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Topic Summary

Posted by: tlmiller
« on: February 07, 2015, 11:21:35 AM »

Also, after the nerfing, I don't particularly think they're OP'd.  I played a game last night as the NR and with the right researched fleet, showed an Executor to the scrap heap without even having to ask my Viscount to come over for a chat.
Posted by: Corey
« on: February 07, 2015, 10:57:21 AM »

The planet defenses thing I already addressed in the thread named "Planet Defensibility" (<- Click there), so rather than post the same stuff in two places I'll just link you there and address the other thing here.

I don't talk about Starbases there though, so I'll talk about here. First off, as to the Star Trek Armada 3 thing, keep in mind the source material. Star Trek is full of those outposts, and even has an entire TV show based around one of them, Deep Space 9. These are virtually nonexistant in Star Wars, however, and we don't see the need to invent them. I know people like stations, but they don't exist in that way in Star Wars and their functions are already all spread out across other structures, with the exception that Golans aren't functioning properly right now, and that's about it.

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especially its a poor decision to remove a Main feature from the game

The point of a mod isn't just to say "let's pile on everything we possibly can." It's to add and remove what makes sense. In the case of defense, we removed starbases, yes, but we added defensive structures that, technical issues aside, are/will be significantly stronger than the base games, and also buildings like the Naval Command Center and the ability for planets to actually shoot back at the ships.

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- No Planet colonize techs. Okay, i can life with it but have we special Planets? Whats with very Hostile Planets like Mustafar or Hoth?
Hostile planets that had already had bases established on them or been colonized for thousands of years. Doesn't make much sense to force people to research tech to be able to capture planets that had been part of these political entities for so long, especially when, as a gameplay mechanic, it's just a means to throw an ultimately pointless and uninteresting tech into the tree that could be used for something else.

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- Military sience: Where are the techs for more antimatter, Hull and Shield strength? The Techtree looks so damn empty compared to other mods(or the vanilla game) with lots of interesting techs

Those kinds of upgrades aren't there because they do not fall into the category of "lots of interesting techs." They're honestly the least interesting thing I can think of. They aren't significant enough to give you an advantage for researching faster unless you're several tiers ahead, so it ends up being a wash. Everyone just ends up, at different points in the game, having 5% more health, 5% more armour and 5% more firepower (substitute own values as desired), which ultimately ends up meaning everyone's exactly where they started at. Techs with bonuses to a core area of that factions' strength make more sense to us. Firepower and ship numbers for the Imperials, speed for the Hand, individual performance of quantity for the New Republic. Those kinds of things. Also, the factions in the base game have 140-150 techs. The Remnant currently has 100, the NR about 90. Included in those 40-50 it has over the IR are things like 5 planet colonization techs, 3 extra techs to unlock Titans, and that sort of thing. As far as how interesting they are, I'd definitely argue that the 100 techs we have for each faction, even leaving aside the stuff we plan to add, are more interesting than the spamming of "have 2% more damage from weapon type" that populates the Sins tech tree for all 3 factions.

Keep in mind the word "beta," the version number "0.9" and the parts where we've consistently said the point of this version is to be able to get more information on where each faction currently is and then finish fleshing them out based on that. There are also several features we still intend to add which will have tech-based aspects, and require adding the mechanic before we can add the tech.

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- Titan, why need the Titan level 2 to learn his skills?
- Titans Again.. ok i know they are Super Star Destroyes and Big and shit. but they are like the Borg in the STA mod, totally OP whith their weapon damage and to easy to build for their strength, only 5000 credits? really?

The first part is a bug with the Non-Viscount SSDs. The second is because we're focusing more on balancing the capabilities for them before we decide on a cost. Picking a solid cost will be done after we know what they're ultimately capable of.
Posted by: Joie
« on: February 07, 2015, 02:31:15 AM »

Hello,

First off, excuse my bad english, it's not my native language ^^

I was really excited when i first see this mod, but after some playing i was disappointed.

1. Defence
There are no Starbases. Ok, i have read it here and think first "thats a interresting change of gameplay"
now... ugh.. The Planets are totally Defensless.
The Golan stations are so usefull als standart gauss cannons.. no wait.. a bunch of 20 Gauss Cannons have more power and survivability then 5 Golan 3 Stations.
The ships in this game are so strong that the Golan Stations are like they are built out of paper, and they throw paper rocks at the enemys.
The shield generator is totaly useless for protecting a planet.. 4000 Hull and 4000 Shield let it survival 5 seconds when the enemy fleet arrival.
There are no Hangar defence? Why?
Also.. please rethink the idea of strong Space stations to defend a Planet effectively, especially its a poor decision to remove a Main feature from the game and i love my stations :). Especially how some factions or mods handle the Space Stations. The Star Trek Armada 3 mod with little outposts and heavy Stations, all fully upgradeable. Or how the Tec Loyalists and some Mod Races can build 2 Stations per Planet for fully defence.

2. Sience
I don't know how finished the tech trees are but now they are really boring.
- No Planet colonize techs. Okay, i can life with it but have we special Planets? Whats with very Hostile Planets like Mustafar or Hoth?
- Military sience: Where are the techs for more antimatter, Hull and Shield strength? The Techtree looks so damn empty compared to other mods(or the vanilla game) with lots of interesting techs
- Defence: When you don't want to make Star Bases, bring techs to make Golans very strong and more defensive Buildings like Laser satelites(like in the Vong Invasion of Corusanct. And a Hangarstation or a tech who give the Golan's some Hangar space
- Planetary Bombing: Its ridiculous! First we have literally nothing to defend our Planets against Enemy Fleets(for a short time that my fleet can arrive). No the Ships are so strong in Bombing that a Planet will fall in seconds, and no the Shield do nothing because the Shield is roflstomp in seconds.
*a little wave with the Space Station* ;) To protect lost trough bombing. Or bring a tech like Planetary Bunkers and *giggle* Planetary Shields? To reduce the Bombing damage that we can buy time to bring our fleet in? Oh and every Mod has it somewhere... a tech to improve the Planet Infrastructe for Health. Redusing its cost/time to build up and the regneration time for the Planets health. We need this here

3. Others
- Titan, why need the Titan level 2 to learn his skills?
- Titans Again.. ok i know they are Super Star Destroyes and Big and shit. but they are like the Borg in the STA mod, totally OP whith their weapon damage and to easy to build for their strength, only 5000 credits? really?
- Militia, Please make stronger Militia on neutral Planets, the expansion goes to fast

And now some positive^^
- I like the Music, the chilling Star Wars music when no battles are fought and when battling the epic star Wars music comes in.
- No Pirates, yeah its like your STarbase suggestions... Pirates in Star Wars are not dumb and fight against the great powers in the Galaxy, they have poo ships and their fighters are more useless then a Tie Fighter. Its a logical choice for no pirates

uhm more that's all i think^^(for now *g*)
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