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Discussion, Suggestions & Feedback / Re: Planet-Specific Shipyards
« on: October 18, 2017, 02:07:35 PM »
Oh, yeah- the planetary capture rewards are awesome; I'd just love an extra one for Fresia to give whomever captures it some X-Wings and Correlia some CR90s. Maybe a Kedalbe for Mandalore and a MC80b for Mon Calamari.
As to making Fresia able to produce X-Wings: I certainly didn't mean any changes to the normal way the Rebels get them- they should keep their capacity to build them anywhere, in this idea- just allow whoever holds it to also build a few. But, it does seem that the concept of multiple planet-specific buildlists has been explored and dismissed though; so that isn't too likely.
Meh; I just like the realism of it. The Russians turned a great many Panzers around and painted red stars on them- Germans did it to T-34s in return. Incom was making those fighters for the Empire; it just makes me feel good to see the odd mirror match between them. The GC that makes me most nostalgic now is the hunt for Zsinj- despite me preferring the multi-era ones gameplay wise- merely because seeing mixes of Nebulons, CR90s, and Star Destroyers is very cool and reminds me of the old X-Wing/TIE Fighter games where such ships could be working for either side (modified CR90s are notorious for it; can never tell if those buggers are hostile or friendly until they open fire) On a semi-related note, are the Imperial forces supposed to have no access to dedicated anti-fighter in that GC? Because they can build Nebulons but not either IPV-1s or CR90s. Odd... Perhaps they're going to get the Raider corvette instead and that's why they lack one now? I don't think we're expected to use Nebulons for anti-fighter work; they're bad at it.
Look, it's not critical, just flavourful. I know the Muuns sell to anyone and I do hate the Alignment and their Praetor spam so it'd make me happy if I could make Munificents while holding it. I mean, I'd offer to code it myself, but I know how much I need to learn to do that. Right now I don't even know how to implement story elements into the maps so I can allow C3PO and R2 use droid panels to blow up turrets from a remote location (something I'd love to implement on my current map) so the concept of doing a submod for this is somewhat daunting. That said, I will have between-map downtime, so, I might look into the code, watch some more tutorials. But that's for another time- I have enough work to do
As to making Fresia able to produce X-Wings: I certainly didn't mean any changes to the normal way the Rebels get them- they should keep their capacity to build them anywhere, in this idea- just allow whoever holds it to also build a few. But, it does seem that the concept of multiple planet-specific buildlists has been explored and dismissed though; so that isn't too likely.
Meh; I just like the realism of it. The Russians turned a great many Panzers around and painted red stars on them- Germans did it to T-34s in return. Incom was making those fighters for the Empire; it just makes me feel good to see the odd mirror match between them. The GC that makes me most nostalgic now is the hunt for Zsinj- despite me preferring the multi-era ones gameplay wise- merely because seeing mixes of Nebulons, CR90s, and Star Destroyers is very cool and reminds me of the old X-Wing/TIE Fighter games where such ships could be working for either side (modified CR90s are notorious for it; can never tell if those buggers are hostile or friendly until they open fire) On a semi-related note, are the Imperial forces supposed to have no access to dedicated anti-fighter in that GC? Because they can build Nebulons but not either IPV-1s or CR90s. Odd... Perhaps they're going to get the Raider corvette instead and that's why they lack one now? I don't think we're expected to use Nebulons for anti-fighter work; they're bad at it.
Look, it's not critical, just flavourful. I know the Muuns sell to anyone and I do hate the Alignment and their Praetor spam so it'd make me happy if I could make Munificents while holding it. I mean, I'd offer to code it myself, but I know how much I need to learn to do that. Right now I don't even know how to implement story elements into the maps so I can allow C3PO and R2 use droid panels to blow up turrets from a remote location (something I'd love to implement on my current map) so the concept of doing a submod for this is somewhat daunting. That said, I will have between-map downtime, so, I might look into the code, watch some more tutorials. But that's for another time- I have enough work to do