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Author Topic: Suggestions for 2.1  (Read 282181 times)

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February 17, 2013, 01:57:24 PMReply #400

Offline Singularity

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Re: Suggestions for 2.1
« Reply #400 on: February 17, 2013, 01:57:24 PM »
I think the flash doesn't happen with the hotfixes.

February 17, 2013, 03:21:31 PMReply #401

Offline Corey

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Re: Suggestions for 2.1
« Reply #401 on: February 17, 2013, 03:21:31 PM »
I had an idea for the TIE Hunter (PA). Give them the ability to buy a fully loaded squadron (ion, torps, and hyperdrive) but make it cost almost as much as the Escort Carrier. They could then choose whether they wanted three weaker squads with a carrier or one stronger one that could be retreated. You might also add a build limit to the fully functioning Hunters.

We won't be doing two versions of the exact same fighter, however part of adding the V-19/other stuff for the PA is that we should be able to put the TIE Hunter back where they should be.

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Sorry for the double-post, but Eclipse's comment reminded me of something. When the HVG is fired, a blinding flash of light follows. Is this intentional?

Basically what Eclipse said. There used to be a different flame effect that occured at the end, however it was removed without getting removed all the way, which left that artefact behind. Singularity might be right as well, I don't remember.
« Last Edit: February 17, 2013, 03:29:47 PM by Corey »
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February 17, 2013, 06:38:40 PMReply #402

Offline Revanchist

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Re: Suggestions for 2.1
« Reply #402 on: February 17, 2013, 06:38:40 PM »
I have some more vehicles that might be interesting (not necessarily practical) to add:

Compact Assault Vehicle/Wheeled PX-10
Imperial Sniper Airspeeder
Swift Assault 5 Hoverscout
Tracked Shield Disabler
INT-4 Interceptor
MAAT

Just a few things I found while skimming the Imperial Army section on Wookieepedia that looked interesting.

EDIT: Also, the:

Gladiator-class Star Destroyer
« Last Edit: February 17, 2013, 07:40:47 PM by revanchist »
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February 17, 2013, 11:28:26 PMReply #403

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #403 on: February 17, 2013, 11:28:26 PM »
I think the Gladiator was suggested before but was deemed a redundant ship
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February 18, 2013, 10:47:19 AMReply #404

Offline Revanchist

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Re: Suggestions for 2.1
« Reply #404 on: February 18, 2013, 10:47:19 AM »
You could add the Gladiator to the PA.
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February 18, 2013, 05:26:46 PMReply #405

Offline yutpaeksi

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Re: Suggestions for 2.1
« Reply #405 on: February 18, 2013, 05:26:46 PM »
You could add the Gladiator to the PA.

It's armed with 6 dual light turbolasers, 2 laser cannons, and 2 torpedo launchers, and carries two TIE squadrons. That's a really poorly armed ship for its size (500m).

For comparison, the PA already has the Enforcer and Vindicator cruisers (600m). The Enforcer carries 30 turbolasers, 2 quad laser cannons, and 6 ion cannons. The Vindicator carries 24 medium turbolasers, 10 quad turbolasers, 10 ion cannons, and 3 TIE squadrons. As the PA, you also get a bonus when building the Vindicator and Enforcer at Jaemus. There would be very little reason to ever field the Gladiator.
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February 18, 2013, 05:36:14 PMReply #406

Offline yutpaeksi

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Re: Suggestions for 2.1
« Reply #406 on: February 18, 2013, 05:36:14 PM »
Actually, the PA Enforcer is rigged with only two quad laser cannons, but is listed as having 10 on Wookiepedia, but has 30 turbolasers instead of 10 (Wookiepedia). Was this an intentional tradeoff? Perhaps swapping some of the turbolasers back out for quad laser cannons would make it a more flexible ship.  

Also, since the Enforcer is really supposed to be a staple of the PA, why not drop its pop to 2 from 3? That would allow the PA to field more of them, and really for its firepower, lacking fighters, it doesn't have enough punch really be a 3 pop ship. A Munificent cruiser outguns it considerably, and carries two fighter squadrons.

