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Author Topic: Missions  (Read 11742 times)

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June 07, 2012, 11:45:57 AMReply #20

Offline Lord Xizer

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Re: Missions
« Reply #20 on: June 07, 2012, 11:45:57 AM »
Thrawn Campaign, mission to destroy the Mount Tantiss cloning lab. This was critical to hampering the Imp war effort and could be used to make Wayland more tactically significant. Like say make troopers grown there be built three times as fast as on other worlds in addition to it's current 1 cred cost.
Once the mission is finished the cloning center is destroyed and the planet goes to NR but without the speed or cred bonus for the creation of troops after that.
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June 07, 2012, 07:21:26 PMReply #21

Offline yutpaeksi

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Re: Missions
« Reply #21 on: June 07, 2012, 07:21:26 PM »
Thrawn Campaign, mission to destroy the Mount Tantiss cloning lab. This was critical to hampering the Imp war effort and could be used to make Wayland more tactically significant. Like say make troopers grown there be built three times as fast as on other worlds in addition to it's current 1 cred cost.
Once the mission is finished the cloning center is destroyed and the planet goes to NR but without the speed or cred bonus for the creation of troops after that.

Actually that seems a bit unfair doesn't it? To deny the NR the use of the cloning tanks?

I think a better mission is for Thrawn or just IR forces to head first to Mykyr (maybe to get ysalamiri), then to Wayland, upon which he has to defeat Joruus C'Boath, and say a very large number of natives under his control, on the ground in order to get the cloning tank bonus. I don't know if you can script it such that Wayland, and the mission, is inaccessible until the IR takes control of Myrkr, but that could be an interesting aspect of the mission.

Then maybe once Thrawn has the cloning tanks, the NR could get a mission trigger to head there and destroy them. But the thing is, with the AI's massive treasury, is it really a high priority to deny them the cloning tanks? I always just want them for myself...
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June 11, 2012, 08:20:06 PMReply #22

Offline Revanchist

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Re: Missions
« Reply #22 on: June 11, 2012, 08:20:06 PM »
Thrawn Campaign: Kill Luke and/or Leia in a battle with Joruus C'baoth present to get the Dark Luke/Dark Leia heroes. Alternately, when Joruus is orbiting Wayland, you could be allowed to build Luuke (for a hefty fee)?

FTGU: As long as you maintain control of your starting planet, you should get some type of bonus.
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July 17, 2012, 03:34:33 AMReply #23

Offline chi623

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Re: Missions
« Reply #23 on: July 17, 2012, 03:34:33 AM »
a raiding unit/ship thief for general play (including Niles of course) and Yslamari raids for Thrawn. Have fun with the missions, and they will be awesome. good luck or shall I say break a leg?

July 18, 2012, 03:13:42 PMReply #24

Buckeye

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Re: Missions
« Reply #24 on: July 18, 2012, 03:13:42 PM »
I have an idea for a mission.  In Daala's era, the NR has to bring Han to the Maw and have a battle against four star destroyers, a tall order I know.  If the NR destroys any star destroyer, they get one.  If IR wins, they get however many destroyers escape the battle. 

August 01, 2012, 06:27:37 PMReply #25

Offline Blaknic

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Re: Missions
« Reply #25 on: August 01, 2012, 06:27:37 PM »
There could be some sort of morale bonus for taking Coruscant, or maybe a detailed, interactive campaign based on the Thrawn trilogy, the way EaW was for the Death Star. Events take place and such as they do in the books, but the player gets to play through it. Perhaps you come up with an original hero, and make a new story? Regardless of story, a scenario in which some is MacDuffin on an enemy planet, and the player should go raid the planet would not be unfeasible. Maybe there is some (extremely nerfed) version of a star forge (or similarly valuable resource), and the scenario hinges on holding it? At any rate, the possibilities are nearly limited, and I am sure you will do well.
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