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Author Topic: unit's for next version  (Read 21092 times)

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April 27, 2013, 06:18:58 PMReply #20

Offline mynameisyou

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Re: unit's for next version
« Reply #20 on: April 27, 2013, 06:18:58 PM »
In response to me asking for the Bellator-class dreadnought for the IR you said it would more likely for the PA.
 so i'm going to try to convince you to add them.

working it into faction identity a good way to add them in is to make it harder for the PA to get imp stars like it was in canon. you even could remove them as a buildable unit for them.

The pentastar's difference could be there inability to get regular sized cap ships only supes and stuff the size of victory's causing there mobility at full strength to be limited.  
« Last Edit: April 27, 2013, 06:20:45 PM by mynameisyou »


April 28, 2013, 08:37:04 AMReply #21

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Re: unit's for next version
« Reply #21 on: April 28, 2013, 08:37:04 AM »
In response to me asking for the Bellator-class dreadnought for the IR you said it would more likely for the PA.
 so i'm going to try to convince you to add them.

working it into faction identity a good way to add them in is to make it harder for the PA to get imp stars like it was in canon. you even could remove them as a buildable unit for them.

The pentastar's difference could be there inability to get regular sized cap ships only supes and stuff the size of victory's causing there mobility at full strength to be limited.  

this would also mean the Enforcer-class picket cruiser is more reasonable to add.


April 28, 2013, 09:20:38 AMReply #22

Offline Corey

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Re: unit's for next version
« Reply #22 on: April 28, 2013, 09:20:38 AM »
In response to me asking for the Bellator-class dreadnought for the IR you said it would more likely for the PA.
 so i'm going to try to convince you to add them.

working it into faction identity a good way to add them in is to make it harder for the PA to get imp stars like it was in canon. you even could remove them as a buildable unit for them.

The pentastar's difference could be there inability to get regular sized cap ships only supes and stuff the size of victory's causing there mobility at full strength to be limited.  

The "superships" thing is already the Remnant's identity. We're not going to have the distinction between the PEntastar and Remnant be "superships" vs "more superships." The reasons we didn't want to give the Remnant more than a few at a time still stand.

Also, there's no reason to believe it was harder for the Pentastar to get ISDs, and even if it were, that would mean it's even more difficult for them to get full-on supers. The reason I said the Bellator would work more for them is because it lets us give them a semi-supership without building their faction identity around it, so they have to rely on the basic elements of their fleet instead of building it around superships, except for one really late-game exception like the NR has. Canonically, it was the Remnant proper (Thrawn and Pellaeon notwisthstanding) that were more megalomaniacal and wanted these gigantic dread weapons. Kaine was a bit more practical, and we want that represented in the PA's gameplay.

As for Enforcers, they were always going to get those.
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April 28, 2013, 09:27:58 AMReply #23

Offline mynameisyou

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Re: unit's for next version
« Reply #23 on: April 28, 2013, 09:27:58 AM »
so how likely is it that the PA will be getting the Bellator.


April 28, 2013, 09:32:52 AMReply #24

Offline Corey

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Re: unit's for next version
« Reply #24 on: April 28, 2013, 09:32:52 AM »
We're not even at the point where we're working on them at all, so I have no idea. All we have is a tentative unit list that's itself only a side effect of finalizing the ICW2.1 one.
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April 28, 2013, 09:34:33 AMReply #25

Offline mynameisyou

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Re: unit's for next version
« Reply #25 on: April 28, 2013, 09:34:33 AM »
ok ;D


April 28, 2013, 05:59:49 PMReply #26

Offline Lord Xizer

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Re: unit's for next version
« Reply #26 on: April 28, 2013, 05:59:49 PM »
The "superships" thing is already the Remnant's identity. We're not going to have the distinction between the PEntastar and Remnant be "superships" vs "more superships." The reasons we didn't want to give the Remnant more than a few at a time still stand.

Also, there's no reason to believe it was harder for the Pentastar to get ISDs, and even if it were, that would mean it's even more difficult for them to get full-on supers. The reason I said the Bellator would work more for them is because it lets us give them a semi-supership without building their faction identity around it, so they have to rely on the basic elements of their fleet instead of building it around superships, except for one really late-game exception like the NR has. Canonically, it was the Remnant proper (Thrawn and Pellaeon notwisthstanding) that were more megalomaniacal and wanted these gigantic dread weapons. Kaine was a bit more practical, and we want that represented in the PA's gameplay.

As for Enforcers, they were always going to get those.

Well said, also the PA would have had no issue getting ISDs or building them. They had Jaemus and Yaga Minor which were both capable and frequently used to build ISDs. Kaine also had the forces that followed him from Oversector Outer including 25 personal ISDIIs of Scourge Squadron. So they'd have plenty of ISDs.