EDIT: I'm sure the PA lovers here would agree with this.
« Last Edit: February 18, 2013, 05:38:20 PM by yutpaeksi »
"That's not what the Empire would have done, Commander. What the Empire would have done was build a super-colossal Yuuzhan Vong-killing battle machine. They would have called it the Nova Colossus or the Galaxy Destructor or the Nostril of Palpatine or something equally grandiose. They would have spent billions of credits, employed thousands of contractors and subcontractors, and equipped it with the latest in death-dealing technology. And you know what would have happened? It wouldn't have worked. They'd forget to bolt down a metal plate over an access hatch leading to the main reactors, or some other mistake, and a hotshot enemy pilot would drop a bomb down there and blow the whole thing up. Now that's what the Empire would have done."
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February 18, 2013, 08:23:08 PMReply #407

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #407 on: February 18, 2013, 08:23:08 PM »

EDIT: I'm sure the PA lovers here would agree with this.

Definitely, main reason I've never really adopted building much in the way of the Enforcers.  Same population as those you can build a Venator.
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February 19, 2013, 01:18:31 PMReply #408

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Re: Suggestions for 2.1
« Reply #408 on: February 19, 2013, 01:18:31 PM »
Actually, the PA Enforcer is rigged with only two quad laser cannons, but is listed as having 10 on Wookiepedia, but has 30 turbolasers instead of 10 (Wookiepedia). Was this an intentional tradeoff? Perhaps swapping some of the turbolasers back out for quad laser cannons would make it a more flexible ship.
I think the quad lasers is probably a mistake; according to the spreadsheet it should have five pulses from each hardpoint. As for the turbolasers, I believe we decided that the Enforcer's turbolaser batteries must have three turbolasers each which would be roughly comparable to the number found on the Vindicator.

As an additional note, don't forget that it isn't purely the number of pulses that are important - the Enforcer's improved power distribution is reflected in the shorter recharge time between salvos (3 seconds instead of 4 on the Vindicator).
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February 19, 2013, 03:10:37 PMReply #409

Offline yutpaeksi

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Re: Suggestions for 2.1
« Reply #409 on: February 19, 2013, 03:10:37 PM »
As an additional note, don't forget that it isn't purely the number of pulses that are important - the Enforcer's improved power distribution is reflected in the shorter recharge time between salvos (3 seconds instead of 4 on the Vindicator).

Ah I was not aware of that. The last spreadsheets for ships posted to the public doesn't include the Enforcer. And yeah if you change the number of quad laser cannon pulses, that would be great. It's currently set to 1/HP in the XMLs and listed as such in the manual.
"That's not what the Empire would have done, Commander. What the Empire would have done was build a super-colossal Yuuzhan Vong-killing battle machine. They would have called it the Nova Colossus or the Galaxy Destructor or the Nostril of Palpatine or something equally grandiose. They would have spent billions of credits, employed thousands of contractors and subcontractors, and equipped it with the latest in death-dealing technology. And you know what would have happened? It wouldn't have worked. They'd forget to bolt down a metal plate over an access hatch leading to the main reactors, or some other mistake, and a hotshot enemy pilot would drop a bomb down there and blow the whole thing up. Now that's what the Empire would have done."
―Han Solo, to Vana Dorja

February 19, 2013, 03:27:43 PMReply #410

Offline empty

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Re: Suggestions for 2.1
« Reply #410 on: February 19, 2013, 03:27:43 PM »
i think someone may have suggested this, will it be possible to do a galactic conquest like art of war but the  beginning of the rebellion era to post endor? 

February 19, 2013, 05:36:03 PMReply #411

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #411 on: February 19, 2013, 05:36:03 PM »
The Enforcers are great ships. I build them often.
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February 19, 2013, 09:29:41 PMReply #412

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #412 on: February 19, 2013, 09:29:41 PM »
In Skirmish, I live and die by them.  In GC, I build them early, but they get more or less ignored once I can afford better ships.
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February 20, 2013, 09:42:15 PMReply #413

Offline Corey

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Re: Suggestions for 2.1
« Reply #413 on: February 20, 2013, 09:42:15 PM »
The pop cap for the Enforcer's been dropped to 2. I'll look into the weapons thing but the fighter staggering thing might indirectly buff them as well.


i think someone may have suggested this, will it be possible to do a galactic conquest like art of war but the  beginning of the rebellion era to post endor?  
The Rebellion doesn't really lend itself to an era system, the only real dividing lines are the Corellian Treaty (which is the starting line, I'd think) and then the destruction of the DSI and DSII, but there's really not much development between them. If it were done, it's better off as its own era.

