Posted by: mynameisyou
« on: September 16, 2012, 06:20:51 PM »Sweet
It's important to remember this is a total conversion, not just a reskinning. So saying "how are you doing pirates" or "how are you doing loyalists vs rebels" really aren't the right questions. We're using the tools the game gives us to make Star Wars.
Actually it is correct; it is set as 2 different sub-faction for every race, which have just different titans and different technological upgrades and so on. Calling them entirely different factions would be going very far. Even in the faction selection menu they are called the same faction. But maybe it could be modified in such a way to make them feel more different and much more unique.
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Sins rebellion has a system of rebels and loyals as I am sure you are aware of it, so using this system you could easily make the empire in to two distinct factions as loyal as the Imperial Remnant and rebel as the Pentastar Alignment. Due to the fact that they use mainly the same ships and units and defenses. Was wondering was this really what you plan to do with it or do you have some other amazing idea for the rebel and loyal system and going to surprise us with it?
Also would you try to add heroes to sins of a solar empire?
Many many questions ahead. So since sins handles them better could we expect more SSD (number and type wise) or same as the ICW?
And lastly which faction will became the pirates? Would it be the hutts or warlords or some other faction?
I am curious how you guys are going to handle SSDs as well, I am hoping they will not be as important as Titans are in Rebellion, them having tons of firepower is fine.. but I really don't want to see this turn into an AoE fest like Rebellion is.
Also, another question, in regards to Strike Craft. I'm assuming we'll probably have to unlock various types of Strike Craft via research, since it wouldn't really make sense to have TIE Defenders be available right off the bat. Is it possible to create Strike Craft that can phase jump, or Strike Craft that have fleet supply/ resource costs? Or perhaps will we only be able to build certain types of Strike Craft on certain types of ships?
Sweet! Grin what about choosing what fighters spawn from your carrierThis is basically how Sins functions in general, and it's not something we really want to change or could change I don't think, but either way I'm pretty sure there's a hardcoded limit of 4 possible strike craft for each carrier. Essentially on older or lower tech ships, you'll have access to the lower-end fighters (Y-Wings, X-Wings) whereas on newer ships you'd have the better fighters (K and E wings)
I'm hoping that its possible to attach costs to strike craft squadrons, to make them less easy to just mindlessly spam, since in Sins bomber spam is basically the only viable late game strategy, and I'd like to see it at the very least be harder to achieve a massive swarm of single ship squads.The hyperspecialization that's inherent in the Sins universe isn't realy a problem in Star Wars. Each ship still has a role, obviously, but it's not the same degree of "only build this" or "if you don't have this you're screwed".
This is incorrect. Rebellion has the loyalists/rebels set up as entirely different races/players, not as a sort of sub-faction.
Sins rebellion has a system of rebels and loyals as I am sure you are aware of itThis is incorrect. Rebellion has the loyalists/rebels set up as entirely different races/players, not as a sort of sub-faction.