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Author Topic: Suggestion: New Units/Factions  (Read 11553 times)

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October 21, 2009, 07:17:47 PM

Offline MaskedMenace

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Suggestion: New Units/Factions
« on: October 21, 2009, 07:17:47 PM »
EDIT: Removed Them To Save Space, Check Latest Versions On Other Post(s)
« Last Edit: October 23, 2009, 06:39:02 PM by MaskedMenace »
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October 21, 2009, 07:40:30 PMReply #1

Offline Corey

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Re: Suggestion: New Units/Factions
« Reply #1 on: October 21, 2009, 07:40:30 PM »
I will start with a disclaimer. We appreciate all suggestions, and encourage further ones, so don't be discouraged by things being rejected.

Noghri - Honoghr
The Noghri weren't ever a faction. They were subservient to the Empire at the start of the timeline and when that ended they were loyal to Leia and therefore the New Republic. Having them as an autonomous group wouldn't make sense at any point.

Prophets of the Dark Side - Korriban
The Prophets of the Dark Side are irrelevant to everything else in the mod. They barely did anything. On top of that, I'm fairly certain they weren't on Korriban (which isn't even in the mod).

Black Sun - Corellia
We're not big on pirates as actual factions except where they were pretty much the government on a given planet. Corellia would be under the control of the Corellians if anything. The Black Sun was based on Coruscant I'm pretty sure.

Hand Of Judgement - Carida
Carida was extremely loyal to the Empire until it got destroyed. It wouldn't join a Rebel group. As for the Hand of Judgement itself, it isn't a faction it's just the five guys, and since Zahn said he wants to write a book about them joining the Empire of the Hand, that's what we're assuming they did. They're already in as EotH heroes.

Noghri - Noghri Assassin (Buildable To Empire)
Noghri - Noghri Warrior (Buildable To Empire)
Both are already units, and as previously stated, the Noghri were never their own faction.

Prophets of the Dark Side - Cronal (Hero)
Cronal's only relevant actions during this period were during his service to the resurrected Emperor, and since the Remnant is already extremely OP hero-wise for that era, we're not exactly going to jump at the chance to make another really powerful one for them, especially one that doesn't seem capable of serving in any useful capacity.

Prophets of the Dark Side - Darth Millennial (Hero)
He was dead long before the mod starts...

Imperial Remnant Era 2 - Rukh (Hero)
He is already a hero for them, however this is not explicitly stated because he is attached to Thrawn.

Quote
Imperial Remnant - Admiral (Similar To Fleet Commander But Double The Bonus)
This is a possibility.

Quote
Mandalorians
We're not having Mandalorians in ICW. They were irrelevant, and very disorganized.

Quote
Chiss
We already have EotH, we're not doing Chiss in ICW too. They are, again, irrelevant.
« Last Edit: October 21, 2009, 07:48:12 PM by Zeron »
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October 21, 2009, 07:53:49 PMReply #2

Offline GrndAdmrlPellaeon

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Re: Suggestion: New Units/Factions
« Reply #2 on: October 21, 2009, 07:53:49 PM »
Out of all the redundancies and unusable ideas in this post, comes a great idea. I like this idea. But they should take like thirty minutes to train.
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October 21, 2009, 11:38:51 PMReply #3

Offline Admiral Gabriel

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Re: Suggestion: New Units/Factions
« Reply #3 on: October 21, 2009, 11:38:51 PM »
Yea it would have to take alot long then commander to build Admirals. But what SUCKS about them is you can hyperspace them on a ship. Like lets say you send a Tie scout if you hyperspace him in he would be in a landing craft. making him UNLESS( expect for bonus).
Hold your fire. Hold your fire Admiral? What are paying by the laser now.

There ship has been damaged death will come to them in a slow and very painful way.

Yes sir!!!!!!!!!!

October 22, 2009, 04:55:22 PMReply #4

Offline MaskedMenace

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Re: Suggestion: New Units/Factions
« Reply #4 on: October 22, 2009, 04:55:22 PM »
EDIT: I Removed These V2 To Save Space
« Last Edit: October 23, 2009, 06:23:14 PM by MaskedMenace »
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October 22, 2009, 06:26:44 PMReply #5

Offline Corey

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Re: Suggestion: New Units/Factions
« Reply #5 on: October 22, 2009, 06:26:44 PM »
Galaxy Gun (Powerful Enough To Destroy A Planet In Orbit)
We're not fans of superweapons. They tend to be overpowered. Galaxy gun is especially OP because it can destroy any planet from anywhere, which is something that wouldn't work out well technically either.

Dark Troopers Phase Zero (Stormtroopers In Dark Trooper Phase 2 Armor)
Dark Trooper project ended before the mod starts.

