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Messages - jordanthejq12

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1
Yeah, simply changing guns isn't gonna happen. That's because each space vessel's weaponry is set up in such a fashion as to represent its canonical armament. The Imp Star Deuce was, canonically speaking, flat out better than the original in every respect. The other option would be to lower the price, but considering especially in eras 1-2 where the NR has very little heavy weaponry of its own to contend with ISDs, this has the potential to throw the balance out of whack.

There's also taking it off the roster entirely, but the ISD is pretty much a mandatory component of any Star Wars game ever from this period.

2
Could you use the hero system from Star Trek Armada 3/Enhanced 4X to give the factions heroes? I find it rather curious that one of the most ingenious means of implementing named characters into Sins has gone virtually unmentioned here.

3
Star Wars Discussion / Re: Who's a better jedi assassin?
« on: July 27, 2015, 12:29:18 PM »
Except Vader was a Sith Lord (and former Jedi himself) and Grievous trained in lightsaber combat. Besting a lightsaber user with your own saber is, frankly, the easiest way to do it. We're talking about ordinary human beings (or assassin droids) who many of the cockier Force-sensitives would underestimate.

4
Star Wars Discussion / Re: Who's a better jedi assassin?
« on: July 22, 2015, 12:58:18 PM »
I vote HK. The dude was built for killing Jedi, as your little chat with him in TSL reveals, and it knows much more about a Jedi's weaknesses than anybody. Then again, we're talking the KotOR era. HK might have an interesting time trying to take down a post-Endor Jedi.

5
War is a dirty business, and I definitely agree that it's a stupid plot bunny, but it's efficient. Instead of risking dozens of ships and tens of thousands of lives, R2 was able to remove the threat with minimum casualties. I'd think it's actually pretty awesome if the Imps didn't keep getting taken down like that.

6
News & Updates / Re: Nine Years Lost in Space
« on: June 10, 2015, 12:26:00 PM »
Does that mean they'll finally get mining facilities?

(I've been saying that for ages now. That one GC with them is almost freaking impossible.)

7
Yeah, somebody's gonna heel-face (my bet's on the black stormtrooper whose face they keep showing; they do so twice here). Either way it looked absolutely incredible.

8
Ascendancy Discussion / Re: Eventual total amount of factions?
« on: April 10, 2015, 05:45:42 PM »
Between those four and the Ssi-Ruuvi and Vong, six. The Sins engine can handle as many as ten playable factions, but as far as I know there are no plans to go beyond the six already planned.

9
I would say the good ol' reliable Executor. No fancy superlasers, just enough raw firepower to wipe out an entire navy.

Couldn't have said it any better myself.

10
News & Updates / Re: Secutor Ingame
« on: March 27, 2015, 10:27:04 PM »
I'm glad to see this mod including a couple more obscure parts of the Expanded Universe. Some people might call that "stretching", but there's a lot out there if you have the patience to look for it.

11
Discussion, Suggestions & Feedback / Re: The Bothan Assault Cruiser...
« on: March 27, 2015, 07:18:38 PM »
Whichever side has the human player. Simple.

12
News & Updates / Re: Faction Teaser
« on: March 17, 2015, 12:22:02 PM »
I thought the thing with the PA was that without a ground combat component there wasn't enough stuff to sufficiently distinguish it from the IR. Did Corey figure it out after all? Was that a facade? Who knows.

13
Star Wars Discussion / Re: How are TIE Fighters supposed to land?
« on: March 11, 2015, 01:31:05 PM »
Also the ability to pack hundreds of them into a small space. The Imperials tended to be quantity-over-quality folks back then.

14
Discussion, Suggestions & Feedback / Re: Essence of War Strategies
« on: March 10, 2015, 12:11:00 PM »
I wonder why even with enabled UI he won't leave.  I hope that is setting they address before full release, as minor factions add a variety of complications to the table if they attack.

"Complications" is an understatement. Ever play Hunt for Zinsj (or was it the other one?) and have the Hapans smack you at exactly the wrong time? Now imagine that plus two minor factions (Zinsj, the Yvetha) with Super Star Destroyers on top of the PA's two and the IR's potential, what, four? As the NR or EoTH, that has to be early game hell. Thank God for awesome fighters.

15
Discussion, Suggestions & Feedback / Re: Essence of War Strategies
« on: March 09, 2015, 01:24:02 PM »
Well, you do lose out on the population bonus from having a space station and you can't move any units produced on the planet. Then again, you might not care about that.

16
Star Wars Discussion / Re: How are TIE Fighters supposed to land?
« on: March 05, 2015, 01:30:17 PM »
Simple. Everything in Star Wars is VTOL.

17
Discussion, Suggestions & Feedback / Re: Endless Ship Spam (A.I.)
« on: February 27, 2015, 06:43:57 PM »
That tactic would work reasonably well in real life. Not so much in a game where your ships automatically repair and restock between battles.

18
Well, the campaign itself was easier. In the original the campaigns played like standard GCs outside of the story missions, especially the Rebels. If you want to take over the other systems before proceeding with story missions, like I do, you'd find Kashyyyk occupied with an orbiting fleet, for example, and the final mission never played out the same way because you never knew where the DS was gonna go. (One memorable playthrough of mine had me manage to intercept it above one of its own systems, clearing out the orbiting fleet first then simply sitting until it got there.)

In the Consortium campaign, on the other hand, not only do you have the corruption mechanics, but garrisons are fixed and the AI never builds up. There can be some tough fights outside of the story missions, but the AI only sends a few attacks after you. Literally all you have to do is seal the exits from Kuat (Nal Hutta and Kessel) and watch as the AI smashes its fleets against you. The size of those fleets did make for some interesting battles, but after a while all it is is another boring space defense.

19
I actually wish the Consortium had been developed more. I mean, here we have this guy who kinda-sorta beats Thrawn (he did get the artifact but sustained heavier losses than he probably wanted and also didn't know it was being tracked), steals Palpatine's private hoard, and blocks the NR capture of Kuat for at least another two years. The latter two events actually have their repercussions on galactic history. Not to mention Zann's stated intention to buy Senators. Oh, and Silri's carbonite Sith army. Petroglyph gave the Expanded Universe such a gold mine of potential material to work with, and it's a shame nobody took it, thus leaving the Consortium in the same ridiculous brand of continuity as the Bulwark III from Rebellion or the Galactic Battlegrounds units.

20
The Battle of Kuat was also mentioned in the Essential Guide to Warfare--as part of one sentence describing the difficulties the NR faced in taking Kuat.

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