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Author Topic: Suggestions for 2.1  (Read 281933 times)

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August 15, 2013, 07:37:45 AMReply #640

Offline jordanthejq12

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Re: Suggestions for 2.1
« Reply #640 on: August 15, 2013, 07:37:45 AM »
Thus justifying the present situation. I still maintain that they need a block and deflect chance, if nothing else.
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August 15, 2013, 03:55:06 PMReply #641

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Re: Suggestions for 2.1
« Reply #641 on: August 15, 2013, 03:55:06 PM »
Perhaps
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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August 15, 2013, 04:08:31 PMReply #642

Offline kucsidave

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Re: Suggestions for 2.1
« Reply #642 on: August 15, 2013, 04:08:31 PM »
sorry for unacivity, but my sis was in hospital.
but i've got a new idea.
The PA definately needs some kind of extra firepower, becaouse they hardly standing a chance against any other fractions...
so i tought they could have a heavier infantry...(just a small modification in the stats or something like that)
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August 15, 2013, 07:07:36 PMReply #643

Offline Halcyon

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Re: Suggestions for 2.1
« Reply #643 on: August 15, 2013, 07:07:36 PM »
Indeed I meant the Jedi and Dark Jedi you create not the Hero Jedi.

The Jedi and Dark Jedi most definitely need a boost in power. They should be able to stand up to troops with no difficulty, and a trio should be able to take out AT-ST's if need be. They should be revamped they are force users. As they stand they're like normal infantry, which they should most definitely NOT be, they should be above infantry.

Concerning Kyle Katarn, though yes he was a novice force user, he was a highly trained Spec Ops officer, trained with multiple weapons including vibro-blades. Jedi train with vibro-blades b4 they train with Lightsabers, that's why Katarn was such a badass.

August 17, 2013, 07:36:30 AMReply #644

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Re: Suggestions for 2.1
« Reply #644 on: August 17, 2013, 07:36:30 AM »
He's also the Chuck Norris of the Star Wars EU from what I've been given to understand
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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August 17, 2013, 12:03:54 PMReply #645

Offline Revanchist

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Re: Suggestions for 2.1
« Reply #645 on: August 17, 2013, 12:03:54 PM »
He's also the Chuck Norris of the Star Wars EU from what I've been given to understand

Yeah just about.

An idea for the PA Ground: the TIE/gt Starfighter.
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August 17, 2013, 02:11:07 PMReply #646

Offline kucsidave

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Re: Suggestions for 2.1
« Reply #646 on: August 17, 2013, 02:11:07 PM »
a few idea:
the PA should be able to produce:
the All Terrain Advance Raider (AT-AR),
and to have their own AA units i think about the All Terrain Missile Platform(AT-MP),
and to have their special scout the All Terrain Recon Transport (AT-RT)
This would be a nice addon to their forces, and also it would make the PA special. This would be the first fraction wich would use a non-speeder bike unit as scouts.
« Last Edit: August 17, 2013, 02:14:13 PM by kucsidave »
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August 17, 2013, 03:04:56 PMReply #647

Offline kucsidave

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Re: Suggestions for 2.1
« Reply #647 on: August 17, 2013, 03:04:56 PM »
i also think the PA don't have enough heroes(compared to other fractions)
so i'm thinking about Wyrn Otro and Elta Besk.
they are both important, cuz they were had a part in the Pentastar Talks.
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August 17, 2013, 08:49:14 PMReply #648

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #648 on: August 17, 2013, 08:49:14 PM »
i also think the PA don't have enough heroes(compared to other fractions)
so i'm thinking about Wyrn Otro and Elta Besk.
they are both important, cuz they were had a part in the Pentastar Talks.

I do agree that adding both of them would be useful as each could contribute time bonuses to building certain units(like the Enforcer and Hailfire) perhaps Otro in an Enforcer and Besk in a Providence.
I do think the PA will have an AA unit as well
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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August 18, 2013, 05:42:28 PMReply #649

Offline Halcyon

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Re: Suggestions for 2.1
« Reply #649 on: August 18, 2013, 05:42:28 PM »
Agreed Otro and Besk would be pretty cool to have, the PA is quite low on the heroes. Some Heroes able to take the ground would be awesome, like Kaine in some sort of ground vehicle so that he can fill both roles? An interesting idea perhaps? Just a thought.

Hey Katarn's past is that he was an Imperial Commando top of his class so yeah he is kinda like Chuck Norris lol...