I definitely agree the last thing needed is tons of SSDs. I often find the Remnants ability to build 3 plus have Isard annoying but 'thems the breaks'. Canonically the Remnant had the SSDs a lot and the mod team does a good job putting what goes where properly.

Kaine was supposed to be a tactical genius as well as a political one(evidenced by his sweeping drive of twelve victories and no defeats in the outer and mid rim conflicts of Shadow Hand) and his ability to keep other factions at bay via business, politics or threat of force. The fact his was the only Warlord faction that survived AFTER it's leader died too is an attribute to his skills. It makes sense he wouldn't use a few giant ships when he could build mid and small level ones to bolster his already potent fleet instead.
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May 04, 2013, 07:49:23 PMReply #27

Offline mynameisyou

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Re: unit's for next version
« Reply #27 on: May 04, 2013, 07:49:23 PM »
I don't want a ton of super ships i just feel so many cool ships are missing.


May 05, 2013, 01:54:42 AMReply #28

Offline Kalo

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Re: unit's for next version
« Reply #28 on: May 05, 2013, 01:54:42 AM »
I don't want a ton of super ships i just feel so many cool ships are missing.

"Cool" is a point of view. Many of the ships you want we don't even like.

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May 05, 2013, 10:21:00 AMReply #29

Offline mynameisyou

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Re: unit's for next version
« Reply #29 on: May 05, 2013, 10:21:00 AM »
I know you guy's don't like them but a lot of people do including myself.


May 05, 2013, 12:04:12 PMReply #30

Offline Corey

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Re: unit's for next version
« Reply #30 on: May 05, 2013, 12:04:12 PM »
You can say that about any ship though. I'm sure lots pof people like the Victory Frigate from Battlefront, but it would serve no role here. The point of the mod is not to add as many ship classes as possible, it's to add as many as make the game more fun and which make sense on their own merits beyond just looking cool. The only reason a ship looking cool gets it in is when that comes at the expense of another uglier ship in the same role (for example, why we use the Nebula Star Destroyer instead of the Republic Star Destroyer). The Sovereign vs Eclipse in Ascendancy sort of is because of that, but there's other reasons the Sovereign makes more sense as well.
« Last Edit: May 05, 2013, 12:06:41 PM by Corey »
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May 05, 2013, 05:13:43 PMReply #31

Offline mynameisyou

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Re: unit's for next version
« Reply #31 on: May 05, 2013, 05:13:43 PM »
Saying Assertor-class Star Dreadnought was an accident I did not check its size first I screwed up and no SSD's for the rebels got it. 



The Bulwark's are a good implementation they could work as a damage sponge to soak up enemy fire and cover retreats especially from dreadnoughts. it would well as an extra sturdy fleet head or a heavy colony ship as it is seen going in atmosphere to evacuate I don't see why it wouldn't work in reverse as well as. giving it multiple levels would give the rebels a good way to stand up to star destroyers early to mid game without it being O.P.

the Bellator-class dreadnought is good because it is and I quote a fast battleship/battlecruiser, built to hunt destroyers and worry dreadnoughts this is too good a idea to go to waste.

Its speed is what separates it, imagine your mc90's have beat the imp 2s and secured the system then a dreadnought jumps in if it were an executor you could escape pretty easy unless it was right on top of you but the Bellator could get you.

this would make it perfect for strong hit and run strikes as an imp player.  It also would be more maneuverable because of this it wouldn't need an escort as much unlike the executor it would still be better with one but the need is less. 

As for the appearance you guys made mon cal ship's look good this would be a snap.

I think I bring up some good points and hope you consider.
« Last Edit: May 05, 2013, 05:23:17 PM by mynameisyou »


May 06, 2013, 12:33:14 AMReply #32

Offline tlmiller

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Re: unit's for next version
« Reply #32 on: May 06, 2013, 12:33:14 AM »
Also my reason for liking the Bellator.  Not designed to be a huge ponderous ship like the Exector, designed to be fast and agile (as it can be) despite it's fairly huge size.
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May 06, 2013, 06:13:57 PMReply #33

Offline mynameisyou

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Re: unit's for next version
« Reply #33 on: May 06, 2013, 06:13:57 PM »
i know that is a really cool idea i've been trying to say that for a while just didn't think it out as much, thought people would just get it.


May 06, 2013, 07:17:30 PMReply #34

Offline Rovert10

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Re: unit's for next version
« Reply #34 on: May 06, 2013, 07:17:30 PM »
People have a lot of cool ideas but do they always contribute something meaningful all the time?

No, that's the point Corey's trying to make. Sure it be cool and all to have X unit here and there but this isn't the mod they envisioned it to be. They have a set plan and they're going to stick with it regardless of how "cool" your idea may be.

