Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Lucinator on August 29, 2010, 05:40:59 AM

Title: New Republic unit suggestions
Post by: Lucinator on August 29, 2010, 05:40:59 AM
put ideas for new republic units here

example:MAS-2xB self-propelled turbolaser
Title: Re: New Republic unit suggestions
Post by: Lucinator on September 01, 2010, 03:28:50 AM
here's some more:
mc-30
mc-104
mediator

land:(the rebels got kind of shorted on ground units)
Rebel attack tank
Rebel combat speeder
AT-TE (yes they had them)
Juggernaut
Title: Re: New Republic unit suggestions
Post by: Corey on September 01, 2010, 04:08:52 AM
example:MAS-2xB self-propelled turbolaser

That's twice the length of an AT-AT and it flies. It'd block out the camera.

Quote
mc-30
Will probably be added back in later, but low priority.

Quote
mc-104
Pretty sure this is a fanon unit, and the only fanon units we use are the ones we designed for the Empire of the Hand. The New Republic and Remnant are fully established and don't need any fanon.

Quote
AT-TE (yes they had them)
Based on what?
Title: Re: New Republic unit suggestions
Post by: Corusca Fire on September 01, 2010, 10:20:25 AM
mediator

Mediator's were designed the year before the Galactic Civil War ended and not introduced until the Osarian-Rhommamool conflict at the start of the YV war

Quote
AT-TE (yes they had them)
Quote from wookiepedia: During the Galactic Civil War, surviving AT-TEs were still used by the Empire

I could say the same about the juggernaut


As for the other two... do you really want to be using all those stupid vehicles from Galactic Battlegrounds?

Title: Re: New Republic unit suggestions
Post by: Lucinator on September 01, 2010, 07:34:15 PM
example:MAS-2xB self-propelled turbolaser

That's twice the length of an AT-AT and it flies. It'd block out the camera.

or you could just rescale it, the rebels need some heavier hitting vehicles
Title: Re: New Republic unit suggestions
Post by: Corusca Fire on September 01, 2010, 08:28:43 PM
Like... uh, i dunno.... T4_bs?
Title: Re: New Republic unit suggestions
Post by: Kalo on September 01, 2010, 10:44:51 PM
Like... uh, i dunno.... T4_bs?


+1.
Title: Re: New Republic unit suggestions
Post by: Enceladus on September 01, 2010, 11:10:53 PM
example:MAS-2xB self-propelled turbolaser

That's twice the length of an AT-AT and it flies. It'd block out the camera.

or you could just rescale it, the rebels need some heavier hitting vehicles

Or we could try and stick to canon like the rest of the mod and not. Besides, if you require extremely heavy hitting vehicles for the NR then you should revise your strategies. They're not meant to play the same as the IR and the EOTH. Also tbh, the blimp-like design isn't exactly that stunning.
Title: Re: New Republic unit suggestions
Post by: jlc9572 on September 04, 2010, 10:38:58 PM
mediator and viscount.

Bothan assault cruiser was comissioned after Camaas i believe and it got in there!
Title: Re: New Republic unit suggestions
Post by: Lucinator on September 05, 2010, 12:54:12 AM
maybe the A6 Juggernaut?
Title: Re: New Republic unit suggestions
Post by: Acer18 on September 05, 2010, 05:46:21 PM
It's nice how the mod moderators forgot to reply about the rebels not having any kind of air cover or recon.

It's also funny how your mod is the only major (if any mod can be called a major thing) mod that doesn't have rebel aircraft.

Oh and byw, the original movies talked about the rebels having aircraft on land way before EAW even came out so don't go saying they aren't canon.

without aircover the idea of a bombing raid by the rebels is a joke.

Please put rebel aircover back in your mod.
Title: Re: New Republic unit suggestions
Post by: Scarecrow63 on September 05, 2010, 06:06:13 PM
Oh and byw, the original movies talked about the rebels having aircraft on land way before EAW even came out so don't go saying they aren't canon.

