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Author Topic: Suggestions for 2.1  (Read 282354 times)

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July 10, 2013, 02:34:54 AMReply #560

Offline Kulter

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Re: Suggestions for 2.1
« Reply #560 on: July 10, 2013, 02:34:54 AM »
Is there anyway we could add the Hapes Cluster to Art of War?

July 10, 2013, 07:13:49 AMReply #561

Offline Singularity

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Re: Suggestions for 2.1
« Reply #561 on: July 10, 2013, 07:13:49 AM »
Maybe the NR could start with 2 captured ISDs, like they did in the X-Wing books?

July 10, 2013, 11:01:59 AMReply #562

Offline Settra

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Re: Suggestions for 2.1
« Reply #562 on: July 10, 2013, 11:01:59 AM »
Is there anyway we could add the Hapes Cluster to Art of War?

It unfortunatley had to be removed due to there being too many active factions in Art of War, if you wish to play with the Hapes Cluster you can play Essence of War, or give either of the Zsinj campaigns a try.
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July 10, 2013, 02:26:03 PMReply #563

Offline Clubby71

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Re: Suggestions for 2.1
« Reply #563 on: July 10, 2013, 02:26:03 PM »
Considering a lot of the work we've tried to do lately is to make the factions more unique, that seems counterproductive, especially when a lot of the balance is done around fleet compositions in addition to individual ship capabilities. If people want to use the ships of another faction, they can get them by playing that faction.

Also, technically speaking, the addition of that many ships on a capital ship planet just wouldn't fit for most of the factions. There aren't any slots left for it.

Well, I was suggesting making it so that it removes the standard ships for that faction on that planet, and replacing it with the corporation's catalog.  This could be used to include more ships that are more faction neutral as well as more corporations, like sorosuub or incom.  Maybe one way to make this possible is by making corporations have a shipyard that competes with the shipyard instead of using a land slot.  You still have unique fleets since you have to capture the specific planet, which now has a unique tactical importance besides whatever position it holds.

July 11, 2013, 01:34:18 AMReply #564

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #564 on: July 11, 2013, 01:34:18 AM »
I would like the Warlords to have some more bite since they seem to die very easily by EVERY faction. Maybe some ground defenses, golans, something?
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July 11, 2013, 04:30:26 AMReply #565

Offline Crisiss

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Re: Suggestions for 2.1
« Reply #565 on: July 11, 2013, 04:30:26 AM »
I would like the Warlords to have some more bite since they seem to die very easily by EVERY faction. Maybe some ground defenses, golans, something?
Agreed. I understand that canonically, most warlords weren't expansionists and didn't have an immense amount of resources to pour into defenses, but killing them is way too easy. I'd say an ISD and a couple of victories for light shipyard planets, a couple of ISDs on frigate shipyards, and an SSD (Sovereign?) on capital shipyards. Also, ground defenses need to be beefed. I can just plow through the space and auto resolve the ground with ease. I'd like to see Warlords as more of a threat. Thanks in advance.
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July 13, 2013, 11:58:17 AMReply #566

Offline Corey

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Re: Suggestions for 2.1
« Reply #566 on: July 13, 2013, 11:58:17 AM »
Indeed, I would LOVE a HFZ multiplayer. The AI just can't compare to hunting the living and vice versa.  The defiler thing sounds interesting but would be tough to balance.

Hunt for Zsinj is the LEAST possible to do as a multiplayer GC. Keep in mind that no scripts can be used to lock or unlock units. Every single unit that is accessible at the tech level the multiplayer GC is set to, plus every single unit available before would be available. The units in Hunt for Zsinj are all special-case units that are set to be locked automatically and then unlocked for specific GCs, but there's no mechanism to unlock them in multiplayer. We'd have to put them unlocked at level one, lock them out in every other single player GC and then just accept that they're gonne be on the build bar, pushing everything else off in every single other multiplayer GC, which isn't an option.
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July 13, 2013, 02:38:23 PMReply #567

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #567 on: July 13, 2013, 02:38:23 PM »
Hunt for Zsinj is the LEAST possible to do as a multiplayer GC. Keep in mind that no scripts can be used to lock or unlock units. Every single unit that is accessible at the tech level the multiplayer GC is set to, plus every single unit available before would be available. The units in Hunt for Zsinj are all special-case units that are set to be locked automatically and then unlocked for specific GCs, but there's no mechanism to unlock them in multiplayer. We'd have to put them unlocked at level one, lock them out in every other single player GC and then just accept that they're gonne be on the build bar, pushing everything else off in every single other multiplayer GC, which isn't an option.

