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Author Topic: The starship suggestion list  (Read 11102 times)

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September 16, 2016, 06:48:06 AMReply #20

Offline ErichZann

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Re: The starship suggestion list
« Reply #20 on: September 16, 2016, 06:48:06 AM »
The first one is only ever seen sitting on a CIS planet during Republic Commando or being through at someone by Starkiller; the only time it could really be used is in trying to flesh out a CIS roster, it was never in any way associated with anyone else and there's no basis on which to include it for anyone else. Even calling it the "Geoenosian Dreadnaught" is a fan thing that's only really been within EaW mods.



This one is a fanon design, pretty sure it's Evillejedi's Mandator.

What about your own version of the Mandator? There's is this ancient design from the Atari Empire Strikes back arcade game: http://starwars.wikia.com/wiki/Executor-class_Star_Dreadnought/Legends?file=Atari_ESB_ship.jpg. It strikes me that it looks a wee bit Mandatish because of the humpbacked design. According to this http://starwars.wikia.com/wiki/Mandator_III-class_dreadnought article on wookiepedia:

Quote
In addition, according to Ansel Hsiao on Stardestroyer.net forums around the time The Essential Guide to Warfare was released, both he and Jason Fry planned to make all the Mandator-series, in addition to the Bellator-class, humpbacked vessels similar to the one that appeared in Dark Empire, although nothing of the sort made it into the final cut by the time of its release. However, the intended humpbacked hulls of the Mandator-series was nonetheless implied in Jason Fry's endnotes for the book.

September 17, 2016, 02:08:58 PMReply #21

Offline Corey

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Re: The starship suggestion list
« Reply #21 on: September 17, 2016, 02:08:58 PM »
If we ever did make one, it would be our own and it likely would be modelled based on ships from Byss. We actually did decide on which we would use if we needed to make it, considering our estimation was that Dominion and Megador, if retconned into a class, would most likely end up falling into the Mandator III class. In 2.2, we're using them as Bellators however. SSDs, especially ones that are more complicated, take a huge amount of time to make compared to any other ship. Robin's been working on the Bellator since like February and he's still not done, so except in cases where it's absolutely necessary, we don't like to make them.
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September 18, 2016, 04:05:37 PMReply #22

raw666

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Re: The starship suggestion list
« Reply #22 on: September 18, 2016, 04:05:37 PM »
What about for the Empire, can we introduce the Alpha-class Xg-1 Star Wing, aka Gunboat
http://starwars.wikia.com/wiki/Alpha-class_Xg-1_Star_Wing

They were both lot more common then the Tie Defenders in the Imperial Navy, and the Gunboat could be made a long range bomber similar to the Y-Wing. And as a person who played the X-Wing series, it would do my heart good to see those old gunboats fly for the Empire. Since you did think about putting in the Tie Advenger, which was also created by the game.

September 18, 2016, 04:13:47 PMReply #23

Offline Illidan Stormrage

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Re: The starship suggestion list
« Reply #23 on: September 18, 2016, 04:13:47 PM »
Only problem: you cant give it to the remnant them because they have SO MANY units.
Though they could be great as ships for warlords. Good idea man.
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October 03, 2016, 12:25:57 AMReply #24

raw666

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Re: The starship suggestion list
« Reply #24 on: October 03, 2016, 12:25:57 AM »
Can we have modification of current technology to be more 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.

If we have stick to one, at least every ship an ability, like Assault Frigates and Mon Calamari Cruisers All Power to Shields.

As for new units, can we have the ability to build specific ground 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.

October 03, 2016, 12:36:01 PMReply #25

Offline Corey

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Re: The starship suggestion list
« Reply #25 on: October 03, 2016, 12:36:01 PM »
Quote
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.

That's not how hunt works, they just search out a target because stuff has a tendency to go missing. It's not a daamage bonus or anything like that. Also, most abilities are essentially not moddable to any useful degree in EaW. This is the entire coding available to modders for the Hunt ability.

         <Unit_Ability>
            <Type>HUNT</Type>
         </Unit_Ability>

It's literally just a behaviour that makes them fly around looking for stuff.

Quote
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.

This was removed from all units in the previous version because of animation issues. We've put it back in for everything in 2.2 already.

Quote
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.

If we have stick to one, at least every ship an ability, like Assault Frigates and Mon Calamari Cruisers All Power to Shields.

We'll be doing another pass with abilities towards the end, but it won't be every ship, and it won't be both. You'd just be able to press power to weapons and then as soon as the shields are almost gone, power to shields. That's not a very appealign setup.

Quote
As for new units, can we have the ability to build specific ground 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.

There are several planet-specific units in 2.2. Smugglers are kind of pointless, and Bounty Hunters would be incredibly unfair in a game where heroes don't respawn.
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October 03, 2016, 12:53:38 PMReply #26

Offline Lord Xizer

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Re: The starship suggestion list
« Reply #26 on: October 03, 2016, 12:53:38 PM »
Something I would bring up is the self destruct ability the Zann had in base game given to the Yevethan Aramadia Thrustships as it was something they were known for predominantly if they looked like they were losing or damaged they would go out in a blaze. I feel this could make them more unique and dangerous to fight.
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October 03, 2016, 04:54:18 PMReply #27

Offline Illidan Stormrage

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Re: The starship suggestion list
« Reply #27 on: October 03, 2016, 04:54:18 PM »
I would like more ships with bombs for the remnant and the warlords like tie interdictors and heavy tie bombers.

And a great joke would be to give the teradoc brothers in space the bribing ability
*bribes a bellator in the middle of battle*
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October 04, 2016, 08:35:48 PMReply #28

raw666

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Re: The starship suggestion list
« Reply #28 on: October 04, 2016, 08:35:48 PM »
That's not how hunt works, they just search out a target because stuff has a tendency to go missing. It's not a daamage bonus or anything like that. Also, most abilities are essentially not moddable to any useful degree in EaW. This is the entire coding available to modders for the Hunt ability.

         <Unit_Ability>
            <Type>HUNT</Type>
         </Unit_Ability>

It's literally just a behaviour that makes them fly around looking for stuff.

This was removed from all units in the previous version because of animation issues. We've put it back in for everything in 2.2 already.

We'll be doing another pass with abilities towards the end, but it won't be every ship, and it won't be both. You'd just be able to press power to weapons and then as soon as the shields are almost gone, power to shields. That's not a very appealign setup.

There are several planet-specific units in 2.2. Smugglers are kind of pointless, and Bounty Hunters would be incredibly unfair in a game where heroes don't respawn.

That was why I suggested that instead of killing heroes, they track them. Basically a player can hire for a time limit, a bounty hunter to locate enemy heroes and reveal them to the player. Though in this case a more accurate term would be spy. As for smugglers, can be still added but to still enemy money, denying them resources while players gain said resource.

Also still would like Assault Frigates and Mon Calamari Light Cruisers be given the ability, power to shields.

 

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