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As far as combat goes, they'd wessentially be useless. They were meant to board an enemy ship and fight on them, they didn't function like starfighters. If they did they'd be much slower, and much weaker in both health and firepower. The buzzdroid function would be a possibility, but I'm not sure how useful even that would be. Why not have a carrier that can dispense them in a wide cloud and can dump TIEs too(I'd suggest cloaking the carrier but as I remember the cloaks couldn't be done right in the mod for ships) the carrier could be exclusive to Thrawn's era, cheap and full of fighters and Spacetroopers it would be hell on the NR fighters and would give the Remnant a bit of a 1up in the fighter area over their opponents at least for awhile. The Troopers could cause auto damage on enemy fighters while the TIE's chewed them up.A repair function like revanchist suggests, if it's possible (I remember something about hardpoints not repairing properly but I've never played around with the ability or FoC enough to remember) would be much better served by a proper fleet tender like the Hajen or Altor.
As far as combat goes, they'd wessentially be useless. They were meant to board an enemy ship and fight on them, they didn't function like starfighters. If they did they'd be much slower, and much weaker in both health and firepower. The buzzdroid function would be a possibility, but I'm not sure how useful even that would be. A repair function like revanchist suggests, if it's possible (I remember something about hardpoints not repairing properly but I've never played around with the ability or FoC enough to remember) would be much better served by a proper fleet tender like the Hajen or Altor.
A repair function like revanchist suggests, if it's possible (I remember something about hardpoints not repairing properly but I've never played around with the ability or FoC enough to remember) would be much better served by a proper fleet tender like the Hajen or Altor.
Well most ships are buyable from shipyards in the first place. If you mean during tactical battles, that wouldn't work or really be worth buying for the player. What do you mean exactly by remove them from play with their special ability?
Also, abilities in EaW are not especially moddable. You can edit a few parameters, rename them, etc, but you can't do a heal ability the way you're suggesting (targeted, and brings every hardpoint up to a certain number)As far as the NR = repair yard and EotH = fleet tender, the New Republic is the one that already does have an existing canonical fleet tender.
Maybe the Modular Taskforce Cruiser could be given the repair ability. The MTC was made to be a jack of all trades (of course not at the same time), and to my understanding at the moment it only reveals the whole battle map? Possibly at the beginning of a battle the MTC has some different upgrades you can chose like you do for the space stations(like Revanchist said), but you can only choose one each battle and the other ability choices disappear for that MTC till the next battle. Of course sadly this is most likely not possible, but another solution would be to have different kinds of MTCs you can build.
you could also make them specialists and ship thieves. to balance you could add ship thieves and specialists units for each faction. (the more hp or area the ship has the harder to capture) just an idea, probably extremely difficult though,considering there is no mechanic like this in the vanilla version. I don't know enough about the hand fleet, but maybe all side could have this option to board enemy vessels. (could have a land battle for larger ships, similar to the corruption missions in the vanilla game. ps sorry for the wall.