Also, I disagree on adding the Bellator class.
Imperial Remnant's are not about going on hit and run missions, that's more of the New Republic (though they are deviating). The Remnant has always been about big ships and hard hitting in large fleet engagements.
Maybe for the Empire of the Hand but their entire fleet lineup and focused on speedy hit and run anyways.

You only can have so many ships anyways since SoaSE's UI will only allow so many. And that the AI will go a bit crazy should you unit counter over or below what the original had. You also have to give each unit a set role for the AI to read as well I believe.
« Last Edit: May 06, 2013, 07:21:16 PM by Rovert10 »

May 06, 2013, 07:38:17 PMReply #35

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Re: unit's for next version
« Reply #35 on: May 06, 2013, 07:38:17 PM »
no I meant the Bellator as a ship is a cool idea.

I know that having X unit for no reason is stupid. however it will be better if they're in and am trying to make a convincing argument. as for hit and run for IR that wouldn't be the main purpose just a cool benefit the main purpose would be having a less powerful more versatile dreadnought just like in universe.
« Last Edit: May 06, 2013, 07:40:02 PM by mynameisyou »


May 06, 2013, 08:11:08 PMReply #36

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Re: unit's for next version
« Reply #36 on: May 06, 2013, 08:11:08 PM »
The Bulwark's are a good implementation they could work as a damage sponge to soak up enemy fire and cover retreats especially from dreadnoughts. it would well as an extra sturdy fleet head or a heavy colony ship as it is seen going in atmosphere to evacuate I don't see why it wouldn't work in reverse as well as. giving it multiple levels would give the rebels a good way to stand up to star destroyers early to mid game without it being O.P.

I'm not fundamentally opposed to the Bulwark, I just think it's kind of ugly and unncessary. The stats given for it in Rebellion are pretty ridiculous, the end result is essentially nothing that an MC90 doesn't already do, and the New Republic is definitely not lacking for capital ships, considering they have more than anyone else, and they don't have a problem standing up to any Remnant stuff. Bulwarks would be very late game, not early.


Quote
the Bellator-class dreadnought is good because it is and I quote a fast battleship/battlecruiser, built to hunt destroyers and worry dreadnoughts this is too good a idea to go to waste.

Its speed is what separates it, imagine your mc90's have beat the imp 2s and secured the system then a dreadnought jumps in if it were an executor you could escape pretty easy unless it was right on top of you but the Bellator could get you.

this would make it perfect for strong hit and run strikes as an imp player.  It also would be more maneuverable because of this it wouldn't need an escort as much unlike the executor it would still be better with one but the need is less. 

Thereby at best removing one of the few weaknesses posed by allowing the Remnant to be reliant on superships. Sure you can say you're sacrificing firepower for that speed but again, look at the disparity between what it is and what it's fighting. Bellators are about half the size/firepower of an Executor, but that still puts them miles (literally) ahead of anything they're going to be fighting. The difference in role between the Executor and Bellator at that point is still nonexistant. Even with being slightly faster than the Executor, it's not actually going to be able to catch the smaller ships or else why the hell would you ever even bother buying the Executor? Again, the power differential while large in absolute terms is meaningless in relative terms; you still just have this gigantic platform, plus you get the speed and the ability to buy more small ships.

Our argument isn't that you can't find *some* variation within supership roles, it's that the variation is at best minimal, that it ends up being overpowered, and that superships are BY NECESSITY limited in Sins. You can only have ONE Titan type that is buildable, and only ONE of those at a time. Any others we add either have to be done as regular capital ships, which has some implications for their own basic functionality, and means they become effectively spammable, or it means we have to introduce them as spawned objects for certain things (usually research).

Again, we ABSOLUTELY DO NOT want this game turning into "who can build the most supercaps" and when you add more than two types of supercaps you're significantly eating into the number of regular ships in the game, and it just looks like a cluttered, unbalanced mess. You end up with 5 superships and then you have maybe 20-30 other ships.

Also my reason for liking the Bellator.  Not designed to be a huge ponderous ship like the Exector, designed to be fast and agile (as it can be) despite it's fairly huge size.
i know that is a really cool idea i've been trying to say that for a while just didn't think it out as much, thought people would just get it.
...
I know that having X unit for no reason is stupid. however it will be better if they're in and am trying to make a convincing argument. as for hit and run for IR that wouldn't be the main purpose just a cool benefit the main purpose would be having a less powerful more versatile dreadnought just like in universe.

The problem is that it's the difference between fighting a Heavyweight or Middleweight UFC champion when you're a grade 5 white belt. One's a bit stronger, the other one's a bit faster, but at the end of the day the differential between the two is meaningless next to the  differential between them and what they're fighting. It's pointless trying to find niche variations within SSDs when they are fulfilling exactly the same role no matter how much you adjust those individual stats. You're not going to get something more versatile with the Bellator.

