Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Illidan Stormrage
« on: June 05, 2017, 07:04:46 AM »

The Darksaber would be a lot easier to implement than other superweapons considering it blew itself up when they tried to fire it because of how poorly it was constructed.
ability is self destruct :)
Posted by: Corey
« on: June 05, 2017, 02:35:48 AM »

The Darksaber would be a lot easier to implement than other superweapons considering it blew itself up when they tried to fire it because of how poorly it was constructed.
Posted by: WarlordOfWildSpace
« on: June 04, 2017, 10:34:20 AM »

I think they would provide a fairly varied and interesting unit list, on the ground we might see Nikto soldiers, Hutts (Though rarely), skiffs, sail barges, IG droids, mercenaries/bounty hunters, Gamorreans, etc...  There would be a lot of exotic and weak, but usually cheap, units for them.

In space, in addition to ships that you have already listed, they could use any Zann ships as the Consortium, neighboring Hutt space, has broken down in this time frame and their assets have likely been acquired by the Hutts, plus requisitioned ships, like the Crimson Jack style battlecruiser that Jabba refurbished for CJ and then later recovered after Solo defeated the pirate.  Old pirate ships such as Z-95s and Y-Wings, and some of the stuff coming out in Fantasy Flight's line of X-Wing ships could be useful.  Also, I know most of Rebels is off the board, but the merchant TIEs shown in one of their episodes could make for an interesting variant in the service of the Hutts.  And since they feature a lot of ugly, refurbished, vessels, Corey could always give them those Nar-Shadda SDs he thinks are so ugly. ;D

I wouldn't mind if they were playable or not, but, if playable, they should start out fairly weak after everything they have gone through in the past two decades, losing Tatooine and Jabba, battles with the Seperatists, Darth Maul's Shadow Collective and the Zann Consortium, plus fighting Maldrood in ICW's timeframe.  It is a testament to the Hutts power that they have held onto their core territories after everything.
Posted by: Mr.Puerto
« on: June 04, 2017, 10:01:38 AM »

I think this would be a good idea. Expect I would make them into a passive nonplayable faction. Using a pseudo Diplomacy system different factions have to send diplomats and credits to Hutt space in order to allow military access through there system. If you can't get the proper amount of credits or other reasons you have to go through the regions through the good old fashion way.

I rather not see a super-weapon GC since ICW doesn't have them expect for the sovereign and eclipse class SSDs.
Posted by: Illidan Stormrage
« on: June 03, 2017, 03:38:36 PM »

So I think in my honest opinion that a Hutt Faction should be the next thing introduce in ICW.
why:
1. They have a lot of cool and unique units tied to them.
2. they have at least two or more Gcs they could be in. (say later)
3. they could have a good amount of heroes(not a lot but at least more than the DL)
4. we have Hutt/pirate ships from the base game and we have additional ships base on warfare guides.

So in terms of fighters you have:
V-wings, Cloakshapes, Rihkxyrk Attack ship , Uglies, Skiprays
Now to actual ships(not including all just some I know)
Gozanti, IPV, Cr90s(this is a maybe), Dreadnaughts, Neutron star, interceptor IV.
In terms of capital ships Corey would need to find them I cant.

now ground forces is easily you have
Hutt Mercenary infantry, Hutt Plex Mercs, swap speeders, skyhopper, Pod Walkers, Twilek spys/sharpshooters, Sail Barrage, pirate speeders.


now GCs:
A war on two fronts(dumb name):
playable factions
Greater Maldrood: Centares, Meatalorn, Cloumex, Roche Asteriods,
Zsinj's Empire: Dathomir, Garos IV, Farer Junction, Sereno, Lanina,
Hutts: Nal Hutta, Toydaria,Cyrkon, etc

then the darksaber Gc
no explanation.
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!