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Author Topic: Long Range Raids  (Read 1887 times)

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September 18, 2016, 04:00:37 PM

raw666

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Long Range Raids
« on: September 18, 2016, 04:00:37 PM »
I was thinking it would be interesting to introduce this new gaming mechanic that would fit with Star Wars Lore. The basic idea is that the New Republic don't forget from the times it was the Rebel Alliance that would hit and run Imperial Targets. Basically, the idea is the New Republic has the ability to build several squadrons of fighters or infantry to enemy worlds far from border worlds. Basically work that you send a squadron or company to a jump to world to attack either by going directly into a space or ground battle. Also, a few factions of the Imperial Remnant can learn and copy such tactics and will fallow suite with their hyperdrive type fighters as well if can be. The advantage would allow players to divide and conquer territory and force enemy units to defend every world instead of just a few borderline worlds and make players think about placement.
The only limits would be the falling:
1) It can only be a fighter squadron or Infantry Division can raid worlds. No mixes, no armored vehicles or starships for they would be detected and enter into battle as soon as you enter enemy territory, basically border worlds.
2) Only a certain number can bypass such world. Meaning 5-10 squadrons or companies (leave it up to the designer for balance) can actually hit these worlds, anything higher means you enter into battle as soon as you enter enemy territory, basically border world.s
3) The further away from the border worlds, the harder it is to escape. Basically the further away means the only way to survive is to win, or you die. I was think that border worlds had 100% chance to escape to friendly territory, 66%-50% for worlds next to border worlds, 33%-25% for worlds two worlds away from border worlds and anything further will mean no chance to escape. If not possible, making it so you have to win to get back to friendly territory/hold a planet, or you die trying, or you have to escape manually back to freindly territory, meaning you have to go through every enemy world back to friendly territory to escape.

September 18, 2016, 04:16:23 PMReply #1

raw666

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Re: Long Range Raids
« Reply #1 on: September 18, 2016, 04:16:23 PM »
Also as a balance, some ways to counter raids:
1) Distribute a number of ships across territory to fight off against such raids, including figters and corvettes like Lancers, or Corellian types
2) Build defense platforms, new gun placements (anti-fighter and light frigate defenses, example found here http://starwars.wikia.com/wiki/Gun_Emplacement) and mines
3) Have the ability to establish ambushes with light frigates and hyperdrive fighters that can be track in allied territory. A new tactic similar to lore used by the Empire and can be used to even hide true numbers to invaders on border worlds.

September 18, 2016, 04:22:02 PMReply #2

Offline Corey

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Re: Long Range Raids
« Reply #2 on: September 18, 2016, 04:22:02 PM »
I'm not sure what the effective difference here is from what they can already do (and more effectively) with the small raid forces that already exist.

Quote
2) Build defense platforms, new gun placements (anti-fighter and light frigate defenses, example found here http://starwars.wikia.com/wiki/Gun_Emplacement) and mines

The problem we've always had with single-weapon emplacements is they're effectively virtually useless in a game like EaW where you're dealing with fleets and not a single person/fighter (ala JK and X-Wing). You're giving up a structure slot for less than one 28th of a Golan I.
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September 18, 2016, 05:20:39 PMReply #3

Offline Illidan Stormrage

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Re: Long Range Raids
« Reply #3 on: September 18, 2016, 05:20:39 PM »
I'm not sure what the effective difference here is from what they can already do (and more effectively) with the small raid forces that already exist.

The problem we've always had with single-weapon emplacements is they're effectively virtually useless in a game like EaW where you're dealing with fleets and not a single person/fighter (ala JK and X-Wing). You're giving up a structure slot for less than one 28th of a Golan I.
I got a raid-like idea. Thrawn often try raiding rebel areas for ships.
So here is my idea.
ship raiding: you make a certain hero be able to raid planets for ships.
you can use a probability formula or something to make so depending on the space station level you can steal a enemy ship and a chance to get good ships depending on space station level .
For example: 1: If Niles is sent on a raid of a level two station belonging to the NR, he could steal some CR90s or Nebulons.
2: If the Empire of the hand sends in those Strike commandos or something to raid a level 3 Imperial stations for a chance to steal victory ls, lls, and Isds.
« Last Edit: September 18, 2016, 05:22:38 PM by AdmrialThrawn2 »
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September 26, 2016, 01:37:55 AMReply #4

raw666

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Re: Long Range Raids
« Reply #4 on: September 26, 2016, 01:37:55 AM »
I'm not sure what the effective difference here is from what they can already do (and more effectively) with the small raid forces that already exist.

The problem we've always had with single-weapon emplacements is they're effectively virtually useless in a game like EaW where you're dealing with fleets and not a single person/fighter (ala JK and X-Wing). You're giving up a structure slot for less than one 28th of a Golan I.

The affect is give players the ability to force other users to spread of out their fleets to protect worlds to make it easier to invade or hit targets to further weaken opposition, in effect adding new tactics to the game. And I never been able to use small raid forces with this offshoot of the game for some unknown reason. Anyway, it would give hit and run options and give players a reason to build fighters outside of getting fighter normally not being deployed in the game or kill a SSD and build small fighter killers outside of major battles with limited fighters.

I got a raid-like idea. Thrawn often try raiding rebel areas for ships.
So here is my idea.
ship raiding: you make a certain hero be able to raid planets for ships.
you can use a probability formula or something to make so depending on the space station level you can steal a enemy ship and a chance to get good ships depending on space station level .
For example: 1: If Niles is sent on a raid of a level two station belonging to the NR, he could steal some CR90s or Nebulons.
2: If the Empire of the hand sends in those Strike commandos or something to raid a level 3 Imperial stations for a chance to steal victory ls, lls, and Isds.


That is a good idea but I don't think it should be limited to just ships but also personal and equipment, basically giving factions the ability to bride or get units to defect to the opposing faction. The only one inumune would be hero units but interesting to say the least.

 

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