No matter which way you look at it, both the Bellator and the Executor are more powerful than a Phalanx, or an MC90, or a Nebula.
No matter which way you look at it, both the Bellator and the Executor are slower than a Phalanx, or an MC90, or a Nebula.
No matter which way you look at it, both the Bellator and the Executor have more fighters than a Phalanx, or an MC90, or a Nebula.

It would be different if that size range was a bigger focus on the SW universe and by extension the mod, but it isn't. The only things within their range that they'd have to deal with are each other and the Viscount, but that's so rare that it doesn't warrant creating an extra ship class just to choose how to deal with one other type, because those are the only situations within which their differences matter.

Quote from: Rovert10
No, that's the point Corey's trying to make. Sure it be cool and all to have X unit here and there but this isn't the mod they envisioned it to be. They have a set plan and they're going to stick with it regardless of how "cool" your idea may be.

This isn't necessarily the case, it doesn't have anything to do with having a set plan and not wanting to deviate from it. If an idea is cool, we'll use it, we do it all the time, but this has nothing to do with us just not wanting to deviate from our plan of not focusing on superships or something. A strong focus on superships like that negatively impacts the game. They necessarily become the thing around which everything is centered, and the more you add the more that becomes the case, and all you're getting out of it is something to look at which really only keeps its novelty for 5 minutes. The game does not work well with the mechanics you have to use to limit their availability, and the more of them you have the fewer other ships you have to the point that it becomes a 5 unit RTS where nobody pays any attention to the smaller ones and gravity wells and battles are just filled with them.

Trying to argue for all these niche roles between something like the Bellator and the Executor really just introduces a false choice, because at the end of the day they're doing the same thing. We only want them to have two Superships at a time, max, and the only reason we're even giving them the Sovereign and Executor instead of just two Executors is because we wanted some variation and the Sovereign at least introduces something new, while being a more recognizable ship.

 If we were to add the Belator or the Assertor or some other SSD to the Remnant, it would be at the expense of either the Sovereign or the Executor, because again, we do not want more than two SSDs in play, and even if you were correct that they did different things (which again, in this context they do not) nothing has even addressed the issue of number of SSDs to be available at a time.

So, if you're only going to have two, and they aren't functionally any different, why the hell would we bother introducing a third or fourth variation?
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May 07, 2013, 07:33:37 AMReply #37

Offline Lavo

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Re: unit's for next version
« Reply #37 on: May 07, 2013, 07:33:37 AM »
And that the AI will go a bit crazy should you unit counter over or below what the original had. You also have to give each unit a set role for the AI to read as well I believe.
That simply is not true. The AI will easily handle any amount of units, assuming you give them all fitting statCountTypes (this has an effect on how many of these ships an AI builds) and RoleTypes (how the AI uses the ship), as partially hinted in your second line. Having duplicates of these stats, ex. two ships with the FrigateLight statCountType, is not an issue.

So, if you're only going to have two, and they aren't functionally any different, why the hell would we bother introducing a third or fourth variation?
B-but mah ruel of cool!
« Last Edit: May 07, 2013, 07:37:37 AM by Lavo »

May 07, 2013, 05:55:42 PMReply #38

Offline Rovert10

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Re: unit's for next version
« Reply #38 on: May 07, 2013, 05:55:42 PM »
That simply is not true. The AI will easily handle any amount of units, assuming you give them all fitting statCountTypes (this has an effect on how many of these ships an AI builds) and RoleTypes (how the AI uses the ship), as partially hinted in your second line. Having duplicates of these stats, ex. two ships with the FrigateLight statCountType, is not an issue.
Hmm... I thought this was the case especially with Sacrafice of Angels, they added capital ships with the footnote (for AI) to my memory. I assumed you had to at least to fill all role types or the AI bugs out.

May 07, 2013, 08:41:06 PMReply #39

Offline mynameisyou

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Re: unit's for next version
« Reply #39 on: May 07, 2013, 08:41:06 PM »
the reason to add it would be to make the fans happy and like previously stated rule of cool.

as for not wanting more then two in play then add it for the PA like you said i also think you're underestimating the speed is roughly three times smaller than a executor with one more truster for its size it was after all built to hunt destroyers an easy to play with concept.

the Bellator has no canon specific armaments and thrusters so you are free to create your own to make it fit in.

as for the Bulwark i feel mc90 just die to fast underfire of big ships or multiple SD's .

i feel that the rebels need a damage sponge on a larger scale.





« Last Edit: May 07, 2013, 08:45:05 PM by mynameisyou »


 

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