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Author Topic: Cross Empire Vechiles and Ships Plus OThers  (Read 15456 times)

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September 08, 2016, 10:21:21 PM

raw666

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Cross Empire Vechiles and Ships Plus OThers
« on: September 08, 2016, 10:21:21 PM »
I would like if it would be possible for each faction can build ships that are available to other factions. Like common ships like the Lancers, Corellian Corvettes/Gunships, Muraders, Quasar, Nebula-B/B2 Frigates, Escort Carriers, Aclimators and Crack Cruisers are available from the start since the lore did state both Rebels and Imperials used these ships so there should be the option to make them for every faction instead of just the one faction or just Imperial factions for some of these ships. While larger warships are only available after taking the manufacturing world. Like if the New Republic takes Kuat, they have the ability to make New Republic Star Destroyers (all classes that launch rebel fighters) and if the Imperial Remanent takes Dac, they can build Mon-Calamari Cruisers and Rebel Fighters. Adding some unique stories where that people can role play and it fits the lore as New Republic did build Star Destroyers later in Eras 2-5. Also since its stated by lore the Empire did use them after the Clone War and Rebels did salvage and used them, all Empires can build Clone Era ships and vehicles (with few exception to capital ships and some heavy frigates) though outside improve LAAT, V-Wings and few other exceptions, they are general weaker then current technology so use them if desperate for money. Finally both sides can build one of each planetary weapon as both sides would have salvage the technology or according to lore, the Empire had both to begin with so why not have option to build both though they have advantages and disadvantages. Like outside of weaker ships, Hyper Velocity cannon can only take down shields and do minor damage, ION cannon can disable ships and take down shields but do no damage and both combine can destroy most ships.

To compensate for what would be a long list, I have to ideas:
1) Make the class of station mater what you can build, like a level 1 Frigates can only build light frigates, a level 2 station can build heavy and light frigates, and a level 3 station can only build Capital Ships, making them more important to keep several in service.
2) Make it that capital ships can be build at certain worlds. Like the only way to build a Mon Calamari Cruiser is at Dac, Yang Minor and Kuat is the only place to build Star Destroyers and so on. This should be possible as Force of Corruption have worlds that can only build certain ships, so it is possible and it be a nice addition and make worlds more important to hold so. Though going this rout may mean making certain worlds like Correllia, Bastion and Bathawui into places that can produce capital ships but its part of the lore Corellia is a major ship builder and other two did design dreadnoughts. (Know its possible as in a game mod (I Think, it could be in game) can build Lucrehulk-class Droid ships only over Fluceia in the campaign game).
3) Options to eliminate inferior designs for improve warships after each Era System. For instance, no need to make Nebula B Frigates when you can make Nebula-B2 Frigates, or Victory/Imperial-I Star Destroyers over Victory/Imperial-II Star Destroyers.

As for more ships and story, here is a list:
1) Ships from Empire at War and Force of Corruption make it into the game and with some ships, incorporate their design. Like Muraders to be more useful as missile ships and just more ships in general. While adding Tie Phantom, Tie Scout and MC30c Frigate for unique game plays.
2) Adding criminal factions that start small but can become a big faction with similar mechanics with Force Corruption. Basically add Zann Consortium, Hutts, Black Suns, and so on that can make it difficult and either to hunted down or force away with bribe money.
3) The Madalorian Faction as a minor faction with ships and forces similar to Zann Consortium, Imperial Remanent and New Republic, a Separatist Rogue Droids with clone era Separatist Droids. Don't need to conquer but can if wanted too.
4) Add two more eras: A 0 era as playing as the Rebel Alliance before it became the New Republic to feel like your building from the ground up, and Era 6 during the Young Vong Invasion with the Young Vong invading starting with a random world in the outer rim. Hint, will be weakest defended world leads to a automatic defeat for which ever faction holds it.

I like to hear your opinion on what you think and if its possible.