Wow, that is unfortunate it seems like one of the most promising of possible multiplayer GCs for vs.
Oh well, a man can dream
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July 16, 2013, 03:48:45 PMReply #568

Offline Halcyon

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Re: Suggestions for 2.1
« Reply #568 on: July 16, 2013, 03:48:45 PM »
Whoo hoo I love getting shot down by the ol Cormeister!

Anyway FINE the Shadow Academy wasn't a perfect idea, but a cool one.

I disagree on the infantry thing though. The Mon Cal Infantry could have the Grenadier weapons, and the Wookiee's could have the plasma weapons from Zann's troops. Both are unique, and do different things than the regular blaster or missle troops. That would make Wookiee's vehicle killers, and Mon Cal's good at dispersing other infantry, while being cheaper than vehicle's that do the same.

The Liberator and Dauntless class ships show up in Comics set after the Rebellion, used as New Republic ships. I like the idea mentioned of other planets having other ship building trees. The Dauntless could be set up on a planet, the Liberator on another, and maybe the CC 9000 on Corellia. People like diverse battle groups, and these ship's off cool options.

It's funny but you ask why would you waste time and reskin infantry, or add ships that fans like, well It's because we'd like to have them in the game. It would be awesome.

The Imperial Sentinels did have some force powers so they could work. They had halberd like weapons, and could be available when Palpatine's on board. They force heal themselves. and have a dark side rage ability that makes them stronger and faster. Not sure how to transfer that to game terms though.


July 16, 2013, 06:40:00 PMReply #569

Offline jordanthejq12

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Re: Suggestions for 2.1
« Reply #569 on: July 16, 2013, 06:40:00 PM »
The NR already has infantry and vehicle killers: the regular troops, and Plex Troopers. I would like to see a grenadier-type unit, but it's not necessary.

Sentinels could have their Force Rage implemented via the Stim Packs ability or some such. I don't think they have much of a chance, though, especially since the beta's already started.

I have a suggestion concerning unit names: are the Plex troopers going to be a) added to the PA and b) renamed to the Rebel Vanguard and Shock Troopers, as stated in the manual? Couldn't help but notice this.
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July 16, 2013, 06:53:08 PMReply #570

Offline Revanchist

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Re: Suggestions for 2.1
« Reply #570 on: July 16, 2013, 06:53:08 PM »
Maybe the Yevethan infantry could be given the stimpack ability (you could call it Suicidal Rage or something).
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July 16, 2013, 08:31:05 PMReply #571

Offline Singularity

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Re: Suggestions for 2.1
« Reply #571 on: July 16, 2013, 08:31:05 PM »
Will you be able to fix the 'AI doesn't do anything' issue in Shadow Hand?
« Last Edit: July 17, 2013, 03:50:27 PM by Singularity »

July 16, 2013, 10:21:53 PMReply #572

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #572 on: July 16, 2013, 10:21:53 PM »
Maybe the Yevethan infantry could be given the stimpack ability (you could call it Suicidal Rage or something).

Self destruct abilities for their Thrustships and land vehicles would seem appropriate and useful as well.


Perhaps in the future(not 2.1) more emphasis on the building of the EotH. You guys created some awesome units for them from scratch. I'd love a campaign that doesn't pit them against Imperials or the Rebels bu trather against some enemies they faced and defeated in the Unknown Regions. Like a GC entirely in the Unknown Regions for just the EotH against the Ssi Ruuk, Vagaari, Nuso Esva and pirates would be very awesome. I'd love to do some VOs too if it could be an event driven campaign. I think it would be a truly fitting way for EotH fans to get to do a lot of stuff that we know happened but didn't get a chance to ever do. Starting at Nirauan and gradually unlocking new heroes, units and resources to make the EotH what we all know and love.

Just a thought.
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July 16, 2013, 11:34:29 PMReply #573

Offline [REaW] CC0431

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Re: Suggestions for 2.1
« Reply #573 on: July 16, 2013, 11:34:29 PM »
Hey there! I've got a couple suggestions for 2.1 (unless your not taking anymore)

1. Jacen Solo, i think they should be added as some more Jedi heroes for the NR, the reasons i think this is that according to Canon. Jacen and Jaina both were Jedi Knights before the Yuuzhan Vong attacks the NR.