Sate Pestage (The Emperor's Personal Advisor)
This mod starts AFTER Palpatine is dead, and after Isard takes over the Empire from Pestage. At that point he was no longer part of it. If anything, he would be in for the Ciutric Hegemony, however since he's a political and not military leader, his bonuses could only be the financial, and since the Hegemony is a non-playable faction, that does nothing.

Shadow Guard (The Emperor's Elite Royal Guards With Sith Blades)
Again, Emperor is dead.

Purge Trooper (Droids Meant To Tackle Down Force Sensitive Units)
These were only in TFU, which was way before the mod.

Rebel / Imperial Medics(That can heal infantry units)
We've already got these. They were one of the first things we ever showed from the mod.

Rebel / Imperial Mechanics(Can Heal Vehicle Units)
Again, we have these, and they have been seen. They are the ones from the FX mod.

Mutaunt Rancors (Rancors Experimented With Sith Alchemy)
For who?

Smuggler Combat Unit (For Rebel Side), And Bounty Hunter Combat Unit (For Empire Side)
This is being done in space only, with the possible (but doubtful) exception of the bounty hunters being on land.

Thrawn's Pet Ysalamir( With Force Disabling Aura Or Ability)
There's no way we're making a unit out of a ysalamir....

Tarkin (Can Only Be Built Once, Similar To Zann Consturium's Space Station That Uses A Super Weapon, This Unit Can Also Blow Up A Planet)
If you mean the guy, then he's already dead. If you mean this thing, then still no. Superweapons are almost always terrible ideas, and if we really wanted to do one there are much better ones than this ugly thing. Especially since this was also made and destroyed before the mod starts.

World Devestators (Ground Unit That Can Only Be Built At The Maw, Also Uses Dash Ability)
Again, same problem as with other superweapons, only multiplied. These things were huge, and they didn't walk so I don't know why they would have the dash ability... They would only ever be able to be used in any functionality as space combat units, since their purpose was to tear shit apart and get materials, which we couldn't do as an ability or on land.

Veteran Sith Hunter (Rebel Unit That Uses A Sword To Combat)
So a jedi that sucks slightly more? There aren't any sith to hunt.

Imperial Shocktroopers (Elite Stormtroopers With 35% More Health Then Normal Infantry)
The Empire already has shocktroopers. They have rocket launchers. We're not just going to make stormtroopers with the only difference being that one is slightly harder to kill, that would be redundant.

Rebel Spec Ops (Rebel Units 35% Faster Then Normal Infantry)
the New Republic already has a commando.

Ferus Olin (Jedi That Survived Order 66)
The New Republic already has enough jedi major heroes that we know are relevant to the mod. If we wanted to add more, then there's much better choices than him.

Jedi Knight (Jedi That Can Outmatch Most Units Single Handly)
Jedi Medic (Jedi Skilled In The Arts Of Healing)
The New Republic already has jedi. Please read the unit lists before making more suggestions. As for the healing bit, that's one of their abilities.

Leia Solo (Force Sensitive And Equiped With A Lightsaber)
Leia didn't really start any of her training stuff until  lot later.


Force Sensitive Beings Heal (Slowly)
Units With A Lightsaber Deflect Blaster Shots (Heros Jedis / Siths Block Better)
The game already works like that.
« Last Edit: October 22, 2009, 06:28:49 PM by Corey »
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October 23, 2009, 05:56:48 PMReply #6

Offline MaskedMenace

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Re: Suggestion: New Units/Factions
« Reply #6 on: October 23, 2009, 05:56:48 PM »
(Removed)
« Last Edit: November 08, 2009, 10:45:39 AM by MaskedMenace »
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October 23, 2009, 06:36:20 PMReply #7

Offline Corey

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Re: Suggestion: New Units/Factions
« Reply #7 on: October 23, 2009, 06:36:20 PM »
Up to this point I've ignored that they are consistently being called Rebel and Imperial units, assuming that you're just using those names for convenience. However, since some of your suggestions seem based on the idea that the mod takes place between the formation of the rebellion and Endor. This mod takes place after Endor. The factions are the New Republic and the Empire (usually referred to as the Imperial Remnant at this point).

Shadow Troopers (Empire Ground Unit - Infantry)
If you mean the Dark Jedi type things used by Desann, then no. Desann's little group isn't a faction. If you mean Shadow Stormtroopers, then still no. they were pretty much only used by Carnor Jax, and we skip over the Crimson Empire stuff for several reasons. There is also the whole redundant and pointless infantry thing.

Nova Troopers (Empire Ground Unit - Infantry)
A what?

Storm Commando (Empire Ground Unit - Infantry)
These have been requested a lot. As we've said before, we're considering them. If we feel they're needed, they will be done.