September 09, 2016, 01:33:09 AMReply #1

raw666

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Re: Cross Empire Vechiles and Ships Plus Others
« Reply #1 on: September 09, 2016, 01:33:09 AM »
Forgot to add, would like the ability to build civilian spaceports that work on a similar fashion of mining stations but design to build up trade. There would be limit to space stations based (one per space station level) o and are lightly armed. Design wise, I was thinking it could be based of the X-Wing Series platforms used by both sides with the ability to launch fighters. Would be interesting and priority targets that can be destroy and make players think if it would be wise to protect them, especially if they are spread out across the map rather then behind the defense platforms. Also could be a new feature for planetary raids as players can send fighters to perform hit and runs to destroy these facilities. Could also add as a ground feature for special forces to sabotage enemy forces with limited defenses and can force players to sacrifice numbers to defend worlds from raids.

Also suggest modifying the Capital Shipyard to be a star base with five large docking arms to make it seem more unique then some flat structure. Maybe a structure similar to the level 5 space station seen in the game or large cylinder doom with

September 09, 2016, 02:15:23 AMReply #2

Offline kucsidave

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #2 on: September 09, 2016, 02:15:23 AM »
It is a nice idea, but you forget that this way from 1 side, the UI wouldn't be able to display all units anyway, and from the other every faction would be just a carbon copy of the others.
If you like the idea to build certain ships on certain planets only, I recommend you the Balance and Flavor submod from Vulcanus.
http://thrawnsrevenge.com/forums/index.php?topic=4920.0
But then you will also see that it takes considerably more knowledge to play a faction (PA in this case) since You have to know where you can build what. Now if you extend that to all the incoming warlords, IR, NR, EotH too it would be way too easy to lose track, not to mention that if you want a hint you have to look on a source outside of the game, which means you have to exit, reenter, exit reenter and so on so you can plan your expansion correctly, and this is not good.
Also the idea that Light frigate shipyards can build light frigates and Heavy frigate shipyards can build light and heavy frigates is already in the mod.
And the idea to take them away from the capital shipyards is not correct, not even lorewise as you like to say. After all if a shipyard can build capital ships, why wouldn't it be able to build smaller ones too?
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September 09, 2016, 02:58:53 AMReply #3

Offline Corey

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #3 on: September 09, 2016, 02:58:53 AM »
If you like the idea to build certain ships on certain planets only, I recommend you the Balance and Flavor submod from Vulcanus.

It's also a thing in 2.2, and to a smaller extent was also a thing in 2.1


Thanks for the suggestions Raw. A few points of feedback:

Even though there was a bit of overlap in-universe as far as who used what, you need to look at it proportionally, how those factions tended to come by those units, and also what the goal of a unit roster is. For the first bit, yes, there are a few examples of different groups, like the New Republic, using Imperial Star Destroyers. This was not, however, because they produced them; they had them in small numbers because there were some they had captured. We also know that even when they did capture Kuat, Bilbringi, Fondor and so on, which were Imperial shipyards, they were not used to produce more ISDs for use by the New Republic; they produced their own variants (the Nebula, Republic, and Endurance, for example, and it's also not correct that Mon Calamari was the only planet that produced the dedicated Mon Cal warships; in-universe starship production is a lot more specific and specialized than it's worth representing in the mod (otherwise you'd only have like 5 planets that can produce any ships whatsoever), but youd still see other New Republic shipyards building or at least outfitting Mon Calamari designs for the New Republic. Case in point, the ships that were being either fitted or refitted at Sluis Van which were jacked by Thrawn. And when the New Republic military philosophies did start becoming more similar to the Imperial ones and they wanted to build their own superships, they didn't build more Executors, even though they had captured both Lusankya and the planets which were typically used to build the Executor-class under the Empire; they instead contracted it to Mon Calamari to build the Viscount and the Mediator. We also know what it looks like when Mon Calamari falls under Imperial control; they didn't build Mon Calamari warships for the Empire; they actually built nothing, because the Mon Cal and Quarren were uncooperative until they were working for a government they supported, and ay attempts to adapt their tech failed. Ingame we have to use a more generalised system though, so a shipyard is a shipyard.. Pre-Clone Wars they built the Rendili Stardrives Dreadnaught design, though, for a government they did support even though it wasn't a native design, and during the Clone Wars some exiled Dac shipwrights also designed and built the Providence for the government they supported, not for the Republic when they controlled the planet. So, simply controlling a planet didn't determine what ships a government used. You can certainly make the argument that without Mon Calamari those ship types wouldn't have been in the New Republic's arsenal, but the engineers and tech still existed , other shipyards could make it with those engineers, and more important than Mon Calamari just being part of the New Republic was that the New Republic was probably the only government with whom the Mon Calamari would cooperate in the same way. The "Imperial" shipyards were typically a bit more pragmatic, but their output was still tailored towards their contractors. Much the same as if, say, any given group in WWII had taken over the means of production in another country; just being in Germany doesn't necessarily mean Russians would have built Tigers and Panzers.

