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Author Topic: Suggestions for 2.1  (Read 282146 times)

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June 30, 2013, 12:30:36 PMReply #540

Offline Eclipse

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Re: Suggestions for 2.1
« Reply #540 on: June 30, 2013, 12:30:36 PM »
Altough I would love to have WD, the galaxy gun and the eclipse all at the same time that would make the empire in era 3 just too powerfull to be beaten. But as I'm an imperial player I wouldn't mind use them anyway :D
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June 30, 2013, 01:55:06 PMReply #541

Offline pincuishin

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Re: Suggestions for 2.1
« Reply #541 on: June 30, 2013, 01:55:06 PM »
I was just reading Corey's 2012 explanation for not having World Devastators in game, about how you can't translate how it strips planets of resources to build weapons.  But could it be possible to make WDs act the same way Lando or Karrde does, making a credit bonus for what planet it is over, as well as making a discount in credits for some if not all units/ships on that planet.  Could you maybe code it like how the Arc Hammer allows building certain units, but instead of building unique units over a friendly planet it can build units over ANY planet, even enemy ones?  It just seems like WDs could operate like Minor hero space unit for the IR; with credit bonuses, discounts and the ability to build ships while blockading enemy planets.

Edit:  Thanks Slornie for moving this to the right thread.

Moved to Suggestions for 2.1 ~ Slornie

Couldnt you just set them over enemy planets eventually destroying the world thus resulting in cheap really quick production times?? something like that? like a death star just building crap lol

June 30, 2013, 03:08:06 PMReply #542

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #542 on: June 30, 2013, 03:08:06 PM »
Altough I would love to have WD, the galaxy gun and the eclipse all at the same time that would make the empire in era 3 just too powerfull to be beaten. But as I'm an imperial player I wouldn't mind use them anyway :D

I actually wouldn't want all that.  Such as, I find the EoTH no fun to play for the same reason.  In space combat, they're just TOOO powerful, and so it's TOO easy to win.  Just build gobs of Chafs with the Auriete (the carrier) until you can build Phalanx's, then add them into the mix.  Indestructible shields, indestructible engines, nearly as much offensive punch as an ISD, and shields as powerful (or so nearly so that the difference is minute) as an ISD.  Can crank them out with such swiftivity, that they're completely expendable.  Even an Executor or 2 is no match for a swarm of them.
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June 30, 2013, 07:58:59 PMReply #543

Offline Clubby71

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Re: Suggestions for 2.1
« Reply #543 on: June 30, 2013, 07:58:59 PM »
Couldnt you just set them over enemy planets eventually destroying the world thus resulting in cheap really quick production times?? something like that? like a death star just building crap lol

Ooh I like that better.  Maybe have it do the same salvage ship bonus that you get while conquering certain planets (like Kuat),  spawning random ships when a planet is conquered?

June 30, 2013, 10:48:26 PMReply #544

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #544 on: June 30, 2013, 10:48:26 PM »
that actually sounds good
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July 03, 2013, 03:12:52 AMReply #545

Offline pincuishin

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Re: Suggestions for 2.1
« Reply #545 on: July 03, 2013, 03:12:52 AM »
Yes and some special ships which only from the Devastators can you receive.

July 06, 2013, 07:17:41 PMReply #546

Offline Halcyon

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Re: Suggestions for 2.1
« Reply #546 on: July 06, 2013, 07:17:41 PM »
I'd like to see the following stuff for Version 2.1. I've posted before and am a Huge huge fan of the Mod. Currently it ties with Phoenix Rising as my top two favorite Star Wars mods. Anyway here are my suggestions...

1. When Leia is on a planet she is accompanied by four Noghri assassins as bodyguards. (After Thrawn is defeated of course) This is true to the comics and what not because Leia helps the Noghri and they respect her as Vader's daughter making her worthy of the Noghri.

2. Jedi and Dark Jedi units need to be a little tougher. I've been playing version 2.0 for a while, and they just arn't that tough. I think a Jedi should be able to stand up to an AT-ST with no issue.

3. Different Race units for the New Republic i.e. Wookiee Assault Troops, Mon Calamari Troops, Sullustan Cheap Militia Troops, Bothan Scouts. ( Love the Novatroopers in 2.0 by the by ).

4. Imperial War Droids for land battles, they are pretty awesome, and it would give the Imps. cool hovering droids! Win win!

5. I usually say more planets! But Corey told Me what the deal is the the lots of planets thing. However I think that the Art of War light type game should have as many as the final imperial push 59 planets, that'd be cool.