2. AT-XTs, i think they should be added as a walker unit for the PA because they are sorta out-dated, and were the walker used between the AT-RT and AT-ST.

July 17, 2013, 12:34:44 PMReply #574

Offline jordanthejq12

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Re: Suggestions for 2.1
« Reply #574 on: July 17, 2013, 12:34:44 PM »
Both of these have been shot down repeatedly. Jacen Solo is out of the time frame of this mod, and the AT-XT does not fill any roles already adequately covered.
"Show the same loyalty you have in the past, Mandalore. If there is a Mandalorian crusade, let it be for something that will carry your people's memory into the future, so when the time comes when there are no more Mandalorians, than at least their honor will remain."
--Kreia, Knights of the Old Republic II: The Sith Lords

July 17, 2013, 03:15:43 PMReply #575

Offline Crisiss

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Re: Suggestions for 2.1
« Reply #575 on: July 17, 2013, 03:15:43 PM »
Self destruct abilities for their Thrustships and land vehicles would seem appropriate and useful as well.


Perhaps in the future(not 2.1) more emphasis on the building of the EotH. You guys created some awesome units for them from scratch. I'd love a campaign that doesn't pit them against Imperials or the Rebels but trather against some enemies they faced and defeated in the Unknown Regions. Like a GC entirely in the Unknown Regions for just the EotH against the Ssi Ruuk, Vagaari, Nuso Esva and pirates would be very awesome. I'd love to do some VOs too if it could be an event driven campaign. I think it would be a truly fitting way for EotH fans to get to do a lot of stuff that we know happened but didn't get a chance to ever do. Starting at Nirauan and gradually unlocking new heroes, units and resources to make the EotH what we all know and love.

Just a thought.
Or... You start out as the Empire of the Hand, unified and such, then you are attacked one by one by pirates and other factions and the other 3 faction's forces until your empire crumbles. The alternative would be an Hand civil war, which results in infighting between the various member worlds of the EotH. Eventually, the start your reconquest of your empire and eventually move on to strike back at your foes, and destroy their morale and leadership, an eventually their forces and culture.
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

July 17, 2013, 07:35:32 PMReply #576

Offline Halcyon

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Re: Suggestions for 2.1
« Reply #576 on: July 17, 2013, 07:35:32 PM »
Having a campaign where the EoTH fights some Unknown Region baddies sounds pretty sweet! Sign Me up for that! Good call. You could also include Bakura and the NR, since the Ssi Ruuk invaded Bakura around 7 years after the Battle of Endor. That would be pretty cool. The Vagaari are pretty awesome too.

Man I hate the Vong. They were absolutely the worst thing to EVER hit Star Wars! Thank the Gods that Lucas is destroying that timeline with his new movies. The Vong were just the Zerg, thrown into Star Wars.

July 17, 2013, 08:12:10 PMReply #577

Offline Settra

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Re: Suggestions for 2.1
« Reply #577 on: July 17, 2013, 08:12:10 PM »
Man I hate the Vong. They were absolutely the worst thing to EVER hit Star Wars! Thank the Gods that Lucas is destroying that timeline with his new movies. The Vong were just the Zerg, thrown into Star Wars.

Not to sure about that, where did you see information about that. Also, while the EoTH fighting unknown regions forces would be cool, I'm sure the faction limitations would be in the way (without even mentioning that the team is going to focus on Ascendancy after the 2.1 beta process).
How do I even

July 17, 2013, 08:25:02 PMReply #578

Offline Rovert10

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Re: Suggestions for 2.1
« Reply #578 on: July 17, 2013, 08:25:02 PM »
Personally I enjoyed the Vong War.

I don't know how people get the reasoning that Star Wars 7 is going to change the entire Expanded Universe.

I doubt J.J Abrams is the kind of guy that would suddenly change a very established plot/cannon.
He kept Star Trek's cannon by making the alternate timeline/universe to suit his needs and all. But the original cannon is still there.
« Last Edit: July 17, 2013, 08:30:27 PM by Rovert10 »

July 17, 2013, 10:00:06 PMReply #579

Offline Revanchist

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Re: Suggestions for 2.1
« Reply #579 on: July 17, 2013, 10:00:06 PM »
I personally enjoyed the Vong war as well. It was one of the best story lines of the EU in my opinion.
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