Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Lucinator on February 20, 2012, 06:35:04 PM

Title: 2.0 wish list
Post by: Lucinator on February 20, 2012, 06:35:04 PM
for things you want to see in 2.0

example:
I know that it has been suggested in another thread but could the NR get more fighters with torpedoes like the Xwing, Ewing and so on, they could be balanced to do less damage or fire less frequently to represent that they only have a single launcher with limited ammo.  Also I would like to see buff for the K-wing seeing as they had two laser cannon turrets, and more hardpoints than any starfighter by far in the EU universe, I would especially like to see something to represent the ship busting large warhead missiles(t-33) mounted on the Kwing.
Also I would like to see a boost to the credit earning capabilities of mining facilities and tax agencies, I find them not very productive at getting the necessary credits needed for fleet development now that there are no defense fleets for planets.

Unit wish list
upgraded xwing in later era's
more ground units
a interdictor for the NR
fleet commanders/ground commanders

PS: thanks to the TR modding team for the best starwars mod out there.
Title: Re: 2.0 wish list
Post by: Corey on March 09, 2012, 04:38:53 PM
upgraded xwing in later era's
a interdictor for the NR
There weren't any new X-Weing versions between Hoth and the XJ-Wings, the other starfighters they made were their upgrades, so that wouldn't really fit, and the hard part with interdictors is they didn't really have them. They already have one in the mod with Iillor in it, though.
Title: Re: 2.0 wish list
Post by: Lucinator on March 30, 2012, 10:40:47 PM
would like to see a unit based cash source.

This is due to the fact that you can only make so much money with planets and at times it becomes prohibitively expensive to maintain defense fleets so space based unit that adds cash to your economy will allow for more economic strategies to be used.
Title: Re: 2.0 wish list
Post by: Senza on March 30, 2012, 10:57:29 PM
There weren't any new X-Weing versions between Hoth and the XJ-Wings, the other starfighters they made were their upgrades, so that wouldn't really fit, and the hard part with interdictors is they didn't really have them. They already have one in the mod with Iillor in it, though.

What about the CC-7700? I saw it used to be in the mod, I'm curious as to why it was removed. The NR could really use an interdictor to stop those accursed SSDs and Phalanxes from escaping lol.
Title: Re: 2.0 wish list
Post by: Kalo on March 30, 2012, 11:01:12 PM
What about the CC-7700? I saw it used to be in the mod, I'm curious as to why it was removed. The NR could really use an interdictor to stop those accursed SSDs and Phalanxes from escaping lol.


The teams general consensus is because it was bad.
Title: Re: 2.0 wish list
Post by: Willhelm on March 30, 2012, 11:47:05 PM
would like to see a unit based cash source.

This is due to the fact that you can only make so much money with planets and at times it becomes prohibitively expensive to maintain defense fleets so space based unit that adds cash to your economy will allow for more economic strategies to be used.
Im interested in what you said lucinator, What kind of unit could even do that? what would it be? and that sounds like it could easily become way over powered
Title: Re: 2.0 wish list
Post by: Slornie on March 31, 2012, 06:56:22 AM
Well there's always the Smuggler from vanilla EAW.  I don't even remember if that is still in the mod or not.
Title: Re: 2.0 wish list
Post by: Senza on March 31, 2012, 09:31:33 AM

The teams general consensus is because it was bad.

Bad? Um, alright lol. [/confused]
Title: Re: 2.0 wish list
Post by: Kalo on March 31, 2012, 10:50:29 AM
Bad? Um, alright lol. [/confused]


I'll elaborate a bit. Sorry about that Senza.


The team thinks the Ship design and texture is just awful. I myself disagree, I actually liked it a lot. But Corey, Enceladus, ETC. They all dislike it.
Title: Re: 2.0 wish list
Post by: yutpaeksi on March 31, 2012, 01:06:26 PM
I never liked the CC-7700 either, and it was always tiny and black and sometimes damn hard to see. However, the NR suffers greatly from the lack of interdictors. Perhaps they could be afford more opportunities to capture them in 2.0?
Title: Re: 2.0 wish list
Post by: Senza on March 31, 2012, 01:26:46 PM

I'll elaborate a bit. Sorry about that Senza.


The team thinks the Ship design and texture is just awful. I myself disagree, I actually liked it a lot. But Corey, Enceladus, ETC. They all dislike it.

I see, that makes sense!
Title: Re: 2.0 wish list
Post by: Corey on March 31, 2012, 01:45:09 PM
The team thinks the Ship design and texture is just awful. I myself disagree, I actually liked it a lot.

Did somebody hit you on the head really, really hard? Cause you might wanna get that checked out...
Title: Re: 2.0 wish list
Post by: Slornie on March 31, 2012, 01:54:22 PM
I never liked the CC-7700 either, and it was always tiny and black and sometimes damn hard to see.
That's the whole point.  The team disliked it so much that it was deliberately undersized so that people couldn't see it.
Title: Re: 2.0 wish list
Post by: Senza on March 31, 2012, 01:56:10 PM
That's the whole point.  The team disliked it so much that it was deliberately undersized so that people couldn't see it.

ahahahahaha thats amazing
Title: Re: 2.0 wish list
Post by: Lucinator on April 05, 2012, 05:01:18 PM
still the nr needs some interdictors if you guys can find a model or create one the CC-2200_Interdictor_Cruiser could work, or just make up a ship (ie mon cal with a gravity well generator)

or allow the nr to build Immobilizer 418A which they canonically did.
Title: Re: 2.0 wish list
Post by: tlmiller on April 05, 2012, 06:35:42 PM
One thing I'd like to see for the Empire is the Enforcer class picket ship.  Uses the same frame as the Vindicator and Immobilizer418, but was much better in battle performance than the Vindicator.

Was used during the Thrawn era, Kaine had given some to Thrawn.

I often find myself building Vindicators as defensive fleets to help out some of my less important planets that are surrounded by enemies, and while useful, they don't last long.  Being better in every performance fashion than the Vindicator, these would be a great boon to defenses.
Title: Re: 2.0 wish list
Post by: Senza on April 05, 2012, 07:29:41 PM
Wouldn't that basically make the Vindicator useless though? They're essentially the same ship but with different internal components, aren't they? In that case, one could just rename the Vindicator and give it better stats :p
Title: Re: 2.0 wish list
Post by: tlmiller on April 05, 2012, 07:35:55 PM
Wouldn't that basically make the Vindicator useless though? They're essentially the same ship but with different internal components, aren't they? In that case, one could just rename the Vindicator and give it better stats :p

You could also make it slightly more expensive (since it takes labor to re-do the entire power plumbing of a 600 meter vessel, I'm sure).

Just like there is the Victory and Victory II, while the Victory II might be better, it's also more expensive and sometimes you won't have the resources to create something a bit more expensive, regardless of how minor the difference in cost.
Title: Re: 2.0 wish list
Post by: Lord Xizer on April 05, 2012, 10:02:56 PM
Strategic ships on a budget eh?
Title: Re: 2.0 wish list
Post by: yutpaeksi on April 06, 2012, 01:51:01 AM
I dunno about the Enforcer, I've never built a single Vindicator, they seem utterly worthless in comparison to strike cruisers and ViSDs...A beefed up version of it doesn't seem to add to the Imperial fleet. If anything the IR has too many ships that serve a lot of the same functions as it is.

I also used to want to lobby hard for the NR to get an interdictor but I've recently changed my mind. For one thing, the AI almost never withdraws anymore, they tend to fight to the death, or if they do try to withdraw, it's often too late and you can wreck the engines on their larger ships. The only time this seems to matter is when facing SSDs. It IS annoying when the Lusankya is down to like 3 turbolasers and it gets away at the last second. But in those instances, you have the Corusca rainbow, or against Zsinj you do get Dominators. The one thing I'd recommend is offering Immobilizers and Dominators as capture rewards instead, especially vs things like a Dreadnaught cruiser or an infantry platoon.

This also further establishes the NR as more of a keeper of the peace. They're better suited for driving off opposing fleets or defending rather than going out and smashing other people's fleets (I'm not saying this makes sense at all in terms of gameplay, but as some sort of morality if you want to look at it that way).

And also, I don't believe the NR built a single Immobilizer. They later on built Star Destroyers with concealed gravity well projectors, but those are outside the scope of the mod and the Mon Mothma and Elegos Akla were never fully detailed anyway.
Title: Re: 2.0 wish list
Post by: Kalo on April 06, 2012, 02:12:35 AM
I dunno about the Enforcer, I've never built a single Vindicator, they seem utterly worthless in comparison to strike cruisers and ViSDs...A beefed up version of it doesn't seem to add to the Imperial fleet. If anything the IR has too many ships that serve a lot of the same functions as it is.




This is Kalo Shin, and this is my favorite post on the Citadel.
Title: Re: 2.0 wish list
Post by: Senza on April 06, 2012, 10:31:18 AM

This is Kalo Shin, and this is my favorite post on the Citadel.