6. The Shadow Academy for the Imps. Brakiss ran it with a Dathomiri Witch, could be like a bad ass Imp. base, could have a Dark Jedi Zekk, that becomes a good Jedi character in the next age.

7. Jacen and Jaina... where they at playa???

8. Imperial Guards! They were around for a while still, if not Imperial Guards then Imperial Sentinels would be pretty awesome.

That's all I have for now, just a few Ideas... Long live the Republic!

July 07, 2013, 01:10:19 AMReply #547

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #547 on: July 07, 2013, 01:10:19 AM »
My thoughts on your list:

2.  While I wouldn't mind seeing them a LITTLE toupher, the team specifically doesn't want them to be overpowered tanks like in the vanilla game.

3.  Infantry is Infantry.  Why spend the time modeling different infantry when they're all the same as far as their abilities?  Waste of the teams time, IMO.

4.  You talking about the big lumbering junk piles from Rebellion?

7.  Everything notable that they did takes place after this mods timeframe.
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July 07, 2013, 03:03:35 AMReply #548

Offline Clubby71

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Re: Suggestions for 2.1
« Reply #548 on: July 07, 2013, 03:03:35 AM »
Leia is flanked by two guards, seems a little unnecessary to have more.  Not the highest priority.

On Jedi: I don't think they need to be tougher, I think they need to be more dangerous.  Lightsabers throws, jumping into enemy lines, and force crushing buildings/vehicles are good examples of making them more dangerous.  The buildings/ vehicle might be important since they have a hard time with smacking things around that aren't infantry.

NR troops: I would like to have more planets specific advantages, maybe that could include it, but that would  require those troops to actually earn being unique with abilities or other buffs.

On IR droids:  If you are talking about the SW Rebellion droids you should know that Corey has a post in this thread (I think) where he states an intense hatred of how those things look.  I love Rebellion, and my favorite ship is only found in that game (the Liberator)  But I'm not really sure what the canon is for most of that stuff, like dark troopers.


July 07, 2013, 03:17:01 AMReply #549

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #549 on: July 07, 2013, 03:17:01 AM »
The Royal Guard was brought up a number of times and vetoed for sound reasons. Jax might make an appearance though
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July 07, 2013, 03:35:28 AMReply #550

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #550 on: July 07, 2013, 03:35:28 AM »
On IR droids:  If you are talking about the SW Rebellion droids you should know that Corey has a post in this thread (I think) where he states an intense hatred of how those things look.  I love Rebellion, and my favorite ship is only found in that game (the Liberator)  But I'm not really sure what the canon is for most of that stuff, like dark troopers.



They're canon.

http://starwars.wikia.com/wiki/X-1_Viper

Stupid, but canon.
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July 07, 2013, 12:08:59 PMReply #551

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Re: Suggestions for 2.1
« Reply #551 on: July 07, 2013, 12:08:59 PM »
New Republic Infiltrators(Commando?) explosive ability feels bit over the top at the moment

exsample 2 AT-AT walkers and 8 AT-STs are moving foward in a formation and all that is required to wipe out all the AT-STs and bring the AT-ATs to bellow 50% health is single bomb from the commando

while normaly it isnt really a problem since AI prefers direct combat instead of flanking,it is extremly overpowered for something that can be garrisoned on planet via Infiltrator Academys(sometimes up to 3 Academys on one planet)

reducing the blast radius to single target or reducing the damage of the ability in general would bring it more in line with the rest of units

July 07, 2013, 02:24:53 PMReply #552

Offline Clubby71

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Re: Suggestions for 2.1
« Reply #552 on: July 07, 2013, 02:24:53 PM »
They're canon.

http://starwars.wikia.com/wiki/X-1_Viper

Stupid, but canon.

I did see that before, in Corey's post.  I meant dark troopers or ships like the Liberator.

But one feature I'd really like to see is a mechanic that uses the brilliant corporation buildings to add units to the inventory of certain planets, or maybe even rewrite the inventory of the planet so that it doesn't have too many units listed, but it's own list of ships/ land units.

July 07, 2013, 05:05:26 PMReply #553

Offline Halcyon

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Re: Suggestions for 2.1
« Reply #553 on: July 07, 2013, 05:05:26 PM »
The Liberator- also one of my favorite ships "is" indeed canon, and needs to be in this game.

Jax would be awesome to have in the game yes.

Jacen and Jaina did a bunch of stuff, that would co-inside with the last era of this game. I.E. the Shadow Academy, where Brakiss meets his end. That happens around the same time period that Pellaeon brings the Empire into a more cohesive union. Though they are like 13 or 14 years old at the time lol.

