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That's why things like the Katana Mission, or even the raid on Sluis Van are suitable for missions. You don't need to rely on specific actions being taken by both sides and there only has to be minimal amounts of exposition. The events themselves don't need to be "scripted" because the important thing is the starting point. You set a clear, unintrusive way to get into a mission, the mission involves some objective you don't normally get that actually changes how you play in the battle, but you're still free to do what you want in that context. Once you're in, we don't have to control your actions. Capture what you want, and get out in the case of the Katana Mission. We don't have to force a bunch of heroes who may or may not have died already to be in a new location, we don't have to force a bunch of extra battles you may or may not actually want as a result, there's a clear reward for doing them, and it doesn't rely on a certain planet held by a certain faction having certain units at a certain time to function.
I have some more ideas that I have come up with in my research. The TIE Crawler seems a little underpowered. It is supposed to have 2 medium blaster cannons and a light turbolaser cannon, but it doesn't seem to pack enought punch to be an anti vehicle unit.
I agree with you, I've noticed that myself so I did some quick testing with them, and it appears they they use their turbolaser cannon ONLY against infantry, but use only their blaster cannons against vehicles and buildings.
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.
Lol whoops. Looks like you're right about the turbolaser, however the blasters are able to target vehicles, buildings and infantry.
Sorry, I didn't mean that they don't use the blaster cannons as well against the infantry, but rather that I imagine you meant to code it such that they only used the turbo against vehicles and buildings. But yeah if that gets corrected, the Crawlers become much more useful. Right now though, they're really only good for killing infantry, and that's kinda of terrible because they're so slow.
I have another suggestion. I'm not sure if this has been done (as I haven't played as te NR yet) but te Endurance class description says it carries 5 Defender Squads and 2 K-Wing squads. However, looking at the canon compliment it states that it carried a wing of short range and a wing of long range superiority fighters. Therefore I think it's fighter compliment should be changed to 1 K wing, 2 Defender, 1 A wing, 1 X wing and 1 E wing squad. The Nebula on the other hand, being the dedicated assault capital should remain only having Defenders and K wings.
I see. Thanks for correcting me on that.
Not a correction, just informing. =) It's the canon that causes confusion.
Just wait until you get to the Defender-class Assault Carrier (which we don't have in the mod)! According to canon it only carries three squadrons - so a dedicated carrier with less squadrons than a modified bulk cruiser half its size? (the Quasar carries four squadrons). In that case it has always been my argument that the author meant three wings (nine squadrons).
The creepier thing is that it was built on the same hull as the Majestic class, which could hold 5 squadrons of starfighters.
Speaking of the Majestic, it's the only NR capital ship that has no fighters in the game. Why is this?
Because when we redid all the unit stats before 2.0 (about a year ago now) its stats on Wookieepedia* didn't mention any complement. Apparently that article was updated to mention that sometime afterwards and we had no cause to go back and check. Whether this will be revisited in light of this new information, I don't know.