August 18, 2013, 06:30:03 PMReply #650

Offline kucsidave

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Re: Suggestions for 2.1
« Reply #650 on: August 18, 2013, 06:30:03 PM »
Agreed Otro and Besk would be pretty cool to have, the PA is quite low on the heroes. Some Heroes able to take the ground would be awesome, like Kaine in some sort of ground vehicle so that he can fill both roles?
I dont think making Kaine a land/space hero would be the best thing...
he is strong in the space, and no one would place him on the ground, cuz they shall not risk loosing one of the strongest space unit....
maybe Orto or Besk could be the one for a land/space hero.
And i also found an intresting name:
Antinnis Tremayne. He was the one "found" Jerec, but was eliminated quickly by the NR, and he was a High Inquisitor, so he can be an ideal Era 1 ground PA hero. maybe he could give a discount to dark jedi training cost in his location...
"He who fights with monsters should be careful lest he thereby become a monster.
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August 18, 2013, 07:27:10 PMReply #651

Offline Redraline_Salkos

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Re: Suggestions for 2.1
« Reply #651 on: August 18, 2013, 07:27:10 PM »
I have several ideas, but not many that could be implemented in this game. Let's hope this isn't the last entry in the RTS genre for Star Wars.
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August 18, 2013, 08:32:51 PMReply #652

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #652 on: August 18, 2013, 08:32:51 PM »
I dont think making Kaine a land/space hero would be the best thing...
he is strong in the space, and no one would place him on the ground, cuz they shall not risk loosing one of the strongest space unit....
maybe Orto or Besk could be the one for a land/space hero.
And i also found an intresting name:
Antinnis Tremayne. He was the one "found" Jerec, but was eliminated quickly by the NR, and he was a High Inquisitor, so he can be an ideal Era 1 ground PA hero. maybe he could give a discount to dark jedi training cost in his location...

Well I agree Kaine should not be a land hero(never knew a Grand Moff who was a dirt general on the front lines when he was in office.)
As to Etta and Orto they should each bring something useful so they aren't just hero clones. Like either a speed bonus or efficiency bonus for Hailfires, Providences an Enforcers respectively.
Also Tremayne was never associated with the PA. He was mainstream Empire all his career.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

August 18, 2013, 11:39:15 PMReply #653

Offline Revanchist

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Re: Suggestions for 2.1
« Reply #653 on: August 18, 2013, 11:39:15 PM »
I still think the TIE/gt would be an interesting idea for the PA. Make it an aerial torpedo launcher (like the MPTL Torpedoes, only not quie so many fired at once), while also having limited air-to-air capability. They can come in squads of 2
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August 19, 2013, 06:14:54 AMReply #654

Offline Corey

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Re: Suggestions for 2.1
« Reply #654 on: August 19, 2013, 06:14:54 AM »
As for all the jedi stuff:
I'll consider bumping up their health a bit, although it's already several times the health of a regular infantry unit. Increasing their damage would do absolutely nothing but make them even more effective against vehicles, since they can already one-shot any infantry. They won't be given the redirect or absorb blaster ability since they've always had that ability. The problem with jedi being good comes from the fact that infantry in EaW automatically kite any melee unit (they have to stand still to do the attack animation) and since each slice can only take out one soldier, it means everyone gets to attack multiple times. Any stat buff to the jedi would really only serve to make them more effective against vehicles, and they're already disproportionately effective against vehicles. Infantry units in EaW are inherently terrible unless you give them the insta-gib abilities that heroes have, which has the reverse problem of making any other infantry unit unusable when jedi exist. In-universe they could do all this extra fancy shit that simply doesn't translate into the game (and even then the concentrated fire of 40 soldiers would be more than any jedi could handle, a situation which frequently occurs in the game). The ones in 1.3 were only good because they were untargetable and therefore effectively invincible except when they got extremely unlucky.

Quote
The PA definately needs some kind of extra firepower, becaouse they hardly standing a chance against any other fractions...
so i tought they could have a heavier infantry...(just a small modification in the stats or something like that)

In what way are they worse? Their units are just as powerful as any of the other factions'.

Quote
An idea for the PA Ground: the TIE/gt Starfighter.

This would just mean giving them a constantly available bombing run.

Quote
a few idea:
the PA should be able to produce:
the All Terrain Advance Raider (AT-AR),
and to have their own AA units i think about the All Terrain Missile Platform(AT-MP),
and to have their special scout the All Terrain Recon Transport (AT-RT)
This would be a nice addon to their forces, and also it would make the PA special. This would be the first fraction wich would use a non-speeder bike unit as scouts.

The PA has plenty of units which can attack air units, but on the whole what doe these units do that another PA unit doesn't already do? The Skiff and ISP already serve as scouts. Sure that would mean a faction doesn't use a repulsorcraft as a scout but that's an aesthetic change, and the unit is functionally redundant.

The basic roles are all filled and any of these additional units, while some people might think they'd be cool to have, don't actually add anything except visual variety. The mod's already 4.5 gigs and each faction has more than enough units. We've also been in beta for the final version for the last 2 months, so the chances of us deciding to add another unit that isn't actually filling a new role are practically nonexistant; visual variety can be nice, but the little time we have available for art assets is already prioritizied for remaking assets that need it to improve performance or visual fidelity and reduce filesize.

Quote
i also think the PA don't have enough heroes(compared to other fractions)
so i'm thinking about Wyrn Otro and Elta Besk.
they are both important, cuz they were had a part in the Pentastar Talks.
Quote
I do agree that adding both of them would be useful as each could contribute time bonuses to building certain units(like the Enforcer and Hailfire) perhaps Otro in an Enforcer and Besk in a Providence.
I do think the PA will have an AA unit as well
Quote
Agreed Otro and Besk would be pretty cool to have, the PA is quite low on the heroes.

