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Author Topic: Imperial Remnant Unit List  (Read 51768 times)

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December 23, 2012, 09:51:10 PMReply #20

Offline Rovert10

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Re: Imperial Remnant Unit List
« Reply #20 on: December 23, 2012, 09:51:10 PM »
So the Galaxy Gun operates like a Novalith Cannon just that it destroys planets instead?

I don't know what kind of "restrictions" you can place other than increasing the cooldown timer, "anti-matter/resource" costs, and tactical slot usage.
« Last Edit: December 23, 2012, 09:52:51 PM by Rovert10 »

December 23, 2012, 09:59:19 PMReply #21

Offline Corey

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Re: Imperial Remnant Unit List
« Reply #21 on: December 23, 2012, 09:59:19 PM »
Well the Galaxy Gun is a gun that shot projectiles through hyperspace and destroyed the planet. So yeah, it's basically a Kostura/Novalith/Deliverance that destroys the planet.

We don't really want any other restrictions on it anyways.
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December 23, 2012, 11:32:18 PMReply #22

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #22 on: December 23, 2012, 11:32:18 PM »
Sounds useful
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December 23, 2012, 11:41:21 PMReply #23

Offline tlmiller

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Re: Imperial Remnant Unit List
« Reply #23 on: December 23, 2012, 11:41:21 PM »
Never been a fan of simply destroying planets.  Just never understood it.  I want to conquer the planet, not obliterate it.  Now, in this game, it only destroys the civilization on the planet, so you can still conquer it, but...meh.  Not a fan of world-destroying weapons.
People should not be afraid of their government...governments should be afraid of their people.

December 24, 2012, 07:26:57 PMReply #24

Offline Rovert10

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Re: Imperial Remnant Unit List
« Reply #24 on: December 24, 2012, 07:26:57 PM »
Never been a fan of simply destroying planets.  Just never understood it.  I want to conquer the planet, not obliterate it.  Now, in this game, it only destroys the civilization on the planet, so you can still conquer it, but...meh.  Not a fan of world-destroying weapons.
People like to see things go boom and scorched earth policy can be a good strategy if you just can't be bothered to deal with defening it.

December 24, 2012, 11:44:05 PMReply #25

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #25 on: December 24, 2012, 11:44:05 PM »
Never been a fan of simply destroying planets.  Just never understood it.  I want to conquer the planet, not obliterate it.  Now, in this game, it only destroys the civilization on the planet, so you can still conquer it, but...meh.  Not a fan of world-destroying weapons.


Gungans and Rosh Penin...that's all I'm going to say. Naboo and whatever home world that annoyance is from deserves annihilation.
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December 25, 2012, 12:01:41 AMReply #26

Offline tlmiller

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Re: Imperial Remnant Unit List
« Reply #26 on: December 25, 2012, 12:01:41 AM »
I'm not going to say there aren't exceptions...but you can always alpha strike a planet that you need obliterated.  And if you set up correctly, you can WATCH the carnage on the planets surface as they run around screaming and dying.  WAY more satisfying than a Death Star or Galaxy Gun ever could be.
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December 25, 2012, 12:09:23 PMReply #27

Offline Eclipse

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Re: Imperial Remnant Unit List
« Reply #27 on: December 25, 2012, 12:09:23 PM »
The truth is invading a planet is not cheap destroying it with just one missile is far more cheaper and if you are playing agains someone (not the IA) and you have the galaxy gun, he would probably be scared and will attack the galaxy gun no matter what is defending it. In other words he'll make mistakes.
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December 25, 2012, 04:27:04 PMReply #28

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #28 on: December 25, 2012, 04:27:04 PM »
Victory goes to the one who takes the opponents options away from them.
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December 25, 2012, 07:52:51 PMReply #29

Offline Revanchist

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Re: Imperial Remnant Unit List
« Reply #29 on: December 25, 2012, 07:52:51 PM »
Victory goes to the one who takes the opponents options away from them.
Exactly. If the enemy is depending on certain planets for income, with one stroke you can cripple their economy. If you destroy key planets, chances are the enemy will get moral lowered and you might get a moral boost. Chokepoints can change from a planet held by a hostile faction to a messy free-for-all that can be more easily advanced through than said planet.

A question: Will there be a way to get Katana Dreadnaughts?
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December 25, 2012, 11:15:22 PMReply #30

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #30 on: December 25, 2012, 11:15:22 PM »
I'm sure there will be a way
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December 25, 2012, 11:56:17 PMReply #31

Offline tlmiller

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Re: Imperial Remnant Unit List
« Reply #31 on: December 25, 2012, 11:56:17 PM »
I can think of several ways that it could be done if they so choose, so I wouldn't doubt if they want them in it that they can.
People should not be afraid of their government...governments should be afraid of their people.

December 26, 2012, 04:35:53 PMReply #32

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #32 on: December 26, 2012, 04:35:53 PM »
All good things to those who wait.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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December 28, 2012, 12:24:54 PMReply #33

Offline Lavo

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Re: Imperial Remnant Unit List
« Reply #33 on: December 28, 2012, 12:24:54 PM »
A question: Will there be a way to get Katana Dreadnaughts?
People have already modded in ship graveyards into Sins; it wouldn't be that hard to make a scramble for the Katana fleet type map.

December 28, 2012, 09:55:47 PMReply #34

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #34 on: December 28, 2012, 09:55:47 PM »
YAY!
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December 29, 2012, 11:40:40 PMReply #35

Offline JC123

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Re: Imperial Remnant Unit List
« Reply #35 on: December 29, 2012, 11:40:40 PM »
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.
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December 30, 2012, 12:01:00 AMReply #36

Offline Kalo

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Re: Imperial Remnant Unit List
« Reply #36 on: December 30, 2012, 12:01:00 AM »
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.

Impressive to you and only you fans. Most of the stuff you can do is stuff that more experienced Sins modders know about, but haven't actually put into practice.

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December 30, 2012, 12:06:38 AMReply #37

Offline Corey

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Re: Imperial Remnant Unit List
« Reply #37 on: December 30, 2012, 12:06:38 AM »
Actually that mechanic already exists in the base game.
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December 30, 2012, 12:08:11 AMReply #38

Offline Lord Xizer

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Re: Imperial Remnant Unit List
« Reply #38 on: December 30, 2012, 12:08:11 AM »
This game sounds as if it has a lot of potential for modding.


(This is a bit off subject but does anyone know a good Resident Evil Operation Raccoon City based mod out there?)
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December 30, 2012, 01:53:46 AMReply #39

Offline Lavo

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Re: Imperial Remnant Unit List
« Reply #39 on: December 30, 2012, 01:53:46 AM »
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.
Technically, "destroying" planets is possible, but it is not possible to change their mesh. Stripped to the Core can destroy planets, however, as it works via a player manually scuttling a planet, it cannot be worked into an ability as there's no way to trigger scuttling via a buff. Though I wouldn't be surprised if the ICW team figures something out... Perhaps making it uncolonizable for good along with a fancy particle effect could work.

 

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