Yes, theirs some designs like the Nebulon-B which began as Imperial ones and saw limited use under the Empire, however we're trying to represent what would most likely be found within a faction. So while, yes, you could say an Imperial shipyard could build Nebulon-Bs as it was an Imperial government design, they were far more common within the Rebellion and the New Republic, and exceedingly rare within the Empire; there are almost a dozen better purely-Imperial alternatives to use, and we don't want to clog up the build bar with redundancies; it's almost full for each faction as it is, and those redundancies add nothing to gameplay. Ultimately we're choosing the options which best reflect those factions. For an Imperial group like Zsinj, where they were far more common, it makes more sense for us to use the Nebulon-B in his roster, so we have done so. While there were a few planets where Clone Wars holdovers were used as garrison forces (they were almost never produced again by those Imperial groups mind you, they were just laying around), it makes sense to use them within the Pentastar Alignment because of where they are based; the Outer Rim had most of those holdovers, so it gives a better sense of who they are and what their roots are as a faction to use the Clone Wars holdovers. We're trying, again, to not just represent every ship type of which the faction may have had an example, we're trying to extract the essence of what they faction is and represent it ingame through the unit lists. Factions didn't just make their rosters based on whom they controlled and just use whatever native ships were available, nor did every ship type they used necessarily represent what could typically be found within said faction's fleet or what that faction stood for, and that's the bigger goal when deciding what a faction can or can't build within the context of the mod.

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1) Make the class of station mater what you can build, like a level 1 Frigates can only build light frigates, a level 2 station can build heavy and light frigates, and a level 3 station can only build Capital Ships, making them more important to keep several in service.

This doesn't really make sense either from a gameplay or in-universe perspective, and it sort of contradicts your previous points as well. In-universe, those ships were all made by the same companies at the same planets (hence the contradiction), and from a gameplay perspective, this could potentially get a bit frustrating. The biggest example, I guess, is FTGU; you only have one planet, and it tends to be a heavy frigate shipyard planet to start. Since you have a heavy frigate shipyard, this would mean you're not allowed to make light frigate shipyards at alll, even though your planets clearly have the infrastructure to do so. Or a lot of other GCs where factions only have one planet in a given area, which is especially common for the New Republic, which usually has Mon Calamari pretty isolated. The only thing they could build there would be capital ships, and they'd have no planets around them to use to build smaller ships and help to expand. Plus, this would mean you have to take the shipyards out of the upgradeable slot, since you can't make them only have access to one tier. You'd also have to limit it to one special structure slot per planet so they can't build the other possible levels as well.

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2) Adding criminal factions that start small but can become a big faction with similar mechanics with Force Corruption. Basically add Zann Consortium, Hutts, Black Suns, and so on that can make it difficult and either to hunted down or force away with bribe money.

The Zann Consortium and Black Sun were basically non-factors in the galaxy at this point; most criminal organizations only had like one or two secret bases, and never really would have had ships to challenge anyone else. We also have next to no faction slots to work with, and new factions take a considerable amount of resources to make. The Hutts are a possibility we've considered in some form, although we'd really be fudging their capabilities and political structure to make them a faction, really.

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3) The Madalorian Faction as a minor faction with ships and forces similar to Zann Consortium, Imperial Remanent and New Republic, a Separatist Rogue Droids with clone era Separatist Droids.

Mandalorians were essentially nothing at this point. They had no navy to speak of, and the only active ones were pretty much just bounty hunters. The last time they'd had the capability to field any sort of significant military force had been a long time ago, and the next time they'd even be a significant part of a military coalition (not even on their own) would be the Confederacy led by Corellia several decades after the mod ends. Even then it was primarily just fighters that they provided. Separatist holdouts were pretty much, if not completely non-existant at this point. Leftover military hardware had either been sold off to groups like the Corporate Sector Authority and integrated into other people's forces (ie how we've given Zsinj access to Lucrehulks and Droideka, PA access to Munificents, and the Maldrood access to Providences) where possible/reasonable, or just been destroyed.