Seconded lol. The IR has a lot of heavy frigates that do a lot of damage. They don't particularly need another, especially one that looks exactly the same as another one that already exists.
Title: Re: 2.0 wish list
Post by: Zeron on April 06, 2012, 04:16:51 PM
Vindicators are pretty much the best frigate ship the IR has though. They've got more health and do a fair bit more damage than Strike Cruisers, and while they aren't as good as a Victory those are in a different class altogether. Vindicators pretty much rule in Skirmish, they're the most cost-effective frigate anyone gets, excepting the Dreadnaught. Post-Rebalance anyway.
Title: Re: 2.0 wish list
Post by: Lucinator on April 06, 2012, 05:58:04 PM

And also, I don't believe the NR built a single Immobilizer. They later on built Star Destroyers with concealed gravity well projectors, but those are outside the scope of the mod and the Mon Mothma and Elegos Akla were never fully detailed anyway.

according to wookipedia they did, and later on they improved it with the immobilizer 418A
Title: Re: 2.0 wish list
Post by: Slornie on April 06, 2012, 06:46:21 PM
Wookieepedia does mention the New Republic improving on the Immobilizer after Thrawn's death, but its also coupled with a reference to the Vong War which is several years after the mod ends.  And that's in addition to interdictors being prohibitively expensive (apparently costing more than an Imperial Star Destroyer, maybe that needs fixing in the mod..) and only produced in limited numbers even under the Empire.
Title: Re: 2.0 wish list
Post by: Lord Xizer on April 06, 2012, 06:50:11 PM
Why not compromise? They captured some 418s and some defected. Just have them spawn with Illor in Isard's era and 5 more 418s after Isard's era. that way the NR has a few interdictors but can't build them so they'll have to be careful but it won't completely limit their tactical use of the 418s they have. Sound reasonable?
Title: Re: 2.0 wish list
Post by: Corey on April 09, 2012, 07:30:57 AM
To get back to something brought up earlier for a minute:

would like to see a unit based cash source.

This is due to the fact that you can only make so much money with planets and at times it becomes prohibitively expensive to maintain defense fleets so space based unit that adds cash to your economy will allow for more economic strategies to be used.

This wouldn't work. It'd basically mean a clutter of useless units on the map. In order to make them useful they'd have to be cheap and mass producable, which distracts from your military, and it also means the freezing bug would happen much quicker because you'd get all of these units getting destroyed all the time, and being made for no real purpose. Any economic changes need to be structure, hero or planet based.

Title: Re: 2.0 wish list
Post by: Lord Xizer on April 09, 2012, 07:37:06 PM
Why not a cash based Hero? Fliry Vorru for the IR, Talon Karrde for the NR(I know he's ingame already but this could be added) They take the place of smugglers. You send them to an enemy planet(they are undetectable save for by enemy Hero units or when their infiltration is up) They siphon large quantities of money from the enemy(say 1,000 per week) during that week they can't be removed from the planet until they are done. When they are done they are detected in space and will have to escape(ie the defender will have to try and destroy them before they can hype away.)
This can be balanced by the intelligence hero on each side can kill these units if they are found on an enemy planet during that week.(I.E. Isard or the current Imp leader for the other IR eras or for the NR Cracken)
Title: Re: 2.0 wish list
Post by: yutpaeksi on April 09, 2012, 10:24:42 PM
Let's not bring back the hero assassination thing, it's not a great mechanism and is even worse since heroes in this mod don't respawn. I do like the idea of a cash-based hero. Perhaps a hero parked in orbit or on the ground could enhance the credit output of that system. You could use current heroes that CAN be killed in combat, so then maybe there's an actual point to protecting Karrde or Booster Terrik...
Title: Re: 2.0 wish list
Post by: Kalo on April 09, 2012, 11:35:38 PM
Perhaps a hero parked in orbit or on the ground could enhance the credit output of that system.


It's an interesting idea. (Be Advised : This does not mean it will be in.) But I'm not sure how well an actual unit responds to the Building code from Mining Structures.
Title: Re: 2.0 wish list
Post by: Darth Stalin on April 10, 2012, 01:44:20 AM
My "wish list" is rather short:

1. Add special combat abilities to Imperial heroes - Daala and Tierce; also Thrawn and Pellaeon have their current spec caps NOT working (I can't target them against any ship to "concentrate fire")

2. Give some special capabilities to ISD I or II to distinguish them (maybe "power to weapons" or "concentrate fire" for ISD II, while ISD I has none) - the same for NR and EotH heavy ships.

3. Re-introduce Air Vehicles (MAAT/MAFT etc.).

4. Add some more IR heroes.
Title: Re: 2.0 wish list
Post by: Slornie on April 10, 2012, 08:08:28 AM
1. Add special combat abilities to Imperial heroes - Daala
Tbh, her special ability ought to be auto-lose whatever battle she's in.
Title: Re: 2.0 wish list
Post by: Corey on April 10, 2012, 08:14:52 AM
3. Re-introduce Air Vehicles (MAAT/MAFT etc.).

4. Add some more IR heroes.
The specific air units you mentioned are the wrong time period (and I have no idea what a MAFT is), but both of these things were already mentioned in the last update (http://gutr.swrebellion.com/forums/index.php/topic,2216.0.html). They even have their own (http://gutr.swrebellion.com/forums/index.php/topic,2135.0.html) threads (http://gutr.swrebellion.com/forums/index.php/topic,2145.0.html).
Title: Re: 2.0 wish list
Post by: Lord Xizer on April 10, 2012, 06:41:47 PM
Why not the Floating Fortress the Imperials used on Yavin IV during that catastrophe of an attack on the Jedi Praxeum for and air unit?
Also as to Daala's bonus she was always charismatic and inspiration(odd I know considering her dismal military campaigns and relative isolation for most of the significant parts of the Galactic Civil War) so perhaps a 25% efficiency bonus in combat? 
Title: Re: 2.0 wish list
Post by: Znieh on April 10, 2012, 08:26:09 PM
Why not the Floating Fortress the Imperials used on Yavin IV during that catastrophe of an attack on the Jedi Praxeum for and air unit?
That is a pretty cool vehicle, though it would probably work better as a repulsorlift vehicle in the mod.
Also as to Daala's bonus she was always charismatic and inspiration(odd I know considering her dismal military campaigns and relative isolation for most of the significant parts of the Galactic Civil War)
It's because she was hot ;)
And that's in addition to interdictors being prohibitively expensive (apparently costing more than an Imperial Star Destroyer, maybe that needs fixing in the mod..) and only produced in limited numbers even under the Empire.
I kind of like the idea of really expensive interdictors.
Title: Re: 2.0 wish list
Post by: Corey on April 10, 2012, 08:32:58 PM
Why not the Floating Fortress the Imperials used on Yavin IV during that catastrophe of an attack on the Jedi Praxeum for and air unit?
Floating Fortress was more like a repulsortank, not a flying unit.We cansidered it and the PX-4 for their command vehicle, but there's really nothing they can do that the Juggernaut can't do better so we're just sticking with it.
Title: Re: 2.0 wish list
Post by: Senza on April 10, 2012, 09:01:07 PM
Tbh, her special ability ought to be auto-lose whatever battle she's in.

You mean she doesn't already? Put this in now! That goes double if Ackbar is in the enemy fleet.
Title: Re: 2.0 wish list
Post by: Kalo on April 11, 2012, 01:25:43 AM
I kind of like the idea of really expensive interdictors.


I imagine they'd need to have a major advantage to warrant that.
Title: Re: 2.0 wish list
Post by: Darth Stalin on April 11, 2012, 04:41:09 AM
Quote from: Senza
And that's in addition to interdictors being prohibitively expensive (apparently costing more than an Imperial Star Destroyer, maybe that needs fixing in the mod..) and only produced in limited numbers even under the Empire.

Quote from: Znieh
I kind of like the idea of really expensive interdictors.

I agree - IMHO the Interdictor cruiser (and then the Interdictor Destroyer/Dominator class) are the TRUE Imperial Super weapons - due to their ability to stop enemy from fleeing the battle, they allow the Empire to pick up battlefield precisely (with probe droids) and kill selected enemy forces to the last man, efficiently preventing the Rebels from their hit-and-run tactics.

IMHO the Interdictor cruiser should cost at least as much as ISD and should be allowed to being produced on limited number of planets - maybe only with Level 2 shipyard (or maybe only on Corulag, the HQ of Sienar Fleet Systems?)

BTW: from Wookiepedia we can read that:
Quote
http://starwars.wikia.com/wiki/Interdictor_cruiser
The Immobilizer 418 was prohibitively expensive, reportedly costing more than an Imperial Star Destroyer, and produced in very limited quantities prior to the Battle of Hoth. By the time of the Battle of Endor, Sienar Fleet Systems had manufactured only a few hundred Interdictors; by comparison the Empire had approximately 25,000 Imperial Star Destroyers.

Also the Interdictor Destroyer should be available only on Kuat by KDY, and cost even more than Immobilizer 418 - maybe twice as much as ISD? And it should also have iths "concentrate fire" ability removed - it's just curious when Interdictor Destroyer can concentrate fire on enemy ship while the "ordinary" ISD/ISD mk II can NOT do the same - it should be reverse!