Sure they were important to the founding of the PA, but they don't really have a role they can fill in the mod. They weren't military figures, so they would make terrible heroes for either land or space; giving them a ship or vehicle would really just mean you get a single free Providence or Floating Fortress or whatever that's no different from any other; there's no rationale for giving them a combat bonus. As a galactic price-reduction hero they'd also be more harmful to gameplay than they would be interesting to have. You already have one hero whose entire purpose is to provide a cost reduction/build bonus. If you had two more then you could cover every important production planet with one hero and the discounted price effectively becomes the actual price for ships.

Quote
Antinnis Tremayne. He was the one "found" Jerec, but was eliminated quickly by the NR, and he was a High Inquisitor, so he can be an ideal Era 1 ground PA hero. maybe he could give a discount to dark jedi training cost in his location...

Jerec himself was already a stretch, since he's mostly just "PA by association." Tremayne on the other hand had been clearly associated with another group since before the PA even existed.
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August 19, 2013, 07:14:57 AMReply #655

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Re: Suggestions for 2.1
« Reply #655 on: August 19, 2013, 07:14:57 AM »
maybe giving the jedi a light saber throw that they use at longer range would  that doesn't hit as frequently as there close range attack so they can fight back a little.


August 19, 2013, 08:33:10 AMReply #656

Offline kucsidave

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Re: Suggestions for 2.1
« Reply #656 on: August 19, 2013, 08:33:10 AM »
The PA has plenty of units which can attack air units, but on the whole what doe these units do that another PA unit doesn't already do? The Skiff and ISP already serve as scouts. Sure that would mean a faction doesn't use a repulsorcraft as a scout but that's an aesthetic change, and the unit is functionally redundant.
I ment the AT-MP instead of the AT-AA, cuz it's a tipically imperial AA unit, and the PA should have it's own,
and the recon unit's(skiff and ISP) are ment to be light Anti infantry than scouts oroiginally.
For example: the ISP existed in the clone wars, and they still used speeder bikes as scouts.
And the AT-AR would replace the AT-AP. The AT-AP's role as a light vehicle is still too light.Example:1 AT-ST group vs i AT-AP group ends like this: 0 AT-AP left, 2 AT-ST still standing.(1 heavily damaged). Still not good enough. i compared them because they are the light vehicle factory's garison units in their fractions. The AT-AT whould be a rival for AT-ST.

The basic roles are all filled and any of these additional units, while some people might think they'd be cool to have, don't actually add anything except visual variety. The mod's already 4.5 gigs and each faction has more than enough units. We've also been in beta for the final version for the last 2 months, so the chances of us deciding to add another unit that isn't actually filling a new role are practically nonexistant; visual variety can be nice, but the little time we have available for art assets is already prioritizied for remaking assets that need it to improve performance or visual fidelity and reduce filesize.
Well that's true.You have a large point in this

Sure they were important to the founding of the PA, but they don't really have a role they can fill in the mod. They weren't military figures, so they would make terrible heroes for either land or space; giving them a ship or vehicle would really just mean you get a single free Providence or Floating Fortress or whatever that's no different from any other; there's no rationale for giving them a combat bonus. As a galactic price-reduction hero they'd also be more harmful to gameplay than they would be interesting to have. You already have one hero whose entire purpose is to provide a cost reduction/build bonus. If you had two more then you could cover every important production planet with one hero and the discounted price effectively becomes the actual price for ships.
Maybe, but the PA definately needs heroes, and that doesn't change this fact. Giving more heroes to the PA is more than unquestioned by everyone who only once tried to play AoW with the PA.

Jerec himself was already a stretch, since he's mostly just "PA by association." Tremayne on the other hand had been clearly associated with another group since before the PA even existed.
Thats true again.
But i shall not stop searching for people related to PA until it's hero number doesn't reach at least 7!
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And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 19, 2013, 03:27:24 PMReply #657

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #657 on: August 19, 2013, 03:27:24 PM »
To be fair kucsidave, more heroes don't equal better performance for faction. The NR is Hero heavy. While I think Otro and Belsk would be useful in a support role or for later eras as replacements for Kaine and Jerec(possibly offering a change to the PA's structure similar to the IR) in the event of Kaine's death or in later era specific GCs there's really no need to swarm the hero roster as so far the PA does have the same amount of heroes as the IR in Hunt For Zsinj.
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August 22, 2013, 07:18:19 PMReply #658

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Re: Suggestions for 2.1
« Reply #658 on: August 22, 2013, 07:18:19 PM »
I actually have a pretty good one. What about skirmish maps? Would it be possible to convert some or all of the stock maps to work with TR? Frankly, only having five or six gets boring.
"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

August 22, 2013, 10:11:07 PMReply #659

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Re: Suggestions for 2.1
« Reply #659 on: August 22, 2013, 10:11:07 PM »
All of the vanilla land skirmish maps should already work with the mod, but we have no intention to convert any of the space maps. I'm pretty sure there's more space skirmish maps in the mod than there were in the vanilla game, and none of the vanilla ones are particularly interesting anyways.
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