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4) Add two more eras: A 0 era as playing as the Rebel Alliance before it became the New Republic to feel like your building from the ground up, and Era 6 during the Young Vong Invasion with the Young Vong invading starting with a random world in the outer rim. Hint, will be weakest defended world leads to a automatic defeat for which ever faction holds it.

These both honestly would constistute pretty significant additions (for the first bit) or overhauls (for the second) to the mod. Initially for 2.2 we were going to do a pre-Endor GCW scenario instead of the Warlords, but ultimately we decided to focus on improving and fleshing out what we have within the existing (and already pretty expansive) scope of the mod, rather than diluting it and adding on more stuff to an already hefty package. If we were to tackle the Vong, Ascendancy is a much better venue for us to do so.

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Forgot to add, would like the ability to build civilian spaceports that work on a similar fashion of mining stations but design to build up trade.

We are doing some more types of space structures, including trade ports.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


September 10, 2016, 10:50:26 PMReply #4

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #4 on: September 10, 2016, 10:50:26 PM »
I have two suggestions.

1) Make Zero Command the last Imperial faction you do. Expand on the unknown region and make a GC sourly focus on pacifying that region (maybe throw in the Vong?).

2) introduce planets that have the ability to build droid works and make battle droids, and super battle droids. Maybe specific to PA and maybe give Maldrood The ability to build mercenaries bases. And on Kashyyyk have Moff Darcc and pket (leader of trandoshan slavers) recruit able for the imperial factions with trandoshans being troops with grenade launchers instead of blasters and slave ships.
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September 11, 2016, 04:14:19 PMReply #5

Offline kucsidave

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #5 on: September 11, 2016, 04:14:19 PM »
I have two suggestions.

1) Make Zero Command the last Imperial faction you do. Expand on the unknown region and make a GC sourly focus on pacifying that region (maybe throw in the Vong?).
Impossible to do both. Empire at War has a sadly hardcoded limitation for 10 factions. If we count the main three, the three incoming warlords, the DL, the Happans and the PA we are at 9 already. And adding 1 more imperial faction to the list wouldn't do much, while the Vong would need so many stuff (starting from scratch) that it would be too much extra work on the incoming stuff, not to mention it would stretch out the timeline of the mod, which would mean that the team should rework existing factions too.
2) introduce planets that have the ability to build droid works and make battle droids, and super battle droids. Maybe specific to PA...
Can I ask why is everyone obsessed with the clone wars era stuff? I mean, B1 and B2 battledroids were not in use by this point in the timeline since the empire shut down their productions. Not to mention there is already plenty of CW era stuff in the mod.
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September 11, 2016, 07:51:00 PMReply #6

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #6 on: September 11, 2016, 07:51:00 PM »
LOL the thing is that despite the movies the clone wars was a cool timeframe with cool tech. Also Happans doesn't count because you cant play as them(you can only use their ships only in Zsinj GCs) But if Happans are considered one don't do zero command and expand the DL and add a Faction in the unknown regions.
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September 12, 2016, 01:06:59 PMReply #7

Offline Corey

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #7 on: September 12, 2016, 01:06:59 PM »
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Impossible to do both. Empire at War has a sadly hardcoded limitation for 10 factions.

Dave's actually thinking about the Sins limit here, not EaW. We're currently at 11 factions (NR, EotH, PA, IR, Zsinj, Hapans, Duskhan League, Maldrood, Eriadu, Hostile and Neutral). Not sure if EaW has a faction limit; possibly not because of the way the game's structured with other entity types, but if it does we're likely pretty close.

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Also Happans doesn't count because you cant play as them(you can only use their ships only in Zsinj GCs)

The game doesn't care if you can play as them or not, they're still a faction. There's no distinction there by the game.