Thus these precious ships would not be built in large numbers and only for the most important Naval Strike Groups.
Title: Re: 2.0 wish list
Post by: Kalo on April 11, 2012, 04:54:36 AM
Correct me if I'm wrong. But you all want them to be expensive, because they were expensive in canon? Just a reminder. We don't do canon things 100% of the time because it can be bad for gameplay. I don't have anything to do with the coding department though, so I can't say whether or not we're considering this.
Title: Re: 2.0 wish list
Post by: Darth Stalin on April 11, 2012, 05:47:12 AM
Not only - the Interdictors make the IR battles way too easy IMHO. If I can choose the ground and pin the enemy forces until they are utterly destroyed, there's no real thinking, it's just the matter of "making the hammer heavy enough" and then "applying" it with smashing force.
Also in defence battles the Interdictors are pretty dangerous - in my finished campaign I fortified key worlds on the attack routes of EotH and placed there small sfleets (as they were cut off the main IR body) along with double HypVelGuns on the plantes and two Golan-I. What surprised me in previous 1.2 campaign (same appeared this time, too) was that EotH attacked me with a bunch of admirals (3 or even 4 in one group) with only a few other ships; thus I could pin that group long enough to destroy 1 or 2 admiral ships with my HVGs (you need usually 2 shots to destroy a capital ship completely, or leave only a shard of it to be destroyed by TIE-bombers) - after some 3 or 4 strikes the EotH remained with virtually NO admirals, as all of them were killed on repelled attacks against my border "fortress" worlds, with Thrawn being the exception, as he managed to break through (though losing Siath in battle...) and land with ground forces (including the "commando" general). But I was prepared with complete series of weapons factories and full garrison of 10 units, and I hunted the EotH land forces to the last man and killed Thrawn...

Thus I think that the Interdictors should be difficult to obtain and the IR player must always choose what to build first... (well, with income of ~15k credits per week it may be hard to choose, either construction of another pair of ISD IIs or just one Interdictor cruiser and maybe 1 Victory II...). Also limiting the number of places they could be built would require a change in strategy - to keep and protect the shipyard from any interruption.
Title: Re: 2.0 wish list
Post by: Znieh on April 11, 2012, 12:48:42 PM
Correct me if I'm wrong. But you all want them to be expensive, because they were expensive in canon? Just a reminder. We don't do canon things 100% of the time because it can be bad for gameplay. I don't have anything to do with the coding department though, so I can't say whether or not we're considering this.

No I wouldn't say that's the reason, at least not the main reason. I like it because of what the other people have said, I feel it would add a new dynamic to the strategy of the game. Though being canonical doesn't hurt.
Title: Re: 2.0 wish list
Post by: Lord Xizer on April 11, 2012, 06:59:45 PM
I disagree that interdictors limit strategy, the basic law of Strategy is to dictate what the enemy does(I.e. make him dance to your tune) the interdictors achieve this by either trapping an enemy or becoming the primary targets of focus allowing other units to respond accordingly. Give me an interdictor, a modular sensor ship and a modest fleet and I can annihilate just about any enemy fleet, because I know how to use those tools to achieve victory. It's all about knowing the best uses for the units.
I do agree that interdictors should be harder to build(either taking more time or costing a bit more and only able to be built a Capital shipyards since the tech for building them was very complex and they were hard to produce according to the EU) This would make them more strategic and spread out so you couldn't just spam large numbers of them.
As to HypeVelocity guns they are useful when used with other units, by themselves they are insufficient to defend a worlds but coupled with defense platforms and a few ships to support them they can be the deciding factor in a defensive battle, which is what they were intended for. I think they are fine as is now.
Title: Re: 2.0 wish list
Post by: Darth Stalin on April 12, 2012, 03:00:43 AM
Quote from: Lord Xizer
I do agree that interdictors should be harder to build(either taking more time or costing a bit more and only able to be built a Capital shipyards since the tech for building them was very complex and they were hard to produce according to the EU) This would make them more strategic and spread out so you couldn't just spam large numbers of them.
That's exactly what I mean. I would even restrict them to be built only in one shipyard (the HQ of Sienar Fleet Systems, IIRC Corulag?), and do the same with Interdictor Destroyer (buildable only on Kuat, and even more expensive).

Also as my wish list I'd add giving the Empire "fighter pilot" heroes the special abilities like "hunt for enemies" etc. - Tuur Phennir can't do this while other fighters in my fleet can - why? The same applies to Soontir Fel IIRC.

And one more thing: please change the "ground construction panel" to show some units also in the bottom row: if I build on a planet all 3 types of factories (Light, Heavy, Advanced) AND Infantry Barracks, then I CAN'T SEE (and thus CAN'T order to construct) some of units produced in these factories - for example the Speeder Bike Scouts and Juggernauts.

Oh, one thing alsocomes to my mind: if I construct TWO HypVelGuns on a planet, the result is that they recharge faster during Space Combat. So, could something similar be done with "production facilities" if a player/AI has more than one on a planet? For example, if I have 3 Advanced Factories, then my AT-ATs would be produced 3 times faster or production time would be reduced by 30% or something like this; thus there could be "specialized" planets producing different types of weapons instead of "typical set" that all factories are placed on a planet if only there's available space, just to provide strong garrison forces, but with no real differenc between each other).
Title: Re: 2.0 wish list
Post by: Kalo on April 12, 2012, 04:07:32 AM
Oh, one thing alsocomes to my mind: if I construct TWO HypVelGuns on a planet, the result is that they recharge faster during Space Combat. So, could something similar be done with "production facilities" if a player/AI has more than one on a planet? For example, if I have 3 Advanced Factories, then my AT-ATs would be produced 3 times faster or production time would be reduced by 30% or something like this; thus there could be "specialized" planets producing different types of weapons instead of "typical set" that all factories are placed on a planet if only there's available space, just to provide strong garrison forces, but with no real differenc between each other).


Unless Corey specifically changed the line in the coding, it is already like this. It's been like this since EAW came out to my knowledge.
Title: Re: 2.0 wish list
Post by: Darth Stalin on April 12, 2012, 04:46:41 AM
Hey, I don't mean that such special ability was "specially done" by the mod authors; I only mean that if there's such ability already in the game, maybe it could also be repeated for other purposes and facilities.
Title: Re: 2.0 wish list
Post by: Corey on April 12, 2012, 04:48:47 AM
What Kalo's saying is that the production bonus you're suggesting we give the factories already exists, and always has existed. He's not talking about the Hypervelocity gun thing.
Title: Re: 2.0 wish list
Post by: tlmiller on April 12, 2012, 02:59:04 PM
What Kalo's saying is that the production bonus you're suggesting we give the factories already exists, and always has existed. He's not talking about the Hypervelocity gun thing.

I can confirm it works.  Have a planet with 3 of the elite production buildings, and your AT-AT's will be made in significantly less time.

This is one of the first things I do once I get enough defenses built up so that I probably won't need to defend some planets, I kill off HV guns, shields, etc, and make more elite production facilities to keep the AT-AT's a cranking out.
Title: Re: 2.0 wish list
Post by: yutpaeksi on April 12, 2012, 03:24:54 PM
What Kalo's saying is that the production bonus you're suggesting we give the factories already exists, and always has existed. He's not talking about the Hypervelocity gun thing.

Also confirming that this works correctly, I always designate planets as specialized vehicle producers.
Title: Re: 2.0 wish list
Post by: Senza on April 12, 2012, 04:12:40 PM
Also confirming that this works correctly, I always designate planets as specialized vehicle producers.

Same here.
Title: Re: 2.0 wish list
Post by: Darth Stalin on April 16, 2012, 06:06:34 AM
What Kalo's saying is that the production bonus you're suggesting we give the factories already exists, and always has existed. He's not talking about the Hypervelocity gun thing.

Oh, man! How could I play so long in EaW/FoC and all possible mods and live without that!  :o  ::) And there were times where I waited soooo looong for AT-ATs to be finally produced...

I only hope that same thing applies to these factories in other mods, as it seems to be "intrinsic" in the game itself...
Title: Re: 2.0 wish list
Post by: Lord Xizer on April 16, 2012, 06:48:25 PM
Prisons to control unruly planets in certain eras. Say Isard and Palpatine eras?
High cost to build say 2,500, lowers planetary income by 1/3 for that planet but cheapens ground unit cost(i.e. slave labor) and keeps indigenous population from spawning until prison is destroyed.
This way the IR could help secure worlds that have hostile populations against it(which are quite a few)
It's balanced with pros and cons and adds more tactical elements to ground combat since the prison would have no defenses other than the local ground garrison.
Also the Empire had actual Prison Planets(kessel, Dathomir, Kashyyyk among others)
Title: Re: 2.0 wish list
Post by: Corey on April 16, 2012, 06:51:39 PM
You already brought that up before 1.3 and it was thoroughly discussed already, remember ? The scripts just didn't work in time for that release. And like we said last time, cutting the income for the planet wouldn't make sense.
Title: Re: 2.0 wish list
Post by: Thrashia on May 01, 2012, 11:42:37 AM
Hello all,

Just completed playing the Caamas Crisis GC campaign. After having done so, there were just a few things I noticed and so I'll list some feedback:

1) The Galactic Map is excellent. The design team is to be commended.

2) The Chiss Ascendancy appeared to have some very over-powered land units, specifically the Kirov tank. If it's rate of fire could be lowered, it might balance it back out.