Jedi should indeed be power houses they're friggin Jedi for Yoda's sake! Even a lowly Jedi Knight is an incredible bad ass, and would set up sweet fights where you might actually use Luke to fight a Dark Jedi.

Sedriss QL hasn't been mentioned... He was a powerful Dark Jedi that was a power issue after the Emperor's second rise...

Infantry is not infantry bro. Wookiees regenerate for one. Assault Wookiee teams could regenerate and have heavy blasters. Bothan Scouts could have a stealth ability, and a high LOS on the battlefield. Mon Calamari were known to be great at defensive operations, and heavy guns like a Stormtrooper E-Web gun. Sullustans... well I just like the little guys.

Instead of Imp. War Droids you can always go with the Imp. Shadow Droid then. More deadly, and way cooler looking. And Imperial Sentinels instead of Imperial Guards then. Imperial Sentinels were the Emperors genetic guinea pigs, and were huge like 8 feet tall.

The CC-9000 or something like that is a pretty awesome ship too, and should be included. It was smaller, but could stand up to a Star Destroyer. Impressive by anyones standards I think.

July 07, 2013, 05:33:58 PMReply #554

Offline Corey

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Re: Suggestions for 2.1
« Reply #554 on: July 07, 2013, 05:33:58 PM »
Quote
Sedriss QL hasn't been mentioned... He was a powerful Dark Jedi that was a power issue after the Emperor's second rise...
He hasn't been mentioned because he's been in the mod for years.

1. When Leia is on a planet she is accompanied by four Noghri assassins as bodyguards. (After Thrawn is defeated of course) This is true to the comics and what not because Leia helps the Noghri and they respect her as Vader's daughter making her worthy of the Noghri.

She already has two.
Quote
3. Different Race units for the New Republic i.e. Wookiee Assault Troops, Mon Calamari Troops, Sullustan Cheap Militia Troops, Bothan Scouts. ( Love the Novatroopers in 2.0 by the by ).
...

Infantry is not infantry bro. Wookiees regenerate for one. Assault Wookiee teams could regenerate and have heavy blasters. Bothan Scouts could have a stealth ability, and a high LOS on the battlefield. Mon Calamari were known to be great at defensive operations, and heavy guns like a Stormtrooper E-Web gun. Sullustans... well I just like the little guys.

Why? All this is is a lot of build bar clutter and extra work for nothing except small amounts of visual differentiation. In Empire at War, infantry ARE just infantry. It's impossible to make them do anything distinct. People can try all they want, it's never worked because EaW's system is way too simplistic. Unless you want to do what other strategy games do and basically just make them single-unit squads that are effectively tanks that look like people. EaW isn't CoH.

Quote
5. I usually say more planets! But Corey told Me what the deal is the the lots of planets thing. However I think that the Art of War light type game should have as many as the final imperial push 59 planets, that'd be cool.

If we put any more planets in Art of War Light, we'd have to start removing the AI from some of the factions.
Quote
6. The Shadow Academy for the Imps. Brakiss ran it with a Dathomiri Witch, could be like a bad ass Imp. base, could have a Dark Jedi Zekk, that becomes a good Jedi character in the next age.
7. Jacen and Jaina... where they at playa???
...
Jacen and Jaina did a bunch of stuff, that would co-inside with the last era of this game. I.E. the Shadow Academy, where Brakiss meets his end. That happens around the same time period that Pellaeon brings the Empire into a more cohesive union. Though they are like 13 or 14 years old at the time lol.

The mod ends with the Pellaeon Gavrisom Treaty in 19ABY, with some allowances for technology past it, but that is the absolute cutoff date for events. The Shadow Academy wasn't around the time Pellaeon brought the Empire into a more cohesive union, that happened like 7 years earlier under him and Daala. What happened in this period was the aforementioned treaty, where he made peace with the New Republic.

This isn't just an incidental thing with respect to the Shadow Academy. The Shadow Academy was part of the Second Imperium, NOT the Imperial Remnant. This was a much smaller group (that barely controlled any planets) which only formed because of the peace between the NR and the IR. We can't really base any scenarios on things that happened because of the events that ended the mod, especially when the opposition group there has like 2 planets canonically. There's definitely no next era for Zekk to join the Jedi in, either.

Jacen and Jaina aren't in the mod because the mod ends when they're 10. Sure they had little adventures when they got kidnapped or whatever, but that isn't what the mod covers. They weren't actively sent on missions as part of the NR government, or military, or even as active duty Jedi. They were children.

Quote
8. Imperial Guards! They were around for a while still, if not Imperial Guards then Imperial Sentinels would be pretty awesome.
We've covered this several times in other threads. Melee units without the force are impossible to make useful.

