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The first one is only ever seen sitting on a CIS planet during Republic Commando or being through at someone by Starkiller; the only time it could really be used is in trying to flesh out a CIS roster, it was never in any way associated with anyone else and there's no basis on which to include it for anyone else. Even calling it the "Geoenosian Dreadnaught" is a fan thing that's only really been within EaW mods.This one is a fanon design, pretty sure it's Evillejedi's Mandator.
In addition, according to Ansel Hsiao on Stardestroyer.net forums around the time The Essential Guide to Warfare was released, both he and Jason Fry planned to make all the Mandator-series, in addition to the Bellator-class, humpbacked vessels similar to the one that appeared in Dark Empire, although nothing of the sort made it into the final cut by the time of its release. However, the intended humpbacked hulls of the Mandator-series was nonetheless implied in Jason Fry's endnotes for the book.
Like Bombers have the ability called Heavy Hunt, which gives them ability to hunt starships and stations instead of standard Hunt which is programed to hunt smaller targets like fighters. Make the two fighters different classes more unique while also some fighters like the Tie Defender have both abilities while B-Wing just have hunt starships (I think they can have only two abilities). Maybe even incorporate to vehicles with Hunt is infantry and gun placements while Heavy Hunt is for vehicles and structures.
Not to mention Republic soldiers should be able to spread instead of being like generic civilians but I unsure if that is error with mine or not.
For heavy frigates and maybe also cruisers/dreadnoughts I think they should have two abilities instead of just one since they are larger warships. Like fir example, on the New Republic Side (since I play that side more heavily), Dreadnought not only have the Power to Weapons, but also Power to Engines, the Mon-Calamari Frigate (which could fire missiles in lore revealed by X-Wing Serries) not only have Power to Shields (which is missing in mine) but also Torpedo Burage which the Murader had in the game (really wish you kept it to make it a unique unit), and finally Assault Frigates have power to shields and Power to Weapons since its a combination of a Nebula-B Frigate and a Dreadnought. While all Star Destroyers (including the Republic One) should have tractor beam and Power to Weapons and Mon Calamari Cruisers possible have More Power to Shields and Power to Engines with Akbar being the except for Concentrate Firepower replaces Power to Engines and Phalleon replace Power to Weapons for Concentrated Fire. If we have stick to one, at least every ship an ability, like Assault Frigates and Mon Calamari Cruisers All Power to Shields.
As for new units, can we have the ability to build specific ground units that can only be hired from specific planets. Like New Republic in any era can recruit Bothan and Wookie Agents from their homeworlds. Wookies having similar ability to Chewbaca in the orginal game (sprint and hijack vehicles) while Bothan Spies have stealth and Ping Ability due to being spies by lore. Also in Era 3 and above allow the New Republic to hire Noghri Assassins since they allied with the New Republic due to the Skywalker family.For the Imperial Remanent, the assassins can be recruited during Era 1-2 but in every era can train attack Vornskrs to go after Force Sensitives use as attack dogs. While a few factions can recruit the Witches of Dathomir (Zsinj comes to mind) and can ride Rancors like in the expansion game.Also every side has the ability to hire smugglers and bounty hunters on specific planets. Smugglers to spy on nearby enemies and steal credits while bounty hunters are expensive units that can not only spy the enemy but have the ability to locate where Enemy Heroes are to allow you to hunt them down. Useful for locating the leader of a empire for a quick win.
That's not how hunt works, they just search out a target because stuff has a tendency to go missing. It's not a daamage bonus or anything like that. Also, most abilities are essentially not moddable to any useful degree in EaW. This is the entire coding available to modders for the Hunt ability. <Unit_Ability> <Type>HUNT</Type> </Unit_Ability>It's literally just a behaviour that makes them fly around looking for stuff.This was removed from all units in the previous version because of animation issues. We've put it back in for everything in 2.2 already.We'll be doing another pass with abilities towards the end, but it won't be every ship, and it won't be both. You'd just be able to press power to weapons and then as soon as the shields are almost gone, power to shields. That's not a very appealign setup.There are several planet-specific units in 2.2. Smugglers are kind of pointless, and Bounty Hunters would be incredibly unfair in a game where heroes don't respawn.