3) I was happy to see that hero units did not automatically respawn after dying. This forces players to treat them with more care and act more circumspect in their use. Please continue this function.

4) The Imperial Remnant was rather limited in capitol ships, imho. The fact that they could not build any form of SSD seemed strange to me, considering that in 12 ABY Pellaeon had access to three SSDs: the Reaper, Megador, and Dominion. The Reaper was destroyed in 13 ABY at the Battle of Celanon, but the other two remained in Imperial control up to 18 ABY when the New Republic started its own offensive to push back (the Caamas Crisis GC game starts in 19 ABY). At the very least I'd like to see some ships like the Allegiance-class included. Maybe for other GC campaigns there are, but this was an element I felt was lacking in the Caamas Crisis.


That's all for now. More coming eventually.

Cheers,

Thrashia
Title: Re: 2.0 wish list
Post by: Corey on May 01, 2012, 01:21:15 PM
2) The Chiss Ascendancy appeared to have some very over-powered land units, specifically the Kirov tank. If it's rate of fire could be lowered, it might balance it back out.
Not important, but it's the Empire of the Hand, not the Chiss Ascendancy. The Chiss Ascendancy is not in the mod. And the Kirov is residual, it's either being removed or redone.

4) The Imperial Remnant was rather limited in capitol ships, imho. The fact that they could not build any form of SSD seemed strange to me, considering that in 12 ABY Pellaeon had access to three SSDs: the Reaper, Megador, and Dominion. The Reaper was destroyed in 13 ABY at the Battle of Celanon, but the other two remained in Imperial control up to 18 ABY when the New Republic started its own offensive to push back (the Caamas Crisis GC game starts in 19 ABY). At the very least I'd like to see some ships like the Allegiance-class included. Maybe for other GC campaigns there are, but this was an element I felt was lacking in the Caamas Crisis.
We've considered letting him start with or or two of his SSDs, but he certainly won't have access to building anything bigger than an Imperial-class. Pellaeon had trouble just buying TIE Fighters at that point, he's not getting access to huge capital ships. We're adding the Praetor for Delvardus of the Warlords and Palpatine's build options for era 3, but that's it. Pellaeon wasn't building gigantic new ships, and it's not really even in his nature to do so, though he wasn't as against using them as Thrawn was.
Title: Re: 2.0 wish list
Post by: tlmiller on May 01, 2012, 04:07:51 PM
We're adding the Praetor for Delvardus of the Warlords and Palpatine's build options for era 3, but that's it. Pellaeon wasn't building gigantic new ships, and it's not really even in his nature to do so, though he wasn't as against using them as Thrawn was.

Are you using an existing Praetor model or making your own, since to my knowledge there is no canon pictures of what the Praetor actually looks like.
Title: Re: 2.0 wish list
Post by: Corey on May 01, 2012, 04:26:38 PM
Like with basically everything else, we're making our own model. The EGW confirmed a design as being the Praetor, so there are canon pictures now.
http://starwars.wikia.com/wiki/Praetor_Mark_II-class_battlecruiser
Title: Re: 2.0 wish list
Post by: tlmiller on May 01, 2012, 07:56:00 PM
Oooooooooooooooooooooooooooooh, I like that picture.

I hope the Praetors won't be limited quantity, way cooler looking than the ISD's.  :D  (cause you know, I'm all about how cool something looks, form over function and all that).
Title: Re: 2.0 wish list
Post by: Thrashia on May 01, 2012, 08:37:01 PM
Side Note: Ansel's artwork for the Essential Guide to Warfare are b-e-a-utiful. I've followed him on SD.net for the past three years and its nice to see his work finally getting the attention it deserves. That his ships have become cannon due to this opportunity only makes it that much better.
Title: Re: 2.0 wish list
Post by: Penegrin on May 02, 2012, 08:29:44 AM
I disagree that interdictors limit strategy, the basic law of Strategy is to dictate what the enemy does(I.e. make him dance to your tune) the interdictors achieve this by either trapping an enemy or becoming the primary targets of focus allowing other units to respond accordingly. Give me an interdictor, a modular sensor ship and a modest fleet and I can annihilate just about any enemy fleet, because I know how to use those tools to achieve victory. It's all about knowing the best uses for the units.

You do realize that you contradicted yourself? With Interdictor and Modular Taskforce Cruiser every battle is the same.

For 2.0 I'd like to see both the Interdictor and the Modular Taskforce Cruiser with a way lower range of their abilities. An Interdictor should not be able to block a whole System so you are forced to to keep it closer to the enemy where it also is more at risk. Same with the Modular Taskforce Cruiser as it's a real overkill to see the whole map with this unit.

I too like units to be as canonical as possible. But in the game we have to think about both the balance as well as the abilities of the KI. Imho the KI is really bad with the Interdictor (both defending and attacking it) so the player gets a real advantage here.

Would it be possible in 2.0 that single ships can retreat? Or is it hardcoded that only the whole fleet can flee?

Also is it possible to get rid of obsolete ships in the build list? I mean there is hardly any reason to build inferior fighters and I also almost never build an Aclamator in the later eras.
Title: Re: 2.0 wish list
Post by: Slornie on May 02, 2012, 08:58:43 AM
I hope the Praetors won't be limited quantity, way cooler looking than the ISD's.  :D  (cause you know, I'm all about how cool something looks, form over function and all that).
Unfortunately i think they probably will be limited (and i'll certainly be lobbying for that to be the case).  From what canon tells us (in the Essential Guide to Warfare) the Praetor II was seen as less versatile than the standard ISD, cost a hell of a lot more to build, and was only produced in limited numbers.  There are only two named examples of the class (Helmsman and Thalassa), compared with the numerable Executors flying around the galaxy.
Title: Re: 2.0 wish list
Post by: Corey on May 02, 2012, 04:01:32 PM
For 2.0 I'd like to see both the Interdictor and the Modular Taskforce Cruiser with a way lower range of their abilities. An Interdictor should not be able to block a whole System so you are forced to to keep it closer to the enemy where it also is more at risk. Same with the Modular Taskforce Cruiser as it's a real overkill to see the whole map with this unit.
For the MTC it's already been done, for the Interdictors that can't be done. It either stopps the whole system or nothing.

Would it be possible in 2.0 that single ships can retreat? Or is it hardcoded that only the whole fleet can flee?
It might be possible with LUA, but I'm pretty sure that even if it is we wouldn't do it. From what I remember, if it is possible, there's some performance issues attached and it's insanely easy to abuse.

Also is it possible to get rid of obsolete ships in the build list? I mean there is hardly any reason to build inferior fighters and I also almost never build an Aclamator in the later eras.
Y-Wings are gone by era 3, that's really the only change we can make as far a fighters. X-Wings are X-Wings, B-Wings were still made and used for a long time and if they were removed then the NR would only have K-Wings, making bombers either ridiculously expensive, or rendering almost every ship with a fighter capacity OP. All 5 of the EotH's fighters remain either useful or the only ones in their role throughout all 5 eras (Nsiss is only direct fighter, Syca is the only capital bomber, Furion is only conc-firing kind of anti-fighter bomber, the only overlap is that the Scarsiss and Krsiss are both interceptors, but the Scarsiss' is basically like the K-Wing in that a direct replacement would just be overpowered, it's meant to be supplemental). For the NR, that leaves the E-Wing and Defender which are basically just starting their service in the later eras so they wouldn't get cut, and the Defenderisn't buildable anyways, it's just available as a complement.

The point of adding things like the Acclamator and the Venator to Daala is because a) she used them and b) they replace previous Imperial frigates. The Acclamator is meant to be a modified version replacing its original ground assault capability with more fighters. They're meant to replace the carrier capacities of the Escort Frigate and MTC from Isard/Thrawn and Palpatine, respectively, as well as the Vindicator for Daala, as Pellaeon's going to be dropping the Venator and receiving the Vindicator. The only problem was that the Acclamator wasn't coded in properly, so it still needs its intended fighter capacity. Other than that, what would you want removed? I can't think of anything we have in that we would even have the ability to remove without killing the diversification between the leaders and eras, contradicting canon for no reason, or hurts gameplay by removing things that you actually do need. The only issue I'm aware of that having the current number of units can cause is that since I didn't shift one or two things down to the lower half of the NR's build bar, sometimes the Golans get shoved off. Other than that, it's simple; if you don't think the ship is useful, don't build it.

I don't remember some stuff from 1.3 exactly, but I'm pretty sure the Tech Trees themselves which Slornie made had a few mistakes, so I'll just summarize the changes being made for 2.0 (Space) assuming these were in fact accurate. I'll leave out any unit additions that don't replace anything:
http://www.facebook.com/media/set/?set=a.10150546868854570.399154.20781119569&type=3

NR:
-Y-Wing era 1-2
-Quaser era 1-3
-Marauder era 1-2
-CR90 and DP20 1-3 (only if we make the Warrior to replace them at this point. As it is the design sucks)
-MC40a era 1-4
-I think Zer wanted to limit the MC80B buildability to earlier eras, but we've yet to discuss that properly.