As far as Zero Command goes, we're not doing another Warlord faction. There's already five Imperial factions that are playable, and the Duskhan League is essentially a sixth. There's not really any other Imperial groups with significant territory, and there's not really anything to be gained from making any of them playable for anything else. If we do want to expand the Imperials at all, we'd likely just add back in a generic Warlords faction to catch the smaller groups where it's useful. Developing things around the Empire of the Hand would be much more interesting if we were to do anything else.
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September 12, 2016, 05:37:45 PMReply #8

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #8 on: September 12, 2016, 05:37:45 PM »
Dave's actually thinking about the Sins limit here, not EaW. We're currently at 11 factions (NR, EotH, PA, IR, Zsinj, Hapans, Duskhan League, Maldrood, Eriadu, Hostile and Neutral). Not sure if EaW has a faction limit; possibly not because of the way the game's structured with other entity types, but if it does we're likely pretty close.
 we'd likely just add back in a generic Warlords faction to catch the smaller groups where it's useful. Developing things around the Empire of the Hand would be much more interesting if we were to do anything else.
YES genius I always felt like That the Empire Of the hand needed a threat to their land that's in the unknown regions.
I do Agree with the notion of making a Generic Warlords faction, make it like a challenge mode where you get a small fleet and You broke Away and built your own kingdom. For sins stick with big groups. But For ICW Expand the Duskhan League roster please 
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September 12, 2016, 06:53:02 PMReply #9

Offline Corey

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #9 on: September 12, 2016, 06:53:02 PM »
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I do Agree with the notion of making a Generic Warlords faction, make it like a challenge mode where you get a small fleet and You broke Away and built your own kingdom

It wouldn't be a playable group, it would simply be an AI faction used to represent the ones that are too small to include but warrant representation in some way.
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September 12, 2016, 06:55:41 PMReply #10

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #10 on: September 12, 2016, 06:55:41 PM »
It wouldn't be a playable group, it would simply be an AI faction used to represent the ones that are too small to include but warrant representation in some way.
ohhhhhhhh Okay would be cool to be a independent warlord with one planet but that is fine.
But please do expand DL and The unknown region.
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September 16, 2016, 12:26:05 PMReply #11

raw666

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #11 on: September 16, 2016, 12:26:05 PM »
Can I ask why is everyone obsessed with the clone wars era stuff? I mean, B1 and B2 battledroids were not in use by this point in the timeline since the empire shut down their productions. Not to mention there is already plenty of CW era stuff in the mod.
That is not true as there were still a few Separatist Holdouts that still existed after the Empire fall from power and even few droids that either did not recieve the signal or refuse it, causing a few problems in the years to come. Though they were minor factions, they still existed.

Also, it was stated via Legends Lord that a lot of said technology still existed in the Outer Rim where the Empire had a minor presence or in Rebel Hands to use along with their main attack fleet. So if the technology still prove to be true years later, they would not be as picky, especially the Imperial Remanent if they lose some of their bigger production facilities to the New Republic and would use and build true technology they can afford to build. Which includes the Venator that did not have nearly as many flaws in it compered to later classes of Star Destroyers.
 
Its also why I think Imperial Factions should have the ability to build Correlian ships and Nebula frigates for they would not be as picky when it comes to technology and they did use them a lot as patrol fleets or policing systems that do not need a Imperial Star Destoyer. Though a good number should be lock to specific class but how you play the factions is more a what if as you are not going exactly by lore if Thrawn can conquer the galaxy, your heroes can die permanently or even limit what the New Republic can conquer. This is more what if senaero that people can play and I think should be given freedom to a degree. Like if Thrawn's faction take Dac, they could build Mon Calamari Cruiser because it would be his nature to use such ships. While New Republic in its early years would use capture Imperial Technology until it firmly developed its own (like Era 3 and so on).

September 16, 2016, 04:35:50 PMReply #12

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #12 on: September 16, 2016, 04:35:50 PM »
See Raw that raises problems also.
First: Though they existed in the outer rim we can not give all factions new units. Think about it Corey and the developers must balance these units even further. if we give all factions it that's unfair. The NR and IR are more or less complete so they need no new units.  As for others it would make no sense. It is like me giving the empire of the hand MC 80s they need to have context( Though the empire of the hand did have a few drokiekas in the Hand of Thrawn).
Second: Factions should be unique. by the time 2.2 releases we will have 5 imperial like factions. That is the same argument Corey made when I ask If happes ships could be given to the NR. He said that its not really fair beacause the NR already has a huge roster.
No offense Man just needed to explain
Now the only Example of a unit that a faction should take from another faction is giving The empire of the hand Victory ll SD.
That works but even then that's a stretch.
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September 18, 2016, 06:08:17 PMReply #13

Offline Corey

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #13 on: September 18, 2016, 06:08:17 PM »
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That is not true as there were still a few Separatist Holdouts that still existed after the Empire fall from power and even few droids that either did not recieve the signal or refuse it, causing a few problems in the years to come. Though they were minor factions, they still existed.

