Posted by: Corey
« on: October 08, 2016, 12:26:06 PM »
Nar Shaddaa - Just a picture, no stats, so role, no size, nothing else whatsoever. We don't need another "anonymous star destroyer of indeterminate role #7." Was only ever used in TFU.
Aggressor - Only from FoC, plans stolen from Empire. We've thought about including it for someone, but even then it's a HUGE stretch.
Turbulent - This ship didn't exist until decades after the mod ends, as the video even says.
Sorannan - We've like to include it for EX-F, but as the video even mentions, it has no design. I know what I'd likely try to use to make it if we get a chance, but that takes time we've not ahd so far.
Chiss Star Destroyer - This is already in the mod, our take on it is the Ascendancy-class. "Chiss Star Destroyer" is a colloquial designation saying where it came from, not a class name, so we made actual class names for them.
We appreciate the enthusiasm, however as I've said, when making suggestions, people need to give information on why they think it would actually add something worthwhile to the mod. When something isn't already in or isn't already planned to be in, it's almost never (if ever) because we're unaware of its existence, so simply posting "this exists" isn't really going to get it on the roster. Stuff gets added to the mod when there's a reason to add it, not simply because it's there and "variety is cool." Sure, some people don;t care if 30 ships do literally the exact same thing because they like to see all the different models, but the thing is, that kind of redundancy can have a negative effect on gameplay (for example, the variety of fighters we have which all fill the same role already makes it harder for people to know what does what, and as far as game mechanics go, makes it incredibly difficult to micromanage because you can't select all of your, say, bombers at once because you have like 6 different kinds), and adding things isn't done in a vacuum, it's in the context of the overall development of the mod. If we add x, that takes a certain amount of resources which means either delaying the mod until we can do x as well, or x gets in and y has to (at least for the version at hand) get cut. This content doesn't make itself, and we've not run low on things we'd like to add in other areas. As I've said before, we can add 36 Imperial units that do the exact same thing as the existing Imperial units, or we can do stuff like work on expanding the galaxy around the Empire of the Hand. We cannot do both.
Adding a bunch of redundant units also reduces the overall quality of the mod in that it means we essentially have to take a quantity over quality approach. There's always plenty of older content we want to redo to bring up to higher quality standards; on the list right now between ICW and Ascendancy, on top of things we want to add, and this is by no means exhaustive, are the Proficient, Procursator, Dreadnaught, Strike Cruiser, Syca, Furion, Allegiance, World Devastator, Torpedo Sphere, Executor, Eclipse, Bellator, Ascendancy and Intego. Then there's also things like death clones, voiceovers and damage decals we'd love to be able to do, but the more ships we have to work through for that, the less of a chance we can ever actually do it because those resources go into making more ships that don't even add any new gameplay.