Remnant:
-Acclamator era 4
-Venator era 4
-Escort Carrier era 1-2
-Vindicator era 2, 5
-Star Galleon doesn't exist
-TIE Defender (Standing by) era 1
-MTC era 3
Title: Re: 2.0 wish list
Post by: yutpaeksi on May 02, 2012, 07:04:50 PM
It might be possible with LUA, but I'm pretty sure that even if it is we wouldn't do it. From what I remember, if it is possible, there's some performance issues attached and it's insanely easy to abuse.

Actually I find the idea of a single ship withdrawl really interesting. What sort of performance issues are you alluding to? In terms of abuse/advantage, perhaps it can be set up such that if you retreat a ship, your pop doesn't go down and you lose the ship for the rest of the fight. Thus you can't just jump the same ship in and out again and again.

Remnant:
-Acclamator era 4
-Venator era 4
-Escort Carrier era 1-2
-Vindicator era 2, 5
-Star Galleon doesn't exist
-TIE Defender (Standing by) era 1
-MTC era 3

I'm sorry, am I reading this right? You're limiting the TIE Defender to era 1 only? If so, do you have a replacement or something else, non-starfighter, in mind for the IR to field in the later eras? Their fighters are already terrible...
Title: Re: 2.0 wish list
Post by: Corey on May 02, 2012, 07:28:00 PM
Actually I find the idea of a single ship withdrawl really interesting. What sort of performance issues are you alluding to? In terms of abuse/advantage, perhaps it can be set up such that if you retreat a ship, your pop doesn't go down and you lose the ship for the rest of the fight. Thus you can't just jump the same ship in and out again and again.
You're really limited in what you can actually do, but SmallPox would know better than me. From what I remember it can be done in a way that basically results in a free insta-heal and you get to bring it right back in.

I'm sorry, am I reading this right? You're limiting the TIE Defender to era 1 only? If so, do you have a replacement or something else, non-starfighter, in mind for the IR to field in the later eras? Their fighters are already terrible...
Every era has its own fighter already, it doesn't need replacing. Isard has TIE Defenders, Thrawn has Scimitars, Palpatine has TIE Droids and potentially Shadow Droids, Daala has the A9 Vigilance, Pellaeon has the Howlrunners and Preybirds. The Defender could be extended to Thrawn I guess, but they're pointless for Palpatine with Shadow Droids there, and the point of Pellaeon getting the Preybirds and Howlrunners is because the regular TIEs were already hard enough to get for them, so it doesn't really make sense for him to have access to the most prohibitively expensive version (although he will have Maarek Stele who has a squadron of them as a hero unit).
Title: Re: 2.0 wish list
Post by: Penegrin on May 03, 2012, 04:47:38 AM
Is there some sort of  wiki or manual for this mod? Every day I play I realize I know less and less :D

I play mainly with the Empire and just saw a bunch of fighters in the list and didn't know there are so many distinctions like Interceptor, Starfighter etc. I also have to admitt that I never build fighters since I always have enough of them on board of my Ships :D
Title: Re: 2.0 wish list
Post by: yutpaeksi on May 03, 2012, 05:08:31 AM
Every era has its own fighter already, it doesn't need replacing. Isard has TIE Defenders, Thrawn has Scimitars, Palpatine has TIE Droids and potentially Shadow Droids, Daala has the A9 Vigilance, Pellaeon has the Howlrunners and Preybirds. The Defender could be extended to Thrawn I guess, but they're pointless for Palpatine with Shadow Droids there, and the point of Pellaeon getting the Preybirds and Howlrunners is because the regular TIEs were already hard enough to get for them, so it doesn't really make sense for him to have access to the most prohibitively expensive version (although he will have Maarek Stele who has a squadron of them as a hero unit).

Ah I see, I guess I'm still beholden to the idea that the TIE Defender is the most badass starfighter out there. Actually will that be adjusted as well? In 1.3, they tend to get shredded a bit too easily. I was reading X-Wing:Isard's Revenge and X-Wing:Starfighters of Adumar recently and they really hammer home how powerful the Defender is supposed to be. The Preybirds do pack a nice punch and I think are a great addition, gameplay wise, to the IR. The others I can take or leave...

Another suggestion for 2.0 - the addition of system gravity wells on each space map. Originally, I was also going to suggest that Interdictors project their field such that only ships within the field can't retreat, but since you said that's not possible, I was thinking about how Interdictors in the game prevent you from being able to jump reinforcements in around them. Perhaps you could add large fields like that on space maps, especially around the center where battles tend to take place. After all, in the land battles, you have reinforcement zones, this could add a similar aspect for space battles. And since most of these fights supposedly take place within a system, there should be planetary masses that do impinge hyperspace jumps a little.

This could add another dimension to larger battles, preventing you from jumping in your forces directly into the battle, and forcing you to marshal your reinforcements into formation on the edges of the map, then bring them into the fight. I also absolutely hate it when I've won an initial engagement using a good formation and then AI jumps in 6 capital ships BEHIND my line of damaged ships. The AI really seems to like doing that. And lastly, this would help compensate for the NR's lack of interdictors a little bit.

Title: Re: 2.0 wish list
Post by: Lord Xizer on May 03, 2012, 10:15:04 AM
Ah I see, I guess I'm still beholden to the idea that the TIE Defender is the most badass starfighter out there. Actually will that be adjusted as well? In 1.3, they tend to get shredded a bit too easily. I was reading X-Wing:Isard's Revenge and X-Wing:Starfighters of Adumar recently and they really hammer home how powerful the Defender is supposed to be. The Preybirds do pack a nice punch and I think are a great addition, gameplay wise, to the IR. The others I can take or leave...

I myself love the TIE Defender and thought it underpowered and slow in the mod and mentioned it but I believe the team is upping it's stats for 2.0 if I remember correctly.

Another suggestion for 2.0 - the addition of system gravity wells on each space map. Originally, I was also going to suggest that Interdictors project their field such that only ships within the field can't retreat, but since you said that's not possible, I was thinking about how Interdictors in the game prevent you from being able to jump reinforcements in around them. Perhaps you could add large fields like that on space maps, especially around the center where battles tend to take place. After all, in the land battles, you have reinforcement zones, this could add a similar aspect for space battles. And since most of these fights supposedly take place within a system, there should be planetary masses that do impinge hyperspace jumps a little.

This seems a bit pointless to me. There are already Nebula, Asteroid fields, shipyards and other space obstacles that limit the areas you can jump in. Most systems did not have interdictor generators as the technology was frightfully expensive and generally reserved for the 418 and later Interdictor ISDs than just floating around a planet.

This could add another dimension to larger battles, preventing you from jumping in your forces directly into the battle, and forcing you to marshal your reinforcements into formation on the edges of the map, then bring them into the fight. I also absolutely hate it when I've won an initial engagement using a good formation and then AI jumps in 6 capital ships BEHIND my line of damaged ships. The AI really seems to like doing that. And lastly, this would help compensate for the NR's lack of interdictors a little bit.

Actually I like that the AI holds back and jumps when you think you've won. It's one of the few challenging things about the AI and a pretty good military tactic.

Fixed the quotes ~ Slornie
Title: Re: 2.0 wish list
Post by: Slornie on May 03, 2012, 11:02:31 AM
This seems a bit pointless to me. There are already Nebula, Asteroid fields, shipyards and other space obstacles that limit the areas you can jump in. Most systems did not have interdictor generators as the technology was frightfully expensive and generally reserved for the 418 and later Interdictor ISDs than just floating around a planet.
Actually, i don't think yutpaeksi is referring to interdiction technologies, rather the natural gravity well created by the planets/moons/etc in the maps.  I suppose the key question is how far does a gravity well extend out from the planet?  I'm not sure that any of our maps are set close enough to a planet for it to prevent ships from jumping into or out of hyperspace.
Title: Re: 2.0 wish list
Post by: Senza on May 03, 2012, 01:00:54 PM
Actually, i don't think yutpaeksi is referring to interdiction technologies, rather the natural gravity well created by the planets/moons/etc in the maps.  I suppose the key question is how far does a gravity well extend out from the planet?  I'm not sure that any of our maps are set close enough to a planet for it to prevent ships from jumping into or out of hyperspace.

Not to mention this would cause garrisons hyperjumping in to make even less sense than it already does.