Calling them factions is extremely generous. After 2 BBY the only CIS remnants left weren't in control of planets, they were just individual sets of droids and maybe one ship (ala Geonosis) that nobody had happened to clean up yet. They weren't factions any more than an angry guy with a gun holding a Confederate flag from the American Civil War means that the Confederate States are still a thing. And even that's giving them disproportionately more influence than they actually had. Pretty much everything was crushed in the first couple years of the Empire, and anything that survived joined the Rebel Alliance later on.

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Its also why I think Imperial Factions should have the ability to build Correlian ships and Nebula frigates for they would not be as picky when it comes to technology and they did use them a lot as patrol fleets or policing systems that do not need a Imperial Star Destoyer.

I already addressed this; we've given different Imperial factions some variety to that, but when you already have Carracks and Lancers and whatnot that's more commonly used by the Empire, there's simply no reason to add in those other ships that fit exactly the same roles. When they had the planets that produced them, they still didn't produce them in significant numbers, and we can't make it so that if they only have (say) 3 planets they get a different build list (they still would use the same military anyways, as I've already mentioned). We've already pretty much filled the entire build bar for each faction, I'm not sure why we would want to give them redundant units just to pack the rest of it.






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Though a good number should be lock to specific class but how you play the factions is more a what if as you are not going exactly by lore if Thrawn can conquer the galaxy, your heroes can die permanently or even limit what the New Republic can conquer. This is more what if senaero that people can play and I think should be given freedom to a degree. Like if Thrawn's faction take Dac, they could build Mon Calamari Cruiser because it would be his nature to use such ships. While New Republic in its early years would use capture Imperial Technology until it firmly developed its own (like Era 3 and so on).

We do want to give players freedom, but when you select a faction at the GC setup screen that should still actually mean something. Giving players freedom doesn't really mean the Empire of the Hand should be able to build, say, Hapan Battle Dragons. The player isn't the only one making decisions in the galaxy. Again, with all the Imperial groups in the galaxy, they didn't all control Kuat/Fondor and its subsidiary worlds; they still primarily chose to build Star Destroyers when they had production facilities. The only time they really used non-Imperial vehicles or ships is if they designed it themselves (ala Zsinj with the Raptors)  subcontracted out to other groups (which had to want to work with them) or they captured it.

Which gets back to what I already said in my earlier posts; we've already seen what happens when the Empire controls Dac and tries to get them to build Mon Calamari ships for the Empire. They refuse to do it, no matter how much the Empire asks, kills or enslaves them. We've also already seen what happens when the New Republic captures Kuat or Fondor; they build their own ships. Kuat and Fondor were actually fairly early conquests for them, as far as that goes. Fondor was captured when it was technically still the Rebel Alliance, and Kuat was only 8 ABY, but they never built any Imperial Star Destroyer designs. We've already got a system for them to use stuff they seize with the planet capture rewards, adding construction on top of that doesn't really make sense for anything. This isn't even trying to address what-if scenarios, you're bringing up situations that did in fact happen in-universe, multiple times from pretty much any perspective, and there's no reason it would have resulted in what you're suggesting.
« Last Edit: September 18, 2016, 06:11:11 PM by Corey »
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September 18, 2016, 06:43:21 PMReply #14

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #14 on: September 18, 2016, 06:43:21 PM »
hey corey some of these walkers work. mostly the AT-DP at 1:29.
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September 22, 2016, 01:47:06 PMReply #15

Offline Corey

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #15 on: September 22, 2016, 01:47:06 PM »
As that video says, the AT-DP is from the Disney canon universe, not the EU.
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September 22, 2016, 03:49:05 PMReply #16

