Tanks aren't just parked out in the open, even outside of a dedicated base. They set up camouflage and watch posts, to keep them safe. I thik it would be nice, anyway. As to the cat-and-mouse nonsense: in Command and Conquer 3: Kane's Wrath, they feature a conquest gamemode. To keep things from being too draggy in multiplayer, they force revealed the map and stealth units a set time after each battle started. I can definitely recommend this strategy; explain it as a command surveillance satellite being moved into position, or the fleet taking up posts directly above the battle to observe, etcetera. That is painful stuff, that cat-and-mouse crap, normally for a handful of inconsequential garrison units anyway.

NR Interdictors: fair enough. I definitely don't want them using the Imperial Immobilizer-Class, but they could use something. I don't necessarily think they're as big a deal as having gravity well generators at worlds for them, and could be skipped if they get the old gravity well platform model back. But otherwise, they may well be begging for one by this point trying to catch the Imperial leaders to advance the tech when they can very easily run from unfavourable battles (though it's before they truly need the help in. If you can't catch Isaard because she's on the other side of the damned galaxy it can result in you spending an annoying amount of time without the ability to fight the other empires on even terms)

Cheers for your feedback and organisation bro!


***      DarthRevansRevenge: I currently lack necessary experience to achieve this. However, I am hoping to assist in making maps- if only I could get this under-patched mess of a map editor to run. If I get more information and experience in this particular title, I might do more messing with assets and such for a submod, but for now my focus is to produce a working and sufficiently appealing map for Corey's consideration- and play-test the living s*** out of the mod for familiarity purposes until then, while talking to people and doing some research on the forums.


***      Slornie:

Ship Armaments: I see, but there should still be some wiggle room in the damage-per-shot value and the fire rates to adjust their relative damage subtely without andengering the beautiful flavour and depth of research that you guys have worked so hard to achieve. I do most assuredly understand and appreciate that balance, and wish it preserved in a lot of cases, but some tweaking around the edges to prevent the glorious Nebulon models being relegated to the scrapheaps so soon and the escort carriers less efficient than laser corvettes I think would be cool. Just in my humble opinion, of course.

Pop counts, unit prices and abilities: Naturally, naturally. I quite agree with the pop cap increase; great move. A value closer to six hundred would permit ships to be balanced a bit more failry in comparison to Imperial Star Destroyers, Empire of the Hand frigates and capitals, and other such potent ships. These guys are far more powerful than some ships that have the same four-point cost.

Ability Auto-cast: Oh, I see. I do hope quite hard that these abilities are successfully rescripted, and thank you all for the efforts involved in this.

Cheers for your updates people, much obliged :)

September 14, 2017, 03:22:38 PMReply #16

Offline TonPhanan

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Re: Unit suggestions [Split from Tester Signup]
« Reply #16 on: September 14, 2017, 03:22:38 PM »

LRSP: so I can see the entire map from base; I promise you I had one these puppies at every world capable, which is most of them. More for visual appeal than anything else. They aren't going to affect much other than at best saving the defender twenty seconds of hypervelocity gun charge time. That said It'd be nice to see the entire map as the defender.


Ah sry, I thought you meant the ones that could be built on the galaxy map... though I never had an issue with this in 2.1 (can't remember how it was in the 2.2 demo), since the map was always auto-revealed anyway - I always assumed the TR team played with the corruption script and enabled that feature for everyone ;> and when I attack, I usually jump in with only a scout due to the game always deploying the wrong mix of ships anyway. Of course, in that case I wouldn't mind having them present on the map, adds a bit of flair :).

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Gravity Well Generators: So you can trap SSDs on the defence. To give the NR/others limited access to gravity wells.


After some thinking, I would agree with that, but only on major production worlds, to represent the value they have.

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The Megamaser tank: I actually kinda like the whole idea of needing to escort them- the AI, however, is less adept at manoeuvring a unit with such a large minimum range, and thus they just waste themselves when you're fighting them. They should scare me the way AT-ATs do; instead they just suicide into my tanks. At point=blank range. I figured a light close-in weapon could alleviate that without spoiling their look, but simply reiging in that minimum range would help a lot too.