 As for the subject of the Defender, I would really like to see it be beefed up too. I mean the thing had the shields of a B-Wing, almost as much firepower, and was as maneuverable as any other starfighter in use by the Rebellion or the Empire pre-Endor, as well as being much faster than any of them as well, oh and did I mention it had a hyperdrive? It was overpowered, sure, but that was countered by the unholy amount of credits it cost to produce one. If it is being boosted, then I will be a happy camper :D. It will be nice to have SOMETHING that can go up against enemy fighters besides the Lancer. Just as long as the abomination that is the missile boat isn't added. That thing was just stupidly overpowered.
Title: Re: 2.0 wish list
Post by: Corey on May 03, 2012, 02:30:31 PM
Is there some sort of  wiki or manual for this mod? Every day I play I realize I know less and less :D

We're working on a manual (http://gutr.swrebellion.com/forums/index.php/topic,2250.0.html) for 2.0.
Title: Re: 2.0 wish list
Post by: Tharwn dude on May 10, 2012, 08:28:11 PM
how about a faction of almania with Kueller in it this is from a new rebbelion which is canon (hm)
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 10, 2012, 08:44:18 PM
how about a faction of almania with Kueller in it this is from a new rebbelion which is canon (hm)

Didn't Kuellor just use droids to crew Imperial Ships and vehicles?
(I have not read the New Rebellion, though I think I shall when I get back in.)
Title: Re: 2.0 wish list
Post by: Tharwn dude on May 11, 2012, 06:24:58 AM
yes he did that makes it unique with his robotic ships  ;D the other hero they had would be brakiss. However brakiss moved to Tilti and became a droid dude makin droids all day but the droids will explode whenever kueller felt like it so could it be possible to make a stealth droid unit that when on a planet kills a hero because in the senete building the droids exploded killing many senetors not to mention ALMOST killing Ms.Solo.
Title: Re: 2.0 wish list
Post by: Corey on May 11, 2012, 01:36:20 PM
Well, the fact that it's droids crewing them doesn't make them unique in terms of the mod. They're still the exact same ships, there'd be no difference in functionality. The assassination thing wouldn't be a good idea because hero deaths are permanent, it wouldn't be fair if one faction could just automatically kill off enemy heroes like that.

As a minor faction it wouldn't work for a few reasons:
1) Just another copy of the Imperial Remnant. If we want to do that it would be more effective to just do more Warlord groups who would be much more involved, were much larger, and more influential. For example, resplitting the Pentastar Alignment and Warlord Zsinj.
2) Only had one planet.
3) As a failed uprising, it came into existance and was defeated in a timespan that means it wouldn't fit into any existing GCs, except if it were to just be spawned into Art of War at era 5ish. Other than that it would need its own GC, which again becomes less fun when it would only ever have one planet.
Title: Re: 2.0 wish list
Post by: Tharwn dude on May 16, 2012, 09:06:25 PM
i give up on almania but kueller was vastly powerful he made darth revan or darth krayt look weak he could kill millions of people just by thinking about it. 8)
Title: Re: 2.0 wish list
Post by: Corey on May 16, 2012, 09:14:32 PM
He didn't work with or for any faction in the mod. It's pointless to go through all the work it takes to make an infantry hero for one that doesn't belong anywhere.
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 16, 2012, 09:26:48 PM
i give up on almania but kueller was vastly powerful he made darth revan or darth krayt look weak he could kill millions of people just by thinking about it. 8)

Krayt and Revan weren't especially powerful compared with Sidious, Tremayne, Lumiya and others, so I wouldn't think Kueller that powerful.
Title: Re: 2.0 wish list
Post by: Senza on May 16, 2012, 11:25:46 PM
Krayt and Revan weren't especially powerful compared with Sidious, Tremayne, Lumiya and others, so I wouldn't think Kueller that powerful.

Plus, his armor is funny.
Title: Re: 2.0 wish list
Post by: Corey on May 17, 2012, 06:00:55 AM
Yeah, I'm pretty dead set on adding another NPF to the mod in 2.0, but whatever we ultimately do we're gonna aim for something a bit more unique, powerful or diverse (or some combination thereof) than another single-planet IR clone.
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 17, 2012, 12:46:58 PM
Yeah, I'm pretty dead set on adding another NPF to the mod in 2.0, but whatever we ultimately do we're gonna aim for something a bit more unique, powerful or diverse (or some combination thereof) than another single-planet IR clone.

Like adding Jerec's custom ship and a few Jedi(generic like the NRs mass produced Jedi) to the Pentastar Alignment not as buildable but spawning say two units of them? Since the Pentastar backed Jerec and his jedi, some inquisitors and Cronus, that would add a little diversity...
Title: Re: 2.0 wish list
Post by: Corey on May 17, 2012, 09:44:46 PM
Wasn't it just Jerec and his little band of like 6 insane jedi?
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 18, 2012, 12:07:29 PM
Wasn't it just Jerec and his little band of like 6 insane jedi?

The Pentastar Alignment worked with each other faction while refusing to commit forces to them(though mostly from a neutral position so as not to provoke the separate Warlords, Empire proper or the New Republic) They helped fund Cronus and supported the Prophets of the Dark side in their attempts to gain control of the Empire albeit from a distance. Jerec and his 6 dark jedi worked in the Alignment while being provided units, material and funding to find the valley of the Jedi to secure the Alignment's victory or so Jerec claimed. Some of the former Inquisitors took shelter in the Alignment as enforcers or hunkered down to escape notice before later joining the Second Imperium. So the Pentastar Alignment had it's share of Dark Jedi and other force users for a time,more than most of the other factions did to be sure.
Title: Re: 2.0 wish list
Post by: Revanchist on May 19, 2012, 09:07:59 PM
I'm sorry, you're probably sick of me, but (drum roll...) I have more ideas :D

1) Maybe, in Era 2, as the IR, when you capture Myrkyr you could build ysalamiri troopers there. They could make it so that force users couldn't use their special abilities in a certain radius around them.

2) My other idea also centers around Myrkyr. Instead of making it IR specific, you could make it a planetary advantage, where force users could not use their special abilities around a certain radius of any infantry. Of course, both of these could work both ways, so your force users couldn't use their special abilities around friendly troops as well as enemies.

     The problem I see about method 2 is that it would make infantry killer abilities such as force lightning useless, and thus make infantry too powerful. That is why I like method 1 better. It would give the IR an advantage, but it also could take some strategy to make sure your own force users were out of range of the force-dampening field.

3) My last idea was to make Karrde a land hero as well. He could have the Bribe ability, and he could have a summon vornskyrs ability.
Title: Re: 2.0 wish list
Post by: Zsinj on May 19, 2012, 10:23:13 PM
The ysalamiri  are lizards if i am correct, so how could you make ysalamiri troopers.
Title: Re: 2.0 wish list
Post by: tlmiller on May 20, 2012, 12:41:56 AM
The ysalamiri  are lizards if i am correct, so how could you make ysalamiri troopers.

Didn't some people wear ysalamiri around their neck like a scarf to block the force?  Or am I massively mixing different books of different universes?
Title: Re: 2.0 wish list
Post by: yutpaeksi on May 20, 2012, 12:58:57 AM
The ysalamiri  are lizards if i am correct, so how could you make ysalamiri troopers.

I guess you haven't read the Hand of Thrawn Duology. Too bad, great books, definitely recommended. The Empire of the Hand designed nutrient frames for the ysalamiri (basically just backpack cages I guess) that soldiers strapped on their backs.
Title: Re: 2.0 wish list
Post by: Zsinj on May 20, 2012, 11:27:16 AM
i havent read the thrawn books so i apologize
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 20, 2012, 12:27:18 PM

3) My last idea was to make Karrde a land hero as well. He could have the Bribe ability, and he could have a summon vornskyrs ability.

I like this idea, and it would make Karrde much more useful to the NR...

i havent read the thrawn books so i apologize
Apology accepted, welcome back by the way Zsinj, been awhile since I've seen your posts.

Something I might like to see would be jet troopers again. They were great for getting around, quick strikes and the Empire still maintained them for years(according to Wookiepedia, The Essential Guide to Warfare, and The Force unleashed.)

Merged posts ~ Slornie
Title: Re: 2.0 wish list
Post by: Zsinj on May 20, 2012, 03:55:20 PM
Thanks its good to be back i have been away doing things.
Title: Re: 2.0 wish list
Post by: Corey on May 20, 2012, 07:48:49 PM
The Karrde being a grounf hero thing is something I've wanted to do for a while, however we do already have some other stuff planned to make him more useful.
Title: Re: 2.0 wish list
Post by: Zsinj on May 20, 2012, 07:58:19 PM
Will Booster Terrick's(I think thats how you spell it) Star Destroyer be in better condition or will it stay like it was in 1.3?
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 20, 2012, 07:59:43 PM
The Karrde being a grounf hero thing is something I've wanted to do for a while, however we do already have some other stuff planned to make him more useful.

i confess myself curious, mayhaps you will hint a bit more?
Title: Re: 2.0 wish list
Post by: Zsinj on May 20, 2012, 09:34:56 PM
Do you think you could make the Errant Venture red like in Cannon or would it take to much time?
(I don't know if this has been suggested before)
Title: Re: 2.0 wish list
Post by: yutpaeksi on May 20, 2012, 09:41:39 PM
Do you think you could make the Errant Venture red like in Cannon or would it take to much time?
(I don't know if this has been suggested before)

Actually The Errant Venture wasn't red until well after Camaas Crisis. Then again we have Bothan Assault Cruisers in that era, so why not?
Title: Re: 2.0 wish list
Post by: Kalo on May 21, 2012, 03:13:05 AM
Like adding Jerec's custom ship and a few Jedi(generic like the NRs mass produced Jedi) to the Pentastar Alignment not as buildable but spawning say two units of them? Since the Pentastar backed Jerec and his jedi, some inquisitors and Cronus, that would add a little diversity...