Mutaunt Rancors (Empire Ground Unit - Infantry)
Imperial Beast Master (Empire Ground Unit - Infantry)
Neither of these seem to be based on anything, and don't seem to serve a purpose...

Sovereign-class Super Star Destroyer (Empire Space Unit - Capital Ship, Buildable On Kaut With Tech 5 And Space Station Lv5)
I will again tell you to read the unit list, and also read where we explain the tech level system in the mod. Sovereigns are in the mod, as has been shown and stated on several occaisions. As for the tech thing, these were used during the whole reborn emperor stuff, which makes it tech 3 under Palpatine, not 5, which would be under Pellaeon.

Imperial 501st Legion (Empire Hero - Ground)
This is another thing that's been requested in the past. We're not making an entire legion a hero, especially when there's nothing really special about it.

Rouge Clonetrooper (Rebel Ground Unit - Infantry)
This is something like 25 years after the Clone Wars, at the least. They are pretty much all dead. the New Republic has their own army.

Bothan Spy (Rebel Ground Unit - Infantry)
Spies don't make good foot soldiers, and again we get to redundancy. We had Bothan Spy galactic units in the past, however they were rarely used. We may eventually put them back in, but it is doubtful.

Wookie Warrior (Rebel Ground Unit - Infantry)
Another unit we've had in the past. Again, redundant. No chance of reinstatement.

Wraith Squadron (Rebel Hero - Space)
We had them planned as a unit before, however it is mostly irrelevant and causes too many conflicts with Rogue Squadron, which we prefer over it.

Lusankya (Rebel Space Unit - Capital Ship, Buildable On Coruscant With Tech 5 And Space Station Lv5)
Read the unit lists. Wedge has Lusankya during the 3rd and 4th "tech levels". Tech levels are NOT based on units, they are based on time frames and campaigns. This has been the entire focus of the last few updates, and is reflected in the unit lists.

Delta 04 "Fixer" - New Abilities "Hack Turret" And "Repair Vehicle"
He had these before, however they were broken and we didn't want to delay they minimod trying to fix them. As has been said before, I will try to fix them when we get to FotR.

Delta 62 "Scorch" - New Ability "Plasma Grenades" Replacing "Thermal Detonator"
Why?

Rebel Infiltrators Wear Stormtrooper Armor To Deceive Enemys (They are called "Infiltrators" :D)
There are no Rebel Infiltrators. There are just commandos.

Ground Units In Space Now Have Fly In Fighters(Without The Ship's Special Abilities) Instead Of Shuttles(Rebel Ground Units Fly Xwings, Empire Ground Units Fly Tie Interceptors)
This makes no sense. Why would an AT-AT fly a TIE Interceptor? Pilots fly fighters. Ground units do not. Ground units get transported in shuttles, as that is the most accurate thing that can be done with the game.

Note - Phase 0 Dark Troopers Were Different From Rham Mohc's Dark Trooper Project, Phase 0 Was A Combining Of Dark Trooper Armor(Phase II Or III) And A Humanoid
I've never heard of them, neither has anyone currently in the staff chat (Kalo, Dr. Knickers and Zeron), and neither has wookiepedia.

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October 23, 2009, 06:51:21 PMReply #8

Offline MaskedMenace

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Re: Suggestion: New Units/Factions
« Reply #8 on: October 23, 2009, 06:51:21 PM »
Nova Troopers Were Elite Stormtroopers Usually Guarding Important People Such As Darth Vader (Seen In SWG), They Can Maybe Be Deployed As Escorts To A Hero Instead Of Being A Unit

Scorch Seems Better With A Plasma Grenade(Which Seems Similar To A Pulse Grenade ARCs Use)

As For The Ground Units In Fighters I Guess I Forgot To Mention Only "Infantry Units" Can Use Fighters Since They Are The Weakest Unit Type In The Game(In My Opinion), Vehicle Units Should Be In Shuttles Since They Are Bulky

Phase Zero Darktroopers Were Early Design For The Darktrooper Project, Using Clone War Veterans As A Test Subject. They Were Combined With Cybernetics (Making Them Cyborgs) And Given Dark Trooper Armor. They Were Also Used After Episode IV (SWG) And Possibly Some Of Them Survived After The Battle Of Endor (For More Info Click This)

Or Read Below

Quote
Dark Trooper Phase Zero Project

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.
« Last Edit: October 23, 2009, 06:57:39 PM by MaskedMenace »
"All thoughts are worth listening to, whether later judged to be of value or not." -Imperial Grand Admiral Thrawn

October 23, 2009, 06:58:44 PMReply #9

Offline Corey

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Re: Suggestion: New Units/Factions
« Reply #9 on: October 23, 2009, 06:58:44 PM »
Nova Troopers Were Elite Stormtroopers Usually Guarding Empire Figures(Seen In SWG)
I'm pretty sure Galaxies isn't canon. Also, redundancy.

