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Correct me if I'm wrong. But you all want them to be expensive, because they were expensive in canon? Just a reminder. We don't do canon things 100% of the time because it can be bad for gameplay. I don't have anything to do with the coding department though, so I can't say whether or not we're considering this.
I do agree that interdictors should be harder to build(either taking more time or costing a bit more and only able to be built a Capital shipyards since the tech for building them was very complex and they were hard to produce according to the EU) This would make them more strategic and spread out so you couldn't just spam large numbers of them.
Oh, one thing alsocomes to my mind: if I construct TWO HypVelGuns on a planet, the result is that they recharge faster during Space Combat. So, could something similar be done with "production facilities" if a player/AI has more than one on a planet? For example, if I have 3 Advanced Factories, then my AT-ATs would be produced 3 times faster or production time would be reduced by 30% or something like this; thus there could be "specialized" planets producing different types of weapons instead of "typical set" that all factories are placed on a planet if only there's available space, just to provide strong garrison forces, but with no real differenc between each other).
What Kalo's saying is that the production bonus you're suggesting we give the factories already exists, and always has existed. He's not talking about the Hypervelocity gun thing.
Also confirming that this works correctly, I always designate planets as specialized vehicle producers.
2) The Chiss Ascendancy appeared to have some very over-powered land units, specifically the Kirov tank. If it's rate of fire could be lowered, it might balance it back out.
4) The Imperial Remnant was rather limited in capitol ships, imho. The fact that they could not build any form of SSD seemed strange to me, considering that in 12 ABY Pellaeon had access to three SSDs: the Reaper, Megador, and Dominion. The Reaper was destroyed in 13 ABY at the Battle of Celanon, but the other two remained in Imperial control up to 18 ABY when the New Republic started its own offensive to push back (the Caamas Crisis GC game starts in 19 ABY). At the very least I'd like to see some ships like the Allegiance-class included. Maybe for other GC campaigns there are, but this was an element I felt was lacking in the Caamas Crisis.
We're adding the Praetor for Delvardus of the Warlords and Palpatine's build options for era 3, but that's it. Pellaeon wasn't building gigantic new ships, and it's not really even in his nature to do so, though he wasn't as against using them as Thrawn was.
I disagree that interdictors limit strategy, the basic law of Strategy is to dictate what the enemy does(I.e. make him dance to your tune) the interdictors achieve this by either trapping an enemy or becoming the primary targets of focus allowing other units to respond accordingly. Give me an interdictor, a modular sensor ship and a modest fleet and I can annihilate just about any enemy fleet, because I know how to use those tools to achieve victory. It's all about knowing the best uses for the units.