Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Garrison/defensive structures  (Read 2871 times)

0 Members and 1 Guest are viewing this topic.

January 22, 2018, 05:46:15 PM

Offline Eldritch66X

  • Rear Admiral
  • *****
  • Posts: 125
  • Approval: +0/-0
    • View Profile
Garrison/defensive structures
« on: January 22, 2018, 05:46:15 PM »
ive been going through several mods and messing around with them and playing them to see how they feel and I've noticed in a few of these mods they've added newer defensive structures some including forts that spawn garrisons or barricades with turrets and gun implacements
I thought I might ask if these things could be a possible features for the game later on, I mean they are some pretty good ideas.  It is known that the empire fortified multiple worlds and same with the new republic. 

I could the reimplementation of barricades with turrets built into them like how you've managed to code in turrets with certain building and maybe some sort of garrison fort/bunker being added that spawns troops. 



January 23, 2018, 12:51:05 PMReply #1

Offline Slornie

  • Mod Team Member
  • Moff
  • ****
  • Posts: 2,759
  • Approval: +54/-13
  • Every Silver Lining has a Cloud
    • View Profile
Re: Garrison/defensive structures
« Reply #1 on: January 23, 2018, 12:51:05 PM »
I've not really got anything to say about fortifications and turrets except that our resident mapper has been updating lots of the ground maps ahead of 2.2, including populating additional build pads for use by both attacker and defender (and once built on those do persist between battles until destroyed).  However in terms of actual fortress structures that provide garrisons I don't think that something we're likely to take forward.

I think I'm correct in saying the team's position is that giving the defender free stuff is bad, so adding more things that spawn free units doesn't seem like the right direction unless there was an ongoing maintenance cost implication associated with the structure.  But if that were the case would there be any advantage to having a structure providing the garrison over actually stationing individual units on the planet?

In the forthcoming 2.2 structure garrisons for both space and land are finite instead of getting unlimited refills, and we have had a few discussions (but no decisions) about the direction we would like to take them in future versions.
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

January 23, 2018, 05:35:55 PMReply #2

Offline Eldritch66X

  • Rear Admiral
  • *****
  • Posts: 125
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #2 on: January 23, 2018, 05:35:55 PM »
Well then what about the simple fortifications like barricades or faction bunkers like how they did in the multiplayer game.

I understand what your saying about the garrison idea,(if I sound rude saying this I’m sorry I don’t mean to) would it really hurt to play around with the idea of adding newer defensive structures on ground because space has had a lot of new defensive structures added to it and seems as if ground has been neglected

January 24, 2018, 03:50:56 AMReply #3

Offline direduck

  • Recruit
  • *
  • Posts: 2
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #3 on: January 24, 2018, 03:50:56 AM »
I could see a fortification building which would add faction specific turret build pads and perhaps an infantry bunker or two around the entrances of the defender's base, similar to how some of the vanilla multiplayer maps have by default. I say faction specific as only the faction that built owns the planet can build turrets on the build pad.

I can unfortunately see two main problems with this idea however, the first is the issue of balancing such a building, making it so that their are enough faction specific bunkers and build pads added in the right areas to make it worthwhile building such a structure instead of just constructing another barracks and relying on the limited garrison force that building would supply. The second problem is also the question of whether adding such a building would be worth the time and effort that could be better spent elsewhere.

other fortification building ideas like variations of the turbo-laser building to deal with differing threats or the addition of a wall or gate at the entrance of a base would have to be researched to find possible examples of such buildings in the star wars legend canon.

January 24, 2018, 04:56:42 PMReply #4

Offline Eldritch66X

  • Rear Admiral
  • *****
  • Posts: 125
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #4 on: January 24, 2018, 04:56:42 PM »
Really I only made the suggestion because I've heard that they are looking to update ground combat in a later patch

January 24, 2018, 04:59:23 PMReply #5

Offline Eldritch66X

  • Rear Admiral
  • *****
  • Posts: 125
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #5 on: January 24, 2018, 04:59:23 PM »
I really don't like the idea of build pads I'd prefer if it were more of a built in type of defensive structure with hard points

January 24, 2018, 07:36:26 PMReply #6

Offline Empeor Cooler

  • Brevet Admiral
  • ****
  • Posts: 36
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #6 on: January 24, 2018, 07:36:26 PM »
I really don't like the idea of build pads I'd prefer if it were more of a built in type of defensive structure with hard points
I think the ultimate problem with that idea is that a stationary defensive structure could just be avoided all together and hit with a bombing run or orbital bombardment, or even by artillery vehicles. Maybe it could be balanced by having AA guns, but even still, I think it's too susceptible to the more busted parts of EAW's ground combat.
"You should become a politician." "I'm already a banker, and that's much more vile."- Pors Tonith to Count Dooku

January 25, 2018, 04:46:46 PMReply #7

Offline Eldritch66X

  • Rear Admiral
  • *****
  • Posts: 125
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #7 on: January 25, 2018, 04:46:46 PM »
Anti air  placements are good idea to add aswell.
Really the big problem with ground defense right now is how the turbo lasers work and how easy it is to find the power generator and shut it down

January 26, 2018, 12:24:17 AMReply #8

Offline fireball900

  • Brevet Admiral
  • ****
  • Posts: 27
  • Approval: +0/-0
    • View Profile
Re: Garrison/defensive structures
« Reply #8 on: January 26, 2018, 12:24:17 AM »
Regarding avoiding the defensive structure - some maps have natural chokepoints, which is where the building could be autoplaced. Give said structure inbuilt AA guns, or making it part of or an upgrade to the shield generator building would also work.

I like the upcoming change to the (in)finite reinforcements. I never liked that it was the defender who could drown the attacker in endless waves.

January 28, 2018, 02:39:32 PMReply #9

Offline Laimis

  • Stormtrooper Captain
  • ***
  • Posts: 19
  • Approval: +0/-1
    • View Profile
Re: Garrison/defensive structures
« Reply #9 on: January 28, 2018, 02:39:32 PM »
forts and other structures really good idea.
capital worlds shouldn't be conquered easy. Therefore adding barracks, fortress, bunkers or artillery implements should make the game more interesting.

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!