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Author Topic: Ghosts  (Read 1577 times)

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August 04, 2017, 03:56:22 PM

Offline The Fist Of Justice

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Ghosts
« on: August 04, 2017, 03:56:22 PM »
One can be conquering Byss or another Sith world when suddenly! 

SITH GHOSTS!!!

I dunno. Might work. If possible. They could fight for an Imperial faction but against the NR. It could function in the same fashion as a friendly/hostile native population.

And besides, it would be cool to battle a ghostly Sith Lord.
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September 09, 2017, 01:11:01 PMReply #1

Offline nightraven1901

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Re: Ghosts
« Reply #1 on: September 09, 2017, 01:11:01 PM »
Y'know, now I think about it (which is to say, has thought about it longer than a day now) this could be really cool- don't bother making them playable, just make them appear as a civilian unit on the relevant planet (either where they died, which I know is tracked by the old respawning mechanic, or on the planet most suitable, ie. Byss for Palpy) and have them wreck anything that crosses their path, being consumed by rage and despair at their current predicament. Could simply be a copy of them scaled down, made semitransparent and dropped in an otherwise kinda out-of-the-way location on the map.

... Can you imagine the look on Thrawn's face if he lands on Byss and sees the ghost of Palpy, who immediately goes off on him regarding how the Empire was never to be lead by an alien? Hehehe. Great idea. Goes perfectly with my want to make a slightly more lived-in and alive game world (see unit suggestions for more on that) and would be just beautiful for the stories people will tell about their time playing ICW. I love it,

September 09, 2017, 02:21:19 PMReply #2

Offline Corey

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Re: Ghosts
« Reply #2 on: September 09, 2017, 02:21:19 PM »
Quote
just make them appear as a civilian unit on the relevant planet (either where they died, which I know is tracked by the old respawning mechanic, or on the planet most suitable, ie. Byss for Palpy) and have them wreck anything that crosses their path

That isn't really how that works, we can't grab that information to use for anything else, and civilians are controlled by them being part of the actual tactical maps themselves. It wouldn't be completely impossible to track and then pass the information into a tactical battle if we added a new spawner to all the maps in case he died at any given one, but it's a lot of extra processes and scripts to track that kind of thing. They wouldn't be out of the question as standard civilian spawns on a planet like Korriban or Yavin where you had old, dead Sith Lords occaisionally turn up to kill people, but it would be something that's either always there or never there, and if we had that kind of bandwidth to make new infantry models, there are better opportunities in the mod to use different hings, so it wouldn't exactly be high priority.
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September 09, 2017, 03:06:22 PMReply #3

Offline nightraven1901

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Re: Ghosts
« Reply #3 on: September 09, 2017, 03:06:22 PM »
Oh, this is entirely pie-in-the-sky; all luxury and no necessity. As cool as it would be, there are probably more urgent things to do. Funny you should mention Korriban, though; and the part about it being always-or-never: you could use a simple low-chance randomisation roll to decide whether to place a sith assassin or three on the place, or even to choose between different possible spawn configurations. Though that's probably not a priority it might be worth filing as a visual polish thing later- doing it to just one or two specific maps, maybe Byss, Korriban, Eriadu, etcetera, could set the mod off. But not priority at all. Just dreaming aloud at this point, really; it sometimes results in excellent ideas- or wasted time, but that's a fair price to me. I've plenty of time and nought to fill it,

 

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