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As it is in Sins, Thrawn not only has to contend with the NR's era 2 units, but he's stuck with a smaller pool of options while the New Republic has access to things spanning from ICW's era 1 to era 5.
On the development side, and I mean no offense to Lavo by saying this, having so many factions under development at the same time has also limited the depth of the factions because there's simply so much to do at once.
I've been thinking about this recently, and have figured that it is theoretically possible to put an ICW-style era system into Sins. Back during the initial Rebellion beta, I was among those who played around with the SetFaction modifier. In SoGE, it's been used to lock people out of one of their faction's two Titans. Theoretically, assuming the 18 frigates/9 capital ships is enough to work with, one could set up a few eras where the a player can only build a select few number of ships (ex. for the NR's capital ships, era 1 [starting era] could be MC80 Liberty/MC80B/Home One while era 2 would be Nebula/Endurance/MC90). I know that a two era setup, aka. starting and "later" era would work, but I'd have to double check the feasibility of multi-era set ups. Further, such an era set up could have multiple tech pre-reqs, or even be almost entirely based around tech research rather than ships. If you wish, I can analyze the feasibility of a multi-era set up when I get some spare time, which I admit won't be for a long time.Alternatively, for the Imperials, the SetFaction could be easily re-tooled into a "pick your Warlord" dynamic, where at a certain point (at the beginning, mid-way into the tech tree) a player could truly define what style their fiefdom is to be like. Additionally, while ship names cannot be tied to research, ship weapons and meshes can be. Thus, it is very much possible for say, each Warlord to have their own MTC. Of course, the AI is retarded and treats the weapons on a ship as always being avaliable even if research is required, but that's a minor issue.
As discussed, any SW game that has the Empire/Imperial Remnant MUST have the ISD-I. It's simply the Canon backbone of the Imperial fleet, even if noone actually lkes with when compred to using VSD-II's and ISD-II's instead.
hey I Would like to recommend the Secutor-class Star Destroyer as a hanger ship for the Empire Instead of the Venator considering It appeared around the same time as the allegiance which is used in the mod and looks more imperal in general i would have it replace the Imp 1 but thats up to you....so any one else have thouts on implmenting the Secutor-class Star Destroyer http://starwars.wikia.com/wiki/Secutor-class_Star_Destroyer
I know but [the ISDI is] still pointless game bloat and maybe it could be Implemented as an upgradeable base ship rather than a separate ship.
What would be cool is if they had the ISD-I in the game, and one of the researches was to upgrade them all to ISD-II spec, and after that any ISD-I's you clicked on to build would be built to ISD-II spec instead. That way you still follow canon of having the ISD-I, yet you actually can enjoy them once you research the ISD-II spec upgrade.