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Messages - Julius96

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: April 27, 2013, 03:41:56 PM »
I am not trying to argue with you here, just clarify on what I meant.

Okay, in what I was trying to put forward think of the mon cal cruisers as an example, not even a suggestion, the system I am trying to suggest is to give the PA a unique gameplay element the other factions do not have. All the vehicle/planet examples in that were just examples. The numbers could be changed as well as they are just there to help figure out exactly how much of a unit the PA is limited to. Making units only buildable on a specific planet inserts a new strategic level as well as keeping the build bar from cluttering up.

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Star Wars Discussion / Re: Arming your fleet
« on: April 27, 2013, 03:23:32 PM »
I was under the impression the assertor was smaller then that, anyway if it is that large then I would knock it down to a praetor.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: April 27, 2013, 03:11:57 PM »
Good points on the first two, but the last part with extra limited units I only put in there because you guys were talking about making certain units buildable only on certain planets as the Pentastar Alignment, I thought it would be more interesting if they were limited on those certain units as well and had to rely more on their current planets then a preset space fleet. I admit I could have used the system in that context but it seemed easier to explain the way I did.

Also when I made the change to the stormtroopers, I was thinking of how Thrawn grew them in around 20 days, which is considerably faster then recruiting and training soldiers from scratch. The extra cost was in order to simulate the cost of maintenance on the spaarti cylinders and shipping over ysalamiri.

Last, a draft could be a good idea, something where you get a few "free" soldiers but the planets population doesn't side with you (or the enemy) for a couple weeks, it could serve like the NR's or EotH's version of a prison.

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Discussion, Suggestions & Feedback / Re: AI Moments of Glory
« on: April 27, 2013, 02:20:37 AM »
Here's one that occurred sometime last month:
The Imperial Remnant under Isard attacked my fleet of 2 dreadnaughts, 3 nebulons, 2 quasars, 1 x-wing squadron and 2 Golan IIs with Isard's SSD and two ISDs.
For some reason I never seem to luck out against a SSD, they are always pointed at my fleet and rip them apart, that's what was happening here. I lost a dreadnaught and a neb-b quickly and the other dreadnaught just lost its shields and was basically a goner. Then (it was like magic!) a large Pentastar raid fleet (somewhere around 1 praetor, 3 venators, 6 other ships) jumped in directly behind the SSD and beat the crap out of it while completely ignoring me. The SSD eventually blew up but not before I lost everything but my x-wing squad and my golans. The pentastar fleet was eventually taken out by the Golans (they didn't have anything larger then a venator because their praetor was taken out by the SSD.)
Oh, and I had no ion cannon.

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Star Wars Discussion / Re: Your personal ship.
« on: April 27, 2013, 01:31:24 AM »
Capital Ship: Dreadnaught Cruiser (Katana refit + drive modernization) Why? It can take out anything smaller then a MC80 and outrun anything larger

Transport: That's a tough one, I'd have to go with a YT-2400 (heavily modified) Why? It's got all the capabilities of the Millennium Falcon, but newer and better looking

Fighter: Skipray Blastboat (standard imperial issue) Why? It might fly like a tank, but it also hits like a tank and can take a beating (AKA I'm a bad pilot, if I were a good pilot ARC-170 for the win)

I'm also quite partial to the Venator, no idea why though.

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Star Wars Discussion / Re: Arming your fleet
« on: April 27, 2013, 01:18:59 AM »
Ok, my Imperial fleet:
1 Assertor class, flagship
10 ISDs (Mk II), main offensive force
10 Victorys (Mk II), long range support
30 Lancers, anti-fighter screen
10 Venators, carriers
5 Tector SDs, 10 Strike Cruisers, defensive screen for Assertor
2 Interdictor ISDs, (NOT Immobilizers, too fragile) because it's a trap!
All ships have standard fighter complements, with the following exceptions: TIE Fighters replaced by TIE/D Defenders, TIE Interceptors replaced by TIE Avengers, and TIE/sa Bombers replaced by Skipray Blastboats.

I do believe I could win just about any fight with this, A full size SSD (I consider Assertor a star-dreadnaught, 1 rank down from a SSD) is too high profile for me, that's asking for a rebel attack.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: April 27, 2013, 12:14:29 AM »
I had a few suggestions and just joined, so I haven't had time yet to read everything and apologize in advance if any of these have already been suggested.

First these are things I changed myself in the 2.0 version:
Katana Dreadnaughts cost approx. 50% more but take 50% less time to build (both IR and NR, added in skirmish)
Stormtroopers on Wayland cost 300% more but are built in 3 seconds (I would very much like to see a cloning facility buildable on Wayland that gives this effect)

Last the big suggestion that would take a while and I cannot pull off:
Limited special units for certain planets, for example if the NR captures Kuat they can build a limited amount of ISDs or if the IR captures Dac they can build MCs.
The obvious argument is essentially that the fleets need to remain unique, that's where the limitation comes in. I came up with this process in order to limit units:
How Common? Rare +0, Uncommon +1, Common +2. How Powerful? Weak +3, Moderate +2, Strong +1. Faction barrier? (only if number seems too high) -2
So for the ISD: It is common (+2), but strong (+1) so you are limited to 3. What if the EotH captures Corellia? CR90: common (+3) weak (+3), they are limited to 6.
NR captures Balmorra, AT-ST, common +2 moderate (arguably) +2  Faction barrier -2. NR may build 2 AT-ST units
I used units already in the mod but if you want to add a dash of diversity here you go:
Wavecrest Frigate for Yag'Dhul: rare +0 moderate +2 you may have 2 wavecrests. Vornskrs if you capture Myrkr: rare +1 strong +1, may have 2.

I'm not too keen on the faction barrier idea but 4 AT-ST units didn't sound right. But you get the point.

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News & Updates / Re: Imperial Remnant Unit List
« on: April 26, 2013, 11:55:18 PM »
If I had to guess, the galaxy gun was a superlaser unit, so it could only really be replaced by a death star, sovereign ssd, or eclipse ssd. The sovereign is already in the mod and the death star makes no sense in terms of the time period, so I'll have to go with the Eclipse Super Star Destroyer. If I'm right do I get a prize?   ;D

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