Quote
The Liberator- also one of my favorite ships "is" indeed canon, and needs to be in this game.
Why does it need to be in the game? There's only ever been mention of them being used by the Rebellion, never the New Republic. More importantly, much like the Bulwark the only stats available for them are from Rebellion, making them deliberately extraordinarily overpowered for the sake of the Rebels being able to fight SSDs, so there isn't even much to work off of with them. Just because a ship exists doesn't mean it's worth adding.


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July 07, 2013, 06:01:55 PMReply #555

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #555 on: July 07, 2013, 06:01:55 PM »
It's been awhile since I suggested something, so here I go.

In Hunt for Zsinj

Rogue and Wraith Squadron for NR , the first as a fighter group the second as a purely commando group(similar to Hand of Judgement, sniper, demo, repair and spy)

TIE Raptors for Zsinj instead of TIE Defenders as buildables

More hyperspace routes for a kind of hide and seek between players, more of a Hunt

Zsinj's businesses done like the smugglers in base FoC so he can pull money and resources from behind the lines and give the NR something to hunt down with the Wraiths.

Zsinj giving a credit bonus or discount bonus

Pirate units for Zsinj and corvettes instead of the lighter Imp ships to further distinguish him as being independent of the IR tech

More emphasis on sabotage options.

Well that's all I got for now, hope some where good ideas.
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July 09, 2013, 04:12:24 PMReply #556

Offline Clubby71

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Re: Suggestions for 2.1
« Reply #556 on: July 09, 2013, 04:12:24 PM »
Why does it need to be in the game? There's only ever been mention of them being used by the Rebellion, never the New Republic. More importantly, much like the Bulwark the only stats available for them are from Rebellion, making them deliberately extraordinarily overpowered for the sake of the Rebels being able to fight SSDs, so there isn't even much to work off of with them. Just because a ship exists doesn't mean it's worth adding.

Well, while I won't argue for whether certain ships should be in the game or not, I would like to suggest tweaking corporations so that any military could use it on the corporation's home planet, with the appropriate faction still getting the discount and other factions getting a different unit list (similar to whatever faction usually controls that corporation) than their standard list for every other planet.  If balance is an issue than at least in larger maps where the strategic importance of a single planet is lesser than usual.  This would be fun simply for the choice of what ships you'd like to use with each other.  This could be used to make the enemy less predictable and be more fun for players to have the choice of what ships they'd like to mix and match with.  This way you could support ships that aren't conventional by having them in certain corp inventories as bonuses, w/o putting ships in standard lists for factions just for the sake of having them
« Last Edit: July 09, 2013, 04:14:04 PM by Clubby71 »

July 09, 2013, 04:58:04 PMReply #557

Offline Corey

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Re: Suggestions for 2.1
« Reply #557 on: July 09, 2013, 04:58:04 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.
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July 09, 2013, 05:23:06 PMReply #558

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Re: Suggestions for 2.1
« Reply #558 on: July 09, 2013, 05:23:06 PM »
A couple of ideas for stuff:

A Hunt For Zsinj Multiplayer would be pretty cool.

It's been awhile since I suggested something, so here I go.

In Hunt for Zsinj

Rogue and Wraith Squadron for NR , the first as a fighter group the second as a purely commando group(similar to Hand of Judgement, sniper, demo, repair and spy)

Rogue definitely would be good. Wraiths maybe

TIE Raptors for Zsinj instead of TIE Defenders as buildables

More hyperspace routes for a kind of hide and seek between players, more of a Hunt

Raptors had no shields or hyperdrive though, they'd be kinda worthless to build I think.

Pirate units for Zsinj and corvettes instead of the lighter Imp ships to further distinguish him as being independent of the IR tech

Which ships do you refer to?

More emphasis on sabotage options

My idea would be to have a buildable Raptor Specialist (with a build and lifetime limit). They would function similar to Defilers in FoC. They could either be used as ground units or be spent to perform selected corruption type abilities (Sabotage and Bribery come to mind). They could only be built at Zsinj's location too.
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July 10, 2013, 12:14:36 AMReply #559

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #559 on: July 10, 2013, 12:14:36 AM »
A couple of ideas for stuff:

A Hunt For Zsinj Multiplayer would be pretty cool.

Rogue definitely would be good. Wraiths maybe


My idea would be to have a buildable Raptor Specialist (with a build and lifetime limit). They would function similar to Defilers in FoC. They could either be used as ground units or be spent to perform selected corruption type abilities (Sabotage and Bribery come to mind). They could only be built at Zsinj's location too.

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.
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