When he said "unique" I imagine he meant something that broke out of the IR mold. So, purely for example, The Ssi Ruuvi/Vong. This is not a confirmation that we're adding them.
Title: Re: 2.0 wish list
Post by: Corey on May 21, 2012, 03:23:03 AM
The BAC/Viscount were permissible because they're technological advances made before the next set of things that would constitute an era (and if the early Vong War were to become an era 6, they'd be shifted to those), since that's the kind of military development thing that would occur independent of the event timeline, so there was no reason to limit it like that. Since there is no era 6, it's not encroaching on anything

However, not only was Errant Venture painted red after the specified timeline of era 5, it was painted red in payment for its use in the event that ended the timeperiod in question. It wasn't just some project Booster undertook independent of the events the GC/era is centered around. It was painted red by Garm Bel-Iblis and the New Republic for Booster Terrik in payment for its use in the Battle of Yaga Minor, which resulted in the Pellaeon-Gavrisom treaty, effectively endingthe war between the IR proper and the NR.

It would be different however, if Booster and the dilapidated  Venture were to despawn after the transition to era 4, or didn't start off the Caamas GC with you, and tells you he's only willing to continue serving the New Republicn in exchange for upgrades to his Star Destroyer.

i confess myself curious, mayhaps you will hint a bit more?

A more interesting and involved version of what he currently does.
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 21, 2012, 11:17:49 AM

However, not only was Errant Venture painted red after the specified timeline of era 5, it was painted red in payment for its use in the event that ended the timeperiod in question. It wasn't just some project Booster undertook independent of the events the GC/era is centered around. It was painted red by Garm Bel-Iblis and the New Republic for Booster Terrik in payment for its use in the Battle of Yaga Minor, which resulted in the Pellaeon-Gavrisom treaty, effectively endingthe war between the IR proper and the NR.


Don't forget, you'd need Karrde for this too, since all the Paint came from him, though Bel Iblis and Terrik didn't know it.
Title: Re: 2.0 wish list
Post by: Revanchist on May 21, 2012, 05:48:55 PM
Actually The Errant Venture wasn't red until well after Camaas Crisis. Then again we have Bothan Assault Cruisers in that era, so why not?

Maybe you could make it his special ability. I can see it now: in the middle of a ferocious battle between the IR and the NR, the NR suddenly unleashes its secret weapon. The Errant Venture moves out into the killing field, readies its weapons and... turns red!!.

Anyway, on to serious subjects. In era 4, maybe you could give Daala the Death Star prototype. However, make it only be able to fire on ships. It could be almost invincible, with the only thing able to effectively defeat it be Kyp in the Sun Crusher (which could be a fighter with a special ability of fire torpedo, which would have a long recharge time and only usable on ships, not planets.) If you destroy the death star with the sun crusher, the death star would be permanently gone, but so would the sun crusher.
Title: Re: 2.0 wish list
Post by: Corey on May 21, 2012, 05:53:42 PM
The Sun Crusher was itself indestructible so it would be a one-ship fleet capable of winning any battle, and the death star prototype had horrible accuracy. It woulkd never have been able to target ships.
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 21, 2012, 06:25:41 PM
The Sun Crusher was itself indestructible so it would be a one-ship fleet capable of winning any battle, and the death star prototype had horrible accuracy. It woulkd never have been able to target ships.

I detested the Sun Crusher, it made no sense, indestructible armor, couldn't be duplicated, the size of a starfighter. Ridiculousness at it's height. Also Corey is right about the Death Star Prototype, they aimed it at Kessel and wound up hitting the moon near it instead. If it couldn't hit a planetoid it was aiming for I certainly couldn't be accurate enough to hit much smaller ships moving.
Title: Re: 2.0 wish list
Post by: Zeron on May 21, 2012, 08:01:46 PM
I'd hardly say the DS Prototype would be invincible. It was a giant frame with a superlaser, I'm pretty sure any actual military ship could snap it in half in minutes.
Title: Re: 2.0 wish list
Post by: Revanchist on May 21, 2012, 10:27:45 PM
I detested the Sun Crusher, it made no sense, indestructible armor, couldn't be duplicated, the size of a starfighter. Ridiculousness at it's height. Also Corey is right about the Death Star Prototype, they aimed it at Kessel and wound up hitting the moon near it instead. If it couldn't hit a planetoid it was aiming for I certainly couldn't be accurate enough to hit much smaller ships moving.

The only reason the Death Star Prototype was such a lousy shot was because of the idiot scientists piloting it. And it did hit the Sun Crusher a couple of times. However, I do agree about the Sun Crusher, it would be too OP. Maybe the Death Star Protoype could be toned down, with weaker armor and a weapon only as powerful as the Aggressor in FoC. This could be helpful, especially since the IR has no space artillery.
Title: Re: 2.0 wish list
Post by: Zeron on May 22, 2012, 01:06:23 AM
The only reason the Death Star Prototype was such a lousy shot was because of the idiot scientists piloting it. And it did hit the Sun Crusher a couple of times. However, I do agree about the Sun Crusher, it would be too OP. Maybe the Death Star Protoype could be toned down, with weaker armor and a weapon only as powerful as the Aggressor in FoC. This could be helpful, especially since the IR has no space artillery.

No, the targeting system sucked which is why it was so inaccurate. It was a durasteel frame with some essential parts attached.  The Falcon could probably destroy it on it's own. It would be an absolutely terrible weapon.
Title: Re: 2.0 wish list
Post by: Revanchist on May 22, 2012, 06:35:08 PM
No, the targeting system sucked which is why it was so inaccurate. It was a durasteel frame with some essential parts attached.  The Falcon could probably destroy it on it's own. It would be an absolutely terrible weapon.

OK. This leads me to a question, though. Why doesn't the IR have any space artillery?
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 22, 2012, 06:41:36 PM
OK. This leads me to a question, though. Why doesn't the IR have any space artillery?

What do you mean by Space Artillery? They have Superlasers on a few Super Ships but I don't think any side has artillery in space.
Title: Re: 2.0 wish list
Post by: Slornie on May 22, 2012, 07:02:45 PM
And there was me thinking anything above the size of a fighter is space artillery! :P
Title: Re: 2.0 wish list
Post by: Revanchist on May 22, 2012, 07:49:10 PM
What do you mean by Space Artillery? They have Superlasers on a few Super Ships but I don't think any side has artillery in space.

Well, the NR has the Marauder cruiser, and the IR used to have the Broadside cruiser, but I don't think it does any more. That's what I mean by space artillery.
Title: Re: 2.0 wish list
Post by: Lord Xizer on May 22, 2012, 07:58:41 PM
Well, the NR has the Marauder cruiser, and the IR used to have the Broadside cruiser, but I don't think it does any more. That's what I mean by space artillery.

Well the marauder no longer has the missiles and the broadside was just ridiculous really. it was fragile, slow, ugly and it's barrage was nearly useless unless fighters stayed still.
Title: Re: 2.0 wish list
Post by: Revanchist on May 22, 2012, 08:05:01 PM
Well the marauder no longer has the missiles and the broadside was just ridiculous really. it was fragile, slow, ugly and it's barrage was nearly useless unless fighters stayed still.

I don't know, I found the Broadside Extremely useful against things like space station and large capital ships.
     Anyway, I just noticed a GLARING inconsistency in almost every EaW game and, I suppose, mod. Proton torpedoes could not really bypass shields! They were simply very high ordinance weapons. Why, then, can they bypass shields in the mod??
Title: Re: 2.0 wish list
Post by: Corey on May 22, 2012, 08:36:04 PM
It's not an inconsistency, it's a design decision in order to make bombers more useful and to better distinguish between fighters and bombers (though unfortunately now we have all fighters and bombers with their entire armaments). Shields are technically supposedly split into two types; particle and ray. Particle shields stopped physical objects, ray shields stopped lasers. EaW only has one shield type, so usually mods just keep protons as penetrating. We'd only change it if lots of people wanted it changed.
Title: Re: 2.0 wish list
Post by: Revanchist on May 23, 2012, 04:46:23 PM
It's not an inconsistency, it's a design decision in order to make bombers more useful and to better distinguish between fighters and bombers (though unfortunately now we have all fighters and bombers with their entire armaments). Shields are technically supposedly split into two types; particle and ray. Particle shields stopped physical objects, ray shields stopped lasers. EaW only has one shield type, so usually mods just keep protons as penetrating. We'd only change it if lots of people wanted it changed.

OK, that makes sense. I knew that there were 2 types of shields, and that in real life, a ship would have both, so I saw it as confusing.
     Also, I was researching the Victory-I class, and I noticed that a distinguishing feature of them was the fact that they had no ion cannons, but had a large number of concussion missile tubes. Are they represented with these weapons in the mod?
Title: Re: 2.0 wish list
Post by: Corey on May 23, 2012, 05:01:19 PM
Yes, that's how they are in 1.0-1.3 and furtheremore in 2.0 every ship has been redone with a new system to reflect canon even more accurately.
Title: Re: 2.0 wish list
Post by: Revanchist on May 24, 2012, 10:41:07 AM
OK. Now I was reading about the Hapans, and the fact that their strategy was to overwhelm the enemy with ion cannons, and then torpedo them. Maybe you could give Song of War an Ion Cannon Barrage ability.

I was also thinking about Zsinj's Raptors. Aside from being elite troops, they were also commandos, sent to soften up planets before the invasion. Maybe they could be given a few of the Defilers' corruption abilities, such as bribery and sabotage.

