1. Specialised Operations
One things I'd like to see is where in a GC, much like how corruption operates, meaning that you are given a different map and you're meant to do something. Units restrictions may or may not have. BUT, these operations take effect in the GC enemies' things, rather tan gaining silly advantages. One such example would be like to sabotage a convoy bringfing rsources to a planet. When completed, the AI loses some of its credits.
We've been implementing some more unique SW-story related missions for 2.0, with rewards for the player based on what's actually been done. However, an effect like the one suggested wouldn't really hurt the AI at all, considering the discussion about AI in strategy games below. They really don't care if they lose credits. However, regardless of what the reward is for doing this, how would you suggest these actually get started?
2. Mining system for AI. I hope this is possible, to have AI gain their credits the same way we do. I know that it states clearly that 'Will not affect gameplay negatively' But I find it awkward seeing the enemy gaining credits despite having attacked their planets without actually seeing mining faciliies.
The AI in this and every game is given money and free units. It's extremelt common in RTS games. Making them gain credits in exactly the same way the player does would basically make an AI opponent that's not challenging in any way. One of the biggest differences in the different difficult settings is actually the rate at which the AI accumulates money. We could make the AI get more mining facilities if it really made everyone feel better, but it wouldn't actually change the fact that they don't need them to begin with.
3.Prisons and capture craft. I mean crafts that capture garrasion or ships with heros and then out them in a prison. Gives more mperial touch and really puts in PoW feeling.
The Remnant is getting a Prison structure that, when built, will prevent the indigenous civilians on a planet from spawning, and it gives you a 10% build time bonus. As for capture crafts, I'm still unclear on what you actually mean. There'd be no way to make it so you can somehow capture an enemy hero and stick them into a prison somewhere like you seem to be suggesting. Just killing them would be far less complicated for the player in the first place and has the benefit of entrirely depriving the enemy faction of that hero anyways, so there wouldn't even be a reason for the player to do it. I'm pretty unclear on what you mean by capture craft in general.
4.New units. Like the AT-AR, AT-KT, NR units like a kind of scout unit( idiotic to see tanks scouting)
AT-AR: Doesn't really fill any purpose that isn't already covered.
AT-KT: Just an AT-ST that shoots nets. I don't see what purpose nets could even fill in the mod.
The T2-B does fine scouting on its own, and how is it idiotic to have a light tank like that scouting? If you realy want a dedicated scout then use the spotters that come with artillery. Other than that, as far as I know there isn't a canon NR vehicle that does what you're suggesting.
5. Make hidden areas, this way, it adds the touch of sneaking behind enemy lines. REALLY SNEAKING. Rather than having enemies fire on this and that something else goes behind, right in front of their faces.
What do you mean exactly by hidden areas? How are they hidden? There's already multiple ways around in virtually every map, and considering that any passable are would still show up fairly clearly on the map and minimap I'm not sure how exactly you'd want to hide them.a
6. Teraphron does not have the hidden by Transitory mists texture.
That isn't a texture that's meant to indicate that a planet's hidden by the Transitory mists. It's part of a broken model Petroglyph put into the game for Hapes. We've switched out the models for Hapes and Charubah to the properly functioning ones.
7. I hope theres soemthing to go around N'Zoth in Art Of War. It makes Metellos very hard to make a breakthrough and worse- some heros spawn there. Same for EoTH, I hve to go around the entire galactic core to reach couracant to avoid nasty ships.
Well, there really aren't that many planets in that area of the galaxy. There's pretty much only the Koornacht Cluster (Yevethan space). As we've said, there will be 5 more Yevethan planets added in 2.0, however they won't all be in every GC, and other than more Yevethan space, if you look at a map there's really nothing else to put in that sector.
8. Bring in the Hutts.
As Xizer said, the Hutts were in a previous version, however we removed them for multiple reasons. They basically would only be even tangentially justified in being in Operation Shadow Hand, and even then it's a stretch. Also, as a faction they have very few things that make them unique, and they're not powerful enough to be a threat to anyone. There's reall not a single reason to include them.
9. Why is Zinsj in Dathomir?
http://starwars.wikia.com/wiki/Zsinj"Zsinj faked the destruction of Iron Fist and escaped to his hidden base over Dathomir to plan his next move. However, his outpost was attacked by the Hapan war fleet."
http://starwars.wikia.com/wiki/Dathomir"Dathomir became key to his plans with the discovery of vast loads of the key shipbuilding metals of neutronium, lommite, and zersium on the moon Koratas, and Zsinj had Rancor Base built in orbit of the planet to exploit the world's resources. "
http://starwars.wikia.com/wiki/Zsinj%27s_Empire"Capital
Serenno (original)
Dathomir (later campaigns)"
10. The EoTH needs some new units on land, and nigher defenses. The only thing capable o withstanding alot of hits right now is the Morat TAT and MMT, as compared to 2-M tanks, AT-AT, T-4B, T-3B tanks, who have higher amore health and are capable of taking out even MMTs considerably easily.
One MMT can usually beat an AT-AT on its own, it usually just depends which one gets off the first shots. They pretty much always beat a T4-B and a T3-B. The RFT and flame tank are both relatively close in stats to the T2-B and AT-ST as well. They are getting a new medium-heavy vehicle in 2.0, the Gilzean, and a new air vehicle, the AirStraeker, however the limitation on their ground units isn't that we think they're done or something, it is largely that there are no canonical EotH ground or space units, meaning when we do a new unit for them, we're designing it ourselves, which makes the already lengthy process of making a unit considerably longer and harder.