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Star Wars Discussion / Re: Disney buys Lucasfilm
« on: October 31, 2012, 08:19:51 PM »
Im most excited about what Disney land can do now.... star wars dogfight roller coaster anyone?? XD
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This kind of thing is, to my mind, relatively small. They definitely wouldn't qualify as balance having been "scarily overlooked". These are individual things that can be addressed as we go in patches without needing some major overhaul. This is another thing where we were aware of certain potential issues but didn't really have the scale of feedback we needed to know for sure, and in some cases it's compensating for something. The primary thing we look at when talking about balance tends to be on the factional level. You'll see a lot of people complain about how powerful the Pentastar is at the start because of the two SSDs, but those are their only real starting forces of any strength; they have fewer planets and the rest of their starting units tend to be bad, and they don't have the same power progression you'd see in other factions, so they need that early ability to take planets.
For the Empire of the Hand, the Airstraeker was added really late in the process (less than a week before release) so it's entirely possible there's some balancing to be sorted out, however its numbers are pretty close to those of the NR airspeeders. Any decent AA can easily take them out, even if their individual power needs to be looked at (and I don't know that it actually does). As for the Gilzean, we've had mixed accounts of what it can do, and that's sort of because it's filling two roles at once, which is both a strong and weak point for it. It's essentially filling the role of the T3-B and 1-M at the same time. We'll probably have to make a few adjustments to them, but they're definitely far from unstoppable. They're actually fitting in pretty much between those two vehicles I mentioned power-wise in my experience.
As for Furions, they're definitely not OP. Fighters are one of the areas where we have the most control over individual capabilities, and Furions while being decently shielded, have a weaker hull than most fighters it's going to be competing with from other factions, as well as being significantly slower than those fighters (which is a huge deal with fighters, it's the slowest of all of the concussion fighters and in actual firepower it's directly on par with things like the Preybird
I'm not sure exactly what you're referring to.
There's several things I'd like to say here, and I think I can pretty confidently say that there isn't anyone on the team who would disagree with what I'm going to say. I'll try to be about as lengthy and honest about this as I can.
First off, a little history. Willhelm, you said "spent two years on it". I'm not sure if that was just a throwaway number you chose, but actually it's really far off the mark. Hell, the release of 1.0 is over 2 years ago now, having been released on September 2nd of 2010. The mod began on June 7th, 2006. Right now we're sitting on over 6 years of development history.
It hasn't been overlooked at all, it's something that's out of our control. I've done what I can to mitigate the issue but the basic fact is that the game just doesn't like the profile of the Corona, and we have never found a way to figure out exactly what's happening when this issue occurs. We're not working within our own system, and we don't have access to all of the tools and information needed for this kind of thing. Everything we do is still based within Petroglyph's game and engine, and a massive amount of it is hardcoded, which means not only do we not have the means to edit that bit of it (which is probably 90% of the important stuff), buit we also don't have the ability to even see it. Maybe this issue is soluble, I don't know, but there is a lot of work we have to do, and very few people to spread it between, so different stuff gets prioritized differently. As a mod, while we'll always strive to do the best we can, there's a certain amount of variance we have to accept just from a pragmatic standpoint. When we released 2.0, we did it knowing damn well there were probably still major bugs we hadn't been able to catch simply because of how small of a sample size we had while testing, and the only way to get the information we needed on what was actually doing what was to put it out to a larger audience. I'm sure the beta testers can attest to this. I'm confident that the Grodin Tierce crash bug, for example, had been reported before release, however it was just as a generic "game crashed at week x" without anyone being able to know exactly how or why until we got it out to more people, though it was still one of those testers who tracked it down in the end.
What balance issues are you talking about, exactly? Balancing definitely wasn't "overlooked". Do you have any actual examples?
Last thing first here: Thanks for the offer, but Flash animation is absolutely nothing like 3D mesh animation in Max, excepting that there are frames involved.
