Hey people, sorry for the delay in replying. In order of address:
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.
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