Scorch Seems Better With A Plasma Grenade(Which Seems Similar To A Pulse Grenade ARCs Use)
Pretty sure Thermal Detonators were used in Rep Comm, so we're using them here.

As For The Ground Units In Fighters I Guess I Forgot To Mention Only "Infantry Units" Can Use Fighters Since They Are The Weakest Unit Type In The Game(In My Opinion)
Still. Soldier= soldier, pilot = pilot. we're not making all soldiers pilots too. Especially when most Imperial fighters don't have hyperdrives, so that would make them pretty useless as individual units.

Phase Zero Darktroopers Were Early Design For The Darktrooper Project, Using Clone War Veterans As A Test Subject. They Were Combined With Cybernetics (Making Them Cyborgs) And Given Dark Trooper Armor. They Were Also Used After Episode IV (SWG) And Possibly Some Of Them Survived After The Battle Of Endor(For More Info Click This)
It doesn't say anywhere that they were used after Endor. It specifically says that the project was shut down and that they started trying to kill themselves...
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October 28, 2009, 07:15:04 PMReply #10

Offline Corusca Fire

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Re: Suggestion: New Units/Factions
« Reply #10 on: October 28, 2009, 07:15:04 PM »
Phase 0 dark troopers were made up to cover up Lucasart's mistake of including a small, humanoid dark trooper in Battlefront II.

November 08, 2009, 10:45:10 AMReply #11

Offline MaskedMenace

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November 08, 2009, 12:00:40 PMReply #12

Offline Slornie

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Re: Suggestion: New Units/Factions
« Reply #12 on: November 08, 2009, 12:00:40 PM »
A6 Juggernaut - Daala & Pellaeon Era
If you check the published ICW Unit List, you will see that the Juggernaut is already listed for the Imperial Remnant (although im not sure whether we are using the A5 or A6 version).

Admiral Ackbar ("Defiance" MC90 Cruiser) - Reborn Emperor Era
Again, the ICW Unit List shows Admiral Ackbar with first Home One and later Galactic Voyager - the best known and longest serving of his flagships.  Defiance and Galactic Voyager are both MC90 class, and he only used the former for one year before switching to the latter.

Emancipator (Imperial-class Star Destroyer) - Isard & Thrawn Era

Liberator (Imperial-class Star Destroyer) - Isard & Thrawn Era
Surely the New Republic has more than enough ship classes and heroes without adding two individual and relatively insignificant Star Destroyers?
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November 08, 2009, 01:52:16 PMReply #13

Offline Isamu

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Re: Suggestion: New Units/Factions
« Reply #13 on: November 08, 2009, 01:52:16 PM »
the rebellion wouldn't have succeeded without her heroes surely having them in the mod wouldn't really effect it negatively if anything it adds more diversity to combat.
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November 08, 2009, 02:23:28 PMReply #14

Offline Zeron

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Re: Suggestion: New Units/Factions
« Reply #14 on: November 08, 2009, 02:23:28 PM »
He meant that the NR has a great deal of heroes already, and there is absolutely no need to add any more. It clutters the game up too much.

November 08, 2009, 04:51:13 PMReply #15

Offline GrndAdmrlPellaeon

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Re: Suggestion: New Units/Factions
« Reply #15 on: November 08, 2009, 04:51:13 PM »
Isamu!? WHAAAAAAAAAT!?

Anyways, I agree, way too many mods have way too many heroes, and it ends up being heroes against heroes all game. If I want that I will play z3r0x.
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November 08, 2009, 05:41:50 PMReply #16

Offline Corusca Fire

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Re: Suggestion: New Units/Factions
« Reply #16 on: November 08, 2009, 05:41:50 PM »
Lol. thats why i switched from z3r0x to ACM2.4

November 09, 2009, 10:50:01 AMReply #17

Offline vadereclipse

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Re: Suggestion: New Units/Factions
« Reply #17 on: November 09, 2009, 10:50:01 AM »
Lol. thats why i switched from z3r0x to ACM2.4
ACM's too much of a quantity mod for my taste.

November 09, 2009, 06:30:27 PMReply #18

Offline GrndAdmrlPellaeon

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Re: Suggestion: New Units/Factions
« Reply #18 on: November 09, 2009, 06:30:27 PM »
This is not a mod discussion.
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November 10, 2009, 02:57:31 AMReply #19

Offline Isamu

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Re: Suggestion: New Units/Factions
« Reply #19 on: November 10, 2009, 02:57:31 AM »
I guess i took that the wrong way. I just want to make a point not to exclude too many heroes. think of the star wars story line like history. without our lenin's and hitler's and churchill's and washington's and mao's nothing would ever happen. there would be no progression. they are necessary
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