Let's see what wonders they can achieve by modifying the AI in the final release of 2.2, but I doubt they can overcome all issues the AI in EAW unfortunately has. Since Petroglyph mainly consisted of the remains of Westwood, it's kinda funny that they haven't strolled that far from their AI model ;D, good old unit spam, hehe.

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Turret Defences: I don't think it's too much to ask for the turrets to hold off a few companies of trash with the turrets alone, especially if I've packed my favourite maps with a butt-tonne of the little buggers, which is about my favourite hobby while playing. I would also like to be ale to place them from the unit deployment map on planets, if it were possible, so I could have them up in advance of attacks, or, even better, have a layout pre-placed for them when defending. That would make me so very happy indeed; I could just switch out the ones I need for the day and defend. Awesome. I also think the outer worlds that are most barren are the ones that need it the most- they need something to get some firepower on the map if you're caught with few units and little garrison strength. A barracks, turrets, a few grand and good luck or judgement have held me against AT-ATs before. I liked that possibility being around.


Fair argument, I just wanted to argue that they shouldn't be buffed too much. First time I discovered the base placement thingy back when FOC was released, I was hyped to do so and really disappointed when I saw that doing so wasn't possible. Maybe a workaround could be placing these faction-specific special build pads for defenders in key locations around the bases, so one wouldn't have to race their infantry that hard in the beginning.

Quote

Civilians: I don't mean give them units that are necessarily the same srength as trained ones; like the existing units they could be shorter-ranged, less powerful and have less HP. I would just like to see more diversity among them to add flavour, and I know adding a few rare rocket infantry civilians wouldn't be (too) much work. Adding one or two with a Molotov throwing animation would be harder but freaking awesome. Adding a few improvised vehicles, in the flavour of those seen in The Phantom Menace and legends and Rebels and Clone Wars: well that'd be cooler than smoking weed in the highschool toilets. Again, not necessarily elite units, but for example, civilians on swoop bikes, serving as inferior versions of the existing scout bike units (even better, super-easy reskins could be used), hovercars and shuttlecraft used to mount a laser turret or three, maybe even the odd, very rare heavy unit they've salvaged or stolen, depending on location, ie. I fully expect Mandalorians to rocket my stuff and use aircraft and vehicles. Rodians used cavalry and vehicles. I'm not the only one who wants to see tauntauns; I've seen the requests around. A few igloos spawning them would make my week. Correlians, Alderaanians, Fondorians, and more will happily assault you with CR90s, Gunboats, Marauders and even larger vessels, and seeing a handful of them spawn to assist or even attack under their own volition in orbit over such worlds would be the awesome to a point of extremity. Criminal units are also notorious for engaging military formations if circumstances were favourable with both warships and ground vehicles; this would also add some chaos and some entertainment to the fights (especially the ground fights could use some stuff going on).


I always saw them as a cheap measure to capture reinforcement points quickly, but I know what you mean, I just don't know how much work one would have to do to make this possible. I always thought it'd be cool if, prior to a space battle and the invading army jumping in, some freighters would try to seek shelter at your starbase/behind your fleet and if successfully defended, you would gain some extra credits for protecting them... imaging a small fleet of cargo transports and freighters from the X-Wing series jumping in the system and sending a distress call :D. Though as I said, I don't know if that is even possible to accomplish, Petroglyph really kinda missed out on some opportunities to spice up combat. 

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Cheers for your feedback and organisation bro!


np, always fun to contemplate over such things - well, maybe the TR team even got some fresh ideas from us driveling about, who knows ;D.


September 14, 2017, 03:48:28 PMReply #17

Offline GreyStar

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Re: Unit suggestions [Split from Tester Signup]
« Reply #17 on: September 14, 2017, 03:48:28 PM »
I believe Corey stated in the Discord they wanted to give the NR an indictor, but needed a model or such. I don't remember it too well.