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #16 on: September 22, 2016, 03:49:05 PM »
http://starwars.wikia.com/wiki/All_Terrain_Advance_Raider
My bad here is the legends design.
They have the same design but different names
« Last Edit: September 23, 2016, 07:13:38 PM by AdmrialThrawn2 »
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September 26, 2016, 12:55:15 AMReply #17

raw666

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #17 on: September 26, 2016, 12:55:15 AM »
I understand how difficult it is to make new units for the game, so to not beat a dead hoarse I like to ask if you can make the current units more unique and spread out: 
Like Bombers have the ability called Heavy Hunt, which gives them ability to hunt starships and stations instead of standard Hunt which is programed to hunt smaller targets like fighters. Make the two fighters different classes more unique while also some fighters like the Tie Defender have both abilities while B-Wing just have hunt starships (I think they can have only two abilities). Maybe even incorporate to vehicles with Hunt is infantry and gun placements while Heavy Hunt is for vehicles and structures.

Also some bombers like Y-Wing and few starships with large number of ion cannons (Bothan Assault Cruiser for example) have Concentrated Ion Blast that can drain enemy shields at a faster rate and even disable ships for a short time while bombers like Tie Bombers have space bombs to fire heavier space bombs to do more damage to a enemy ship. Also Specialist (with being more then a single unit but a squad of four per unit) have the ability to cover and fully heal a single target by clicking while Republic Infiltrators get back the ability to cloak to make them useful again for they are just instant kill units. Not to mention Republic soldiers should be able to spread instead of being like generic civilians but I unsure if that is error with mine or not.

For heavy frigates and maybe also cruisers/dreadnoughts I think they should have two abilities instead of just one since they are larger warships. Like fir example, on the New Republic Side (since I play that side more heavily), Dreadnought not only have the Power to Weapons, but also Power to Engines, the Mon-Calamari Frigate (which could fire missiles in lore revealed by X-Wing Serries) not only have Power to Shields (which is missing in mine) but also Torpedo Burage which the Murader had in the game (really wish you kept it to make it a unique unit), and finally Assault Frigates have power to shields and Power to Weapons since its a combination of a Nebula-B Frigate and a Dreadnought. While all Star Destroyers (including the Republic One) should have tractor beam and Power to Weapons and Mon Calamari Cruisers possible have More Power to Shields and Power to Engines with Akbar being the except for Concentrate Firepower replaces Power to Engines and Phalleon replace Power to Weapons for Concentrated Fire.

Now back to a old horse, would like to see for ground units (if possible since I know its limited but I hope it can build one more unit), the ability to build specific units that can only be hired from specific planets. Like New Republic in any era can recruit Bothan and Wookie Agents from their homeworlds. Wookies having similar ability to Chewbaca in the orginal game (sprint and hijack vehicles) while Bothan Spies have stealth and Ping Ability due to being spies by lore. Also in Era 3 and above allow the New Republic to hire Noghri Assassins since they allied with the New Republic due to the Skywalker family.
For the Imperial Remanent, the assassins can be recruited during Era 1-2 but in every era can train attack Vornskrs to go after Force Sensitives use as attack dogs. While a few factions can recruit the Witches of Dathomir (Zsinj comes to mind) and can ride Rancors like in the expansion game.
Also every side has the ability to hire smugglers and bounty hunters on specific planets. Smugglers to spy on nearby enemies and steal credits while bounty hunters are expensive units that can not only spy the enemy but have the ability to locate where Enemy Heroes are to allow you to hunt them down. Useful for locating the leader of a empire for a quick win.

September 29, 2016, 10:32:25 PMReply #18

Offline Illidan Stormrage

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #18 on: September 29, 2016, 10:32:25 PM »
I would like a nerf to all NR fighters they all seem to have torpedoes and often ruins later eras like era 3-5
maybe more anti fighter support for ISDs
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September 30, 2016, 01:20:05 PMReply #19

Offline tlmiller

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Re: Cross Empire Vechiles and Ships Plus OThers
« Reply #19 on: September 30, 2016, 01:20:05 PM »
I would like a nerf to all NR fighters they all seem to have torpedoes and often ruins later eras like era 3-5
maybe more anti fighter support for ISDs

Canonically, most NR ships DID have torpedoes...sooo...it makes sense that most of them do in th mod.

Besides, they're supposed to be the best fighters, that's what the NR relies on to win, is fighter superiority.
People should not be afraid of their government...governments should be afraid of their people.

 

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