That being said, there are several big reasons why we don't have death clones. The first one is they are hard to do well, and would be extremely time consuming. Every time a model is changed, or the skin gets redone, they'd have to be redone. You might say at this point "well you're just being lazy," but I'd call bullshit on that. This is another point where the differences between modding and professional game design come in. We are doing this for free. While I have no problem with this on the surface, we do it because it's fun, what it also means is the time we have to devote to it has to be worked around the rest of our lives. We're making these mods, but we're also students with families, friends, and other jobs and hobbies to fit in. Only two of us only intend to go into game design, myself not being one of those two, so we can't even call this vocational training. There's only so much that's feasible.
For the death clones in particular, there's no way to "make them simpler." We did want to do them for 2.0. Kalo even started several of them, however he had some computer trouble (3ds Max and Photoshop stopped working entirely), which means we were essentially SOL on that front.
Here's what would have to have happened for us to do proper death clones for 2.0: I would have to learn animation, then I would have had to start making the death clones for every single unit that needed it starting in about mid June, and then do that in addition to the rest of the work I had to do. The result would have been pushing the release of 2.0 well into next year (probably just shift everything to its corresponding date in 2013). Now, is that worth it?
The other thing there is, quite frankly, I don't want to learn how to animate. I have absofuckinglutely no interest in doing it.
The basic fact is that we're moving on because we want to. We've learned a lot while making ICW, but we've spent 6 years making this mod, and there does come a point where it's just time to move on. Is there more we could do? Sure, but that's always going to be true, especially in a game Modification. You have to draw the line somewhere, and there are some inherent limitations in EaW that mean the returns on future work will diminish as we go. More simply put, I strongly dislike Empire at War at this point. This was my first project and on the whole I'd say I'm happy with what's come of it, both the mod itself and the experience I've had making it. It's been completely frustrating at times, and there's been time where we've all wanted to and have just given up and quit, but I've had the opportunity to do some amazing things that I never imagined I'd be doing, and I've met and worked with some great people because of it. I wouldn't trade it for anything, but I'm not going to prolong it past its time either. If I'm going to mod, I'm going to do it because I enjoy it. Burning myself out on it just for things like death clones won't help anyone.
My apartment is full of walls but I've never managed to sit inside of them and shoot at people.
All right, I've been watching this post, and I will thus give you my opinion. First, in the Thrawn trilogy, it is mentioned that Stormtroopers were very rare and not used often. Therefore, I suggest that the IR be given basic troops as the cheapest unit. Stormtroopers should be the most expensive infantry, due to the training required for them. They should have more health, have the take cover ability (they were trained to take cover in basic training, I'm sure) and should be given a thermal detonator ability, as each Stormtrooper carries one thermal det. It could have a long recharge time, and would be an area effect, as if each Stormtrooper threw his thermal det. This would help counter those pesky PLEX troopers, and give Stormtroopers more of the place they deserve: as elite infantry units. I also agree that the other factions should have a counter to the E-web trooper.
So the walls are the same, tactically, as a ring of bunkers or sandbags except more visually impressive?
4. Grenades:
I'm all for making the Sergeants throw a grenade every once in a while, but not RPGs since that would be stepping on the toes of the Plex soldiers too much.
7. Garrison troopers in turrets:
I guess I'm open to it if the rest of the team wanted it, but I think it would draw battles on even longer and is more of a buff to the already-OP turbolasers, not to infantry.
8. Garrison troopers in walls:
Still not sure what walls this refers to, so our thoughts on the matter probably depend on that. The other thing about garrisoning is the infantry wouldn't show up so they'd be literally inside the wall, and the wall would be shooting.
I'd love it to be mission specific like Thrawn capturing ships at Sluis van(as in Heir to the Empire) Zsinj hijacking Razors Kiss and such.
No, 1st, 'grenades' doesn't exist in Star Wars except for FOC, which goes to show how impratical it was(A pirate faction owns a third of the galaxy and goes around spreading corruption in a control-by-fear empire, yeah, like to see that happen in real life). IF Grenadiers did exist, normal infantry would long have been phased out.
But thank you for all your support and changes of the idea. Oh yeah, tat grenade launcher thing, could that be done?