0 Members and 4 Guests are viewing this topic.
Hey guys, I just had a few suggestions. First, I noticed that the planet descriptions have disappeared from the game. From my understanding, part of this is due to the fact that the pentastar cannot utilize these bonuses. However, I also noticed that at least on Coruscant the income is greatly increased compared to other planets. It seems to me that if this bonus is going to be left in the game then it would make sense to make a small mention in addition to the information concerning the level of space station that can be built on that planet.
My second suggestion is perhaps a bit more complex. I was thinking that it may be an interesting concept to give fighters the ability to dock on ships and structures with fighter bays. I?m thinking something along the line of infantry being garrisoned inside of troop transports. This could have several in game applications. First, it could possibly be used to provide repairs to fighter squadrons. Second, it would work to reduce clutter on the battlefield by allowing commanders to keep their fighters docked until their presence was required. This would mean that when moving an entire fleet one would no longer need to first select the fighter screen and then wait until enough fighters had moved before selecting the capital ships in the same area. This is a problem that I?ve noticed in large space battles because by dragging to select units the fighters are almost always chosen first due to the simple fact that they vastly outnumber all the other ships. And since only a dozen units may be chosen at a time this makes fleet wide movements very difficult to coordinate. Anyways, just a thought, not sure on the feasibility but I think it could greatly improve the flow of the game.
How about adding in the ability for carriers and large capital ships to deploy their starfighters? As in, don't automatically deploy all the squadrons until the user chooses to do so. It would be nice to be able to jump in an ISD, let it kill or drive off a few corvettes before deploying its TIEs. Otherwise, the anti-starfighter ships automatically prioritize the fighters and shred the squadrons. It could add a nice extra tactical choice: Deploy fighters now and risk losing them or wait until later and risk having your capital ship take more damage from bombers while waiting for them to deploy one by one? Since the AI tends to use its abilities as soon as it can anyway, this shouldn't mess with balance. I could see that it might be a pain in larger engagements when a lot of ships are already present (i.e. not being jumped in as reinforcements), but you could always choose the "auto-fire abilities" option in the menu.
Well, there's two ways to do that. 1) Use the Executor's deploy ability, which would in my opinion be annoying to use, since it only deploys one squadron per time. I'm not even sure it has the autofire option?2) I have already written a script that deploys fighters. The only catch is that it deploys all fighters at once and that means no reserve squadrons once a fighter squadron has been destroyed like it's been in vanila FoC.So from a scripting point of view it would be possible.
For (2), how many ships even carry reserve fighters? I thought the only thing that had reserve squadrons was the Brask stations. I thought all the other ships dumped their fighters out as soon as they hyped in.
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.
At the moment it tends to mainly be the larger ships (e.g. the SSD-types) or carriers, but several people have asked if we could change it so more ships have reserves instead of launching everything at once.
But it makes sense that when the IR leader dies, the next era begins. After all, that's how it really did happen (more or less). After Isaard managed to screw up everything, Thrawn returned. Doesn't matter if the other heroes of the time are still alive, the leader was dead...which generally is how they are separating the eras.
I like how the current era change is set up...to me it just makes sense. Such as, to take era1 for example, if Isaard gets offed, if it doesn't switch to era2, who would be in charge?
That won't even do what you want it to. If your issue is that "when only one hero dies then everyone changes and gets more super powered people back" why would we make it so that all of the important heroes have to die? That just means even MORE hero presence, because we'd have to give everyone back, otherwise you go through era 2-5 without any of the relevant heroes. All it's doing is adding a frustrating and pointless autoresolve fest to get to the next era, which is something we want to limit, not exacerbate since it's already frustrating as hell as the Imperial player if you want to change the era and have to go around having a bunch of battles just to get one of your own heroes killed. Why would we go through and add 8 more of those per era? We have to limit the amount of battles that occur so we don't hit the freeze earlier anyways. It's not even like this is some sort of tradeoff considering what you're suggesting doesn't even make any narrative sense either; it would make both gameplay and the narrative structure worse, it's a lose lose. Why should Ackbar have to die for Thrawn to take over the Remnant? Why should THRAWN have to die for Thrawn to take over the Remnant?Would it make each era last longer? Sure. Is that even desirable? I don't think so. You tend to get 20-30 weeks in each era unless you go out of your way to make it change earlier (and again, making more irrelevant heroes have to die would make it more frustrating to do that). When we need to limit the game to around 250-300 weeks total, making the individual eras take that much longer would not be desirable, you'd never reach past era 2. If you want to stay in one era, then play the single-era GCs.