Everyone knows aircraft on land don't exist, the entire Hoth battle scene in Empire Strikes Back is just Chewbacca's dream
Title: Re: New Republic unit suggestions
Post by: Corey on September 05, 2010, 11:35:27 PM
It's nice how the mod moderators forgot to reply about the rebels not having any kind of air cover or recon.
Mod moderators? We don't moderate the mod, we make it. We're making the mod the way we want it. I honestly don't even see anyone else bringing up air units in this thread, so unless I've missed something, what are we forgetting to reply to? Please direct me to this post there is a huge conspiracy to ignore. The New Republic would have V-Wings, however the reason that all factions lack air units is because EaW can't handle them properly, targeting-wise. To make other units target air units at all, let alone autotarget them so that they don't just stand there and get killed by a passing speeder, would require a lot more work than one unit is worth, and we're not just leaving it the way EaW had it, because then the NR would essentially have a unit that is unbeatable. If you think the mod is a joke because there's one unit type missing, good for you, don't play it.
Title: Re: New Republic unit suggestions
Post by: Lucinator on September 06, 2010, 04:15:24 AM
can we put the insult into another area please these comments are starting to degrade into flaming and trolling, acer for god-sakes please act civilized.

on a positive on topic note
NR SD-9/SD10's and X-1's
Title: Re: New Republic unit suggestions
Post by: Acer18 on September 06, 2010, 03:25:27 PM
i'll reply to 3 people..

first to Lucinator... I'm not insulting anyone and if anyone is shallow enough to think that I was then they should grow some skin! I asked a few questions is all.

next to Kalo.... I never said anything about escorting any Y-wings.. where did you get that idea? the aircraft in most other mods and the vanilla games just makes it easier to do recon and to give the bombers a good eye as to where the bombers will hit.

Finally to Corey.. thank you very much for actually answering my primary question...

The New Republic would have V-Wings, however the reason that all factions lack air units is because EaW can't handle them properly, targeting-wise. To make other units target air units at all, let alone autotarget them so that they don't just stand there and get killed by a passing speeder, would require a lot more work than one unit is worth, and we're not just leaving it the way EaW had it, because then the NR would essentially have a unit that is unbeatable.

Yes, it was a bit difficult to kill a NR aircraft, but the anti-aircraft turrets always killed every one.

But, if you think the NR aircraft would be an unbeatable unit in your mod.. that's fine. it is your mod after all.

ALso thanks much to corey for explaining the technical aspects as to why aircraft cant kill much in the game too. I'm not a coder, nor a modder, but i DO understand the technical aspects of logistics very well.

SO what is a "Rebel combat speeder" then??? as mentioned in the second post in this thread. That is what i had thought was a NR aircaft in the game. If I was mistaken.. sorry, but grow a pair and do not flame on me just cause I dont read every damn book in the damn star wars universe!
Title: Re: New Republic unit suggestions
Post by: Kalo on September 06, 2010, 03:36:30 PM
i'll reply to 3 people..



next to Kalo.... I never said anything about escorting any Y-wings.. where did you get that idea? the aircraft in most other mods and the vanilla games just makes it easier to do recon and to give the bombers a good eye as to where the bombers will hit.


I probably got it wrong because you didn't actually try to convey anything, your whole post seemed to only be present for your inexplicable and unneeded rage.

OH WAIT, LETS WIND THE CLOCKS BACK!





without aircover the idea of a bombing raid by the rebels is a joke.

This is what made me say that, now we at TR are totally open towards suggestion. Growth and Self-Improvement are great things. But your whole post seems like you're actually upset at us, taking it out on us that we didn't DARE put in an Air Unit. Frankly, that kind of shocks me. Because Air Units aren't necessity, just a useful tool. Whose power and effectiveness are easily overridden by a Bombardment from orbiting ships, or even a T4-b.


But so we're clear on what a Rebel Combat speeder is!

http://starwars.wikia.com/wiki/Rebel_combat_speeder

And telling administrators to grow a pair isn't very smart, Acer. So I suggest you grow a brain in turn.
Title: Re: New Republic unit suggestions
Post by: Lucinator on September 06, 2010, 08:37:28 PM
hey kalo can you just remove acers comments from this section, this is for constructive criticism and new ideas not personal insults.
Title: Re: New Republic unit suggestions
Post by: Scarecrow63 on September 06, 2010, 09:36:13 PM
Just continue about your business, nothing to see here...
Title: Re: New Republic unit suggestions
Post by: Corusca Fire on September 06, 2010, 10:34:38 PM
Simple fact, in canon, as to why fighters would not work on land maps:

Since they are not repulsorlift, they must travel fast, extremely fast, to stay in the air. As such, as with modern fixed-wing military aircraft, they cannot be an omnipresent force on the battlefield for commanders to wield like they do any other military arm. The must be used for in an out strikes; swooping down onto the battlefield, dropping their limited explosive payloads, and getting the hell out before AA artillery shoots them down, in all their fragility. They cannot just hover around and make slow circles around the battlefield like the snowspeeder can; they are more similar to over-the-horizon artillery in that they are fire support, not combat units. And this role is exemplified PERFECTLY by the bombing run. Now, if you'll excuse my military lecture...
Title: Re: New Republic unit suggestions
Post by: Znieh on September 07, 2010, 12:55:03 PM
How about some Ewok Engineers  =D , as seen in a Dark Empire I think. They could repair any land vehicle or structure.
Title: Re: New Republic unit suggestions
Post by: Dane Kiet on September 07, 2010, 02:17:35 PM
We'll put those in when we put in the Ewok Fighter Squadrons.
Title: Re: New Republic unit suggestions
Post by: Znieh on September 07, 2010, 02:27:55 PM
Ahhh,  :'( Well yub yub commander. But in all seriousness Ewoks were there!
http://starwars.wikia.com/wiki/File:Ewoks_coruscant_battle.jpg
Title: Re: New Republic unit suggestions
Post by: Slornie on September 07, 2010, 02:53:27 PM
We'll put those in when we put in the Ewok Fighter Squadrons.
Well, the mod team WAS known as Yub Squadron :P

I miss that logo on the splash screen :'(
Title: Re: New Republic unit suggestions
Post by: Lucinator on September 10, 2010, 05:08:29 AM
example:MAS-2xB self-propelled turbolaser

That's twice the length of an AT-AT and it flies. It'd block out the camera.

or you could just rescale it, the rebels need some heavier hitting vehicles

Or we could try and stick to canon like the rest of the mod and not. Besides, if you require extremely heavy hitting vehicles for the NR then you should revise your strategies. They're not meant to play the same as the IR and the EOTH. Also tbh, the blimp-like design isn't exactly that stunning.

what about the imperial tank droid, in cannon it's over twice the size of an AT-AT and thats not how it is in the mod.  so obiously you guys were willing to make exceptions for gameplay.
Title: Re: New Republic unit suggestions
Post by: Corey on September 10, 2010, 01:05:16 PM
There are multiple versions of the XR-85, some small and some huge. Also, the blimp is pretty stupid.
Title: Re: New Republic unit suggestions
Post by: Kalo on September 10, 2010, 02:07:10 PM
Also, the blimp is pretty stupid.

+1
Title: Re: New Republic unit suggestions
Post by: godroyah on October 11, 2010, 03:31:34 PM
I was gonna add something about the lack of air units, but having read everything that's been said already, i'm not even sure i want to.


That being said, I think it would be interesting to see more units from the New Republic's "New Class Modernization Program". Obviously there are already some in there, but I'd like to see more of them, including the earlier Corona-class frigate. It'd be cool to see the Rebels/New Republic with more streamlined ships
Title: Re: New Republic unit suggestions
Post by: Lucinator on October 15, 2010, 09:18:50 PM
I was gonna add something about the lack of air units, but having read everything that's been said already, i'm not even sure i want to.


That being said, I think it would be interesting to see more units from the New Republic's "New Class Modernization Program". Obviously there are already some in there, but I'd like to see more of them, including the earlier Corona-class frigate. It'd be cool to see the Rebels/New Republic with more streamlined ships

I totally agree, the corona would be useful, and i'm still holding out for a mediator/viscount type ship for NR

And i'm curious it seems like the Republic SD's are more powerful than the Nebula SD's is it supposed to be that way.
Title: Re: New Republic unit suggestions
Post by: Corey on October 22, 2010, 09:59:27 PM
There is a Corona model, it's rigged and coded, but it's one of the few units that got cut earlier because it was never skinned. We might get around to finishing it later.

As for the Viscount, We had an awesome model for it that disappeared, but I don't know how worth it it would be. It would just be at the fifth era, by which time the Empire is almost completely outclassed. Pellaeon has enough problems, I think.

As for the Nebula/RSD, pretty much everything in the mod has its weapons represented proportionally, so if it is more powerful and shouldn't be, then we'd have to adjust  firing rates, hardpoint health, etc, and when you get to that point but don't really have the two ships fightinf each other, the difference between flukes and being an actual better ship can get lost in the noise.
Title: Re: New Republic unit suggestions
Post by: Lucinator on November 11, 2010, 03:10:27 AM
There is a Corona model, it's rigged and coded, but it's one of the few units that got cut earlier because it was never skinned. We might get around to finishing it later.

As for the Viscount, We had an awesome model for it that disappeared, but I don't know how worth it it would be. It would just be at the fifth era, by which time the Empire is almost completely outclassed. Pellaeon has enough problems, I think.

As for the Nebula/RSD, pretty much everything in the mod has its weapons represented proportionally, so if it is more powerful and shouldn't be, then we'd have to adjust  firing rates, hardpoint health, etc, and when you get to that point but don't really have the two ships fightinf each other, the difference between flukes and being an actual better ship can get lost in the noise.

The nebula like the republic has duel turbo's changing that would fix the issue