Quote
It's armed with 6 dual light turbolasers, 2 laser cannons, and 2 torpedo launchers, and carries two TIE squadrons. That's a really poorly armed ship for its size (500m).

I was wrong about this when I said it before; because they're listed as batteries, we tend to have a lot of room to decide how many actual turbolasers are there per battery. Enceladus and I like the design as well, so it's a possibility.
« Last Edit: February 20, 2013, 09:49:31 PM by Corey »
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February 20, 2013, 11:16:39 PMReply #414

Offline empty

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Re: Suggestions for 2.1
« Reply #414 on: February 20, 2013, 11:16:39 PM »
The Rebellion doesn't really lend itself to an era system, the only real dividing lines are the Corellian Treaty (which is the starting line, I'd think) and then the destruction of the DSI and DSII, but there's really not much development between them. If it were done, it's better off as its own era.

i mentioned art of war because it uses all the planets, and i agree with you that it wouldnt be necessary to include an era system since the timeline is just a few years and the tech improves only marginally.  you guys did a really good job making an authentic conversion, it would be the finishing touch to be able play the legacy era as well

February 20, 2013, 11:22:04 PMReply #415

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Re: Suggestions for 2.1
« Reply #415 on: February 20, 2013, 11:22:04 PM »
By legacy era, are you referring to legacy era as in the era that is "legacy," as in what the original game covered, or do you mean Legacy Era, as in the titular era of Star Wars referred to as Legacy?
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February 20, 2013, 11:59:39 PMReply #416

Offline empty

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Re: Suggestions for 2.1
« Reply #416 on: February 20, 2013, 11:59:39 PM »
By legacy era, are you referring to legacy era as in the era that is "legacy," as in what the original game covered, or do you mean Legacy Era, as in the titular era of Star Wars referred to as Legacy?

as in what the original game covered, or more specifically the story of movie episodes iv - vi, like a prelude to the art of war gc

the era concept could work as two eras triggered by the destruction of the death star, to give the rebels awings bwings etc, imps tie interceptors etc
« Last Edit: February 21, 2013, 12:11:43 AM by empty »

February 21, 2013, 12:23:06 AMReply #417

Offline Corey

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Re: Suggestions for 2.1
« Reply #417 on: February 21, 2013, 12:23:06 AM »
It's a concept we've thought about doing for a while, Slornie and I especially, we've just never been sure what units we'd need. We've had a few people request it, too.
« Last Edit: February 21, 2013, 12:27:49 AM by Corey »
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February 21, 2013, 01:22:53 AMReply #418

Offline empty

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Re: Suggestions for 2.1
« Reply #418 on: February 21, 2013, 01:22:53 AM »
It's a concept we've thought about doing for a while, Slornie and I especially, we've just never been sure what units we'd need. We've had a few people request it, too.

i think both the rebels and empire would mostly be how they are already in era 1, its just a matter of organizing them for the era system.
it would make sense to emphasize the differences in strength, where rebels dont even have cap ship building capability in the first era for example.  
 
a third era is possible if you wanted to do pre death star > death star i > death star ii, which could fully document the beginning of the rebellion to the establishment of the new republic,
it might be fun to have the pre death star era on a timer and the rebels have to establish themselves the best they can in order to mount a defense when the death star is built and the second era is triggered

« Last Edit: February 21, 2013, 05:03:51 AM by empty »

February 21, 2013, 07:51:38 AMReply #419

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Re: Suggestions for 2.1
« Reply #419 on: February 21, 2013, 07:51:38 AM »
Different bombers for ground battles the reason i say this is because when your the new republic between era's 4 and 5 the bombers are y-wings which is a bit confusing since you don't have any those era's.
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