My last idea is from a friend of mine. He suggested a blockade system, where if you leave your ships over a planet long enough, it will fall. I was thinking about maybe making it only a fleet greater than X population cap could blockade a planet, and they would be locked in place until the planet falls.
Title: Re: 2.0 wish list
Post by: Revanchist on June 10, 2012, 07:10:23 PM
Seems like this post went dead. Anyway, I had an idea about the TIE Droids. Maybe you could give them a suicide run ability, where they would ram into a ship, causing damage.
Title: Re: 2.0 wish list
Post by: Lord Xizer on June 11, 2012, 01:07:10 AM
Perhaps the Aramadia Thrustships can be given the Self Destruct ability?
Title: Re: 2.0 wish list
Post by: Settra on June 11, 2012, 07:03:00 AM
Perhaps the Aramadia Thrustships can be given the Self Destruct ability?

I second that. I also saw elsewhere an idea of droid TIEs possibly being given a suicide run ability?
Title: Re: 2.0 wish list
Post by: Lord Xizer on June 11, 2012, 09:15:17 PM
I second that. I also saw elsewhere an idea of droid TIEs possibly being given a suicide run ability?

This would make them very deadly.
Title: Re: 2.0 wish list
Post by: Corey on June 11, 2012, 09:30:10 PM
Ramming can't be done.
Title: Re: 2.0 wish list
Post by: Settra on June 11, 2012, 10:42:57 PM
This would make them very deadly.

Indeed it would! but....

Ramming can't be done.

Sadness. Oh well. Can't complain
Title: Re: 2.0 wish list
Post by: Willhelm on June 12, 2012, 12:24:19 AM
About fighters suddenly having all of their canon weaponry, how will things like lack of infinite missiles be taken into account and, how will empire fighters possibly be able to compete in any way now... i see how it gives these teams greater distinctiveness but i am extreamly worried about this game just turning into whoever can mass the most fighters and win like some other mods ive played....
Title: Re: 2.0 wish list
Post by: Corey on June 12, 2012, 12:46:23 AM
The distinction between fighters and bombers is determined by reload times and pulse counts, and as before the lack of infite missiles/torpedos is taken into account in reload times (X-Wings fire one proton torpedo every 30 seconds, Y-wings 1 every 10). The protons won't be able to attack other fighters (the video had this but it's because of the transition currently being in progress), concs will. While the Empire benefits less from the proton changes, even the Conc changes don't make it terribly outclassed since the only fighter which has those now and didn't before is, I think, the A-Wing. It won't drastically change how the game is played. Out of everyone, the Empire of the Hand came off the worst in the changes in my opinion. We're still debating whether or not to keep the protons bypassing shields. Other than that it's all still with the range of where it was before.
Title: Re: 2.0 wish list
Post by: Lord Xizer on June 12, 2012, 01:47:36 AM
The distinction between fighters and bombers is determined by reload times and pulse counts, and as before the lack of infite missiles/torpedos is taken into account in reload times (X-Wings fire one proton torpedo every 30 seconds, Y-wings 1 every 10). The protons won't be able to attack other fighters (the video had this but it's because of the transition currently being in progress), concs will. While the Empire benefits less from the proton changes, even the Conc changes don't make it terribly outclassed since the only fighter which has those now and didn't before is, I think, the A-Wing. It won't drastically change how the game is played. Out of everyone, the Empire of the Hand came off the worst in the changes in my opinion. We're still debating whether or not to keep the protons bypassing shields. Other than that it's all still with the range of where it was before.

Well there's give and take in anything.
Title: Re: 2.0 wish list
Post by: Revanchist on June 12, 2012, 06:15:33 PM
With the now canon armament, I think the torps and concs shouldn't bypass shields.
Title: Re: 2.0 wish list
Post by: yutpaeksi on June 12, 2012, 06:25:11 PM
The distinction between fighters and bombers is determined by reload times and pulse counts, and as before the lack of infite missiles/torpedos is taken into account in reload times (X-Wings fire one proton torpedo every 30 seconds, Y-wings 1 every 10). The protons won't be able to attack other fighters (the video had this but it's because of the transition currently being in progress), concs will. While the Empire benefits less from the proton changes, even the Conc changes don't make it terribly outclassed since the only fighter which has those now and didn't before is, I think, the A-Wing. It won't drastically change how the game is played. Out of everyone, the Empire of the Hand came off the worst in the changes in my opinion.

I like the X-wing getting torps back, it makes them that great all around fighter that fits the canon. A-wings getting concs is ok if the reload times are really long, that way they're just first-pass weapons. As for the EtoH, why not give the Scarssis or Krssis interceptors conc missiles as well? Maybe not the Scarssis if they get to keep their ion cannons, but it would make sense for the Krssis, making them even with A-wings.

Really excited about this...
Title: Re: 2.0 wish list
Post by: Corey on June 13, 2012, 01:13:30 AM
The EotH has the most maneuverably fighters, so we just left them with the Furion as their missile boat. If they're seem underpowered as we go, we might put some on the Krsiss.
Title: Re: 2.0 wish list
Post by: Revanchist on June 13, 2012, 09:48:40 AM
On the subject of starfighters, I was reading about the Venator somewhere, and it said that the second bridge was a starfighter command center. So I was thinking that it could, either by its presence or by special ability, boost the starfighters stats.

We're still debating whether or not to keep the protons bypassing shields. Other than that it's all still with the range of where it was before.

Maybe you should create a poll to see how many people want protons to bypass shields.
Title: Re: 2.0 wish list
Post by: Lord Xizer on June 13, 2012, 01:38:07 PM
On the subject of starfighters, I was reading about the Venator somewhere, and it said that the second bridge was a starfighter command center. So I was thinking that it could, either by its presence or by special ability, boost the starfighters stats.

This sounds intriguing.
Title: Re: 2.0 wish list
Post by: Revanchist on June 15, 2012, 01:58:05 PM
I have been reading the Black Fleet Crisis, and I have some new ship ideas. At era 4, replace the Quasar Fire with the Defender carrier, and the Marauder with the Warrior class gunship.
Title: Re: 2.0 wish list
Post by: Slornie on June 15, 2012, 02:33:07 PM
At era 4, replace the Quasar Fire with the Defender carrier
I've never been overly fond of the Defender carrier. It has the same armament as the Lancer or Interdictor Cruiser, is twice the length of the Quasar, yet, according to canon, carries less starfighters. Not to mention the whole no accurate/consistent design thing.  Based on that you might as well stick with the Quasar and Endurance (which becomes available at the same time and is bigger, better armed, and carries more fighters).

Speaking personally,  i'm tempted to say that the three-squadron capacity thing is a mistake and it should be three wings, but there's no canonical basis for that. (And three wings would fit well with the Endurance - 340m longer and just shy of 6 wings)
Title: Re: 2.0 wish list
Post by: Revanchist on June 16, 2012, 06:32:09 PM
Well, what about the Warrior. It's a pretty cool ship, and has a similar function as the Marauder.
Title: Re: 2.0 wish list
Post by: Corey on June 18, 2012, 11:05:25 AM
It's function is actually more of a mix of the current CR90 variant we have and the DP20. I wanted to have it replace both of those for era 4-5, however the design for it is just awful. It's one of the Cracken's Threat Dossier pictures, which tend to get overridden by later sources, too.
Title: Re: 2.0 wish list
Post by: Crisiss on June 23, 2012, 01:56:20 PM
Could we possibly add the Empire Reborn as a minor faction? Seeing as it existed between 4 ABY and 14 ABY it wouldn't be a bad idea IMO. Plus it could make up for the lack of dark Jedi in the game, seeing as they had quite a few notable ones along with the numerous Reborn Jedi and Shadow troopers :P. Not sure how they would get a fleet though seeing as they really only had the Doomgiver and a few salvaged ISDs from Endor. Just something I'd like to see.
Title: Re: 2.0 wish list
Post by: Corey on June 23, 2012, 02:23:21 PM
Well, like you say, they're minor in a really minor way, with virtually no territory and no real forces. The Yevetha and the Hapans are already really small and they're much bigger than the ER. Their creation is one of the worst retcons I've ever seen, to be honest. As it is Dark Jedi are going to be in the Pentastar Alignment and with the beta starting within the next few days it's a bit late to add entire new minor factions.
Title: Re: 2.0 wish list
Post by: Crisiss on June 23, 2012, 02:33:28 PM
All I really wanted to see was more counterparts to the NR's Jedi in the game. Could you possibly set up the Vader v.s Obi Wan animation for when 2 encounter each other?
Title: Re: 2.0 wish list
Post by: Corey on June 23, 2012, 02:40:42 PM
No, the jedi use different rigs.
Title: Re: 2.0 wish list
Post by: Lord Xizer on June 23, 2012, 06:38:45 PM
All I really wanted to see was more counterparts to the NR's Jedi in the game. Could you possibly set up the Vader v.s Obi Wan animation for when 2 encounter each other?

Well like Corey mentioned the Pentastar Alignment will now have Dark jedi and the IR will get a few more Dark jedi heroes for the Shadow Hand campaign I think.