September 15, 2017, 03:09:16 AMReply #18

Offline nightraven1901

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Re: Unit suggestions [Split from Tester Signup]
« Reply #18 on: September 15, 2017, 03:09:16 AM »
TomPhanan: Oh I definitely agree that turrets shouldn't be buffed too hard- they're built only to act as stopgaps and to offer a place to retreat to, we don't want them to be phalanxes of pure pain to artillery your way through. Which is why I hold my request for a long-range mortar turret, as much as I'd love one. Because it would probably be some pain to fight against (and I don't know if there's support for changing the number of turrets available in the turret build menu). Gravity well generators definitely only at capital shipyard facilities. As to the civilians, I am fairly sure they can spawn units in their immediate vicinity; while there isn't currently a vehicle bay for them I'm pretty sure the existing factory models could be used without too much effort, assuming we really didn't want the rare vehicle spawning outside of the building the way the infantry units do. As to space units, that idea of having a civilian convoy is gold- it gives us a reason to have and see civilian starship models, doesn't need build slots or require the AI to know how to use freighters, and adds flavourful spice all in one go. I would pay money to see that happen. The coding for it shouldn't be too hard, and the event can be recycled across dozens of worlds comparatively easily.

GreyStar: hmmm. What modelling program is used for EaW modding? I might have a look at it, seeing as this map editor is continuing to be a hot steaming bucket of s***. I'm perfectly content to work for my ideas, :)

September 15, 2017, 01:20:09 PMReply #19

Offline Slornie

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Re: Unit suggestions [Split from Tester Signup]
« Reply #19 on: September 15, 2017, 01:20:09 PM »
Pentastar Escort Carrier: possibly a refit could be a good argument, but considering Slornie's point I'd guess a remodel is probably not likely. Pity...
Nebulon-B: fair argument mate. Seeing them in the garrison would make them more prevalent, but unless they were added to the garrison without removing anything else I fear they may only weaken the New Republic further. Keeping their fighters and adding some damage per shot (to avoid messing with the canon number of cannons present) to the lasers and turboslasers would also work just fine.
Ship Armaments: I see, but there should still be some wiggle room in the damage-per-shot value and the fire rates to adjust their relative damage subtely without andengering the beautiful flavour and depth of research that you guys have worked so hard to achieve. I do most assuredly understand and appreciate that balance, and wish it preserved in a lot of cases, but some tweaking around the edges to prevent the glorious Nebulon models being relegated to the scrapheaps so soon and the escort carriers less efficient than laser corvettes I think would be cool. Just in my humble opinion, of course.
The smaller ships are always more difficult because you want them to be useful, but still respectful to the source material.  Strictly speaking the units we're using as dedicated anti-fighter ships (Corellian Corvette, Lancer, IPV) in the mod have bespoke weapon load-outs suited to that role rather than canonical armaments, whereas other ships like the Escort Carrier and Nebulons are more strictly canonical.  At some point (possibly after 2.2) I'd like to properly revisit small laser armaments for all ships and see if we can find a formula which can be more globally applied.


NR Interdictors: fair enough. I definitely don't want them using the Imperial Immobilizer-Class, but they could use something. I don't necessarily think they're as big a deal as having gravity well generators at worlds for them, and could be skipped if they get the old gravity well platform model back. But otherwise, they may well be begging for one by this point trying to catch the Imperial leaders to advance the tech when they can very easily run from unfavourable battles (though it's before they truly need the help in. If you can't catch Isaard because she's on the other side of the damned galaxy it can result in you spending an annoying amount of time without the ability to fight the other empires on even terms)
I believe Corey stated in the Discord they wanted to give the NR an indictor, but needed a model or such. I don't remember it too well.
It's not the lack of a model, as such.  More the lack of an appropriate prototype to give them. Interdictors were canonically quite rare - even at it's height the Empire only built a few hundred Immobilizers vs thousands of regular Star Destroyers (and many times more other ships).  There is the CC-7700 which the Rebels used, and the Hapans had pulse mass mines for their Battle Dragons, but I don't recall any other options.  We had a model for the 7700 once but it wasn't up the standard of other models and got cut very early on.  I'm actually now more in favour of the suggestion from this thread to re-purpose the vanilla gravity well station for the NR as a static alternative.


What modelling program is used for EaW modding?
Your choice really; I know Blender, Wings 3D and 3ds Max are all used by various modders.  However you've got to bear in mind that at the end of the day the only tool to convert models to the format used by EAW is for 3ds Max 6, 7 and 9, and all of those versions are now quite old and difficult to acquire.
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

 

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