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Author Topic: Heroes: ideas and changes.  (Read 30028 times)

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October 02, 2016, 07:58:09 AMReply #40

Offline Slornie

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Re: Heroes: ideas and changes.
« Reply #40 on: October 02, 2016, 07:58:09 AM »
Pitta was rogue. He became the Warlord over the Corellian Sector and was killed by fellow Grand Admiral and Warlord Grunger-who also died
He at least seemed to feign loyalty to the Ruling Council unlike some of the others who out and out disregarded everything coming from Coruscant. I read it more as a power grab/climbing the greasy pole (bribing the Corellian Diktat) within the Imperial hierarchy rather than full-on Warlording.
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why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

October 02, 2016, 02:20:50 PMReply #41

Offline Illidan Stormrage

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Re: Heroes: ideas and changes.
« Reply #41 on: October 02, 2016, 02:20:50 PM »
My real question is what kind of Maldrood heroes are coming?
and What could work WIth them?
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October 02, 2016, 02:46:28 PMReply #42

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Re: Heroes: ideas and changes.
« Reply #42 on: October 02, 2016, 02:46:28 PM »
My real question is what kind of Maldrood heroes are coming?
and What could work WIth them?

There are a few, I think when you see "We Could Be Heroes GM" you'll be impressed
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October 02, 2016, 02:48:30 PMReply #43

Offline Illidan Stormrage

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Re: Heroes: ideas and changes.
« Reply #43 on: October 02, 2016, 02:48:30 PM »
There are a few, I think when you see "We Could Be Heroes GM" you'll be impressed

My lord are you implying you have seen it already?
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October 02, 2016, 05:29:25 PMReply #44

Offline Corey

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Re: Heroes: ideas and changes.
« Reply #44 on: October 02, 2016, 05:29:25 PM »
He's not technically on the team, however we do occasionally pull him in as someone who's contributed in many different ways in the past and is both passionate and most importantly knowledgeable about the Warlords, so he has a fair bit of information that we haven't discussed publicly.
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October 02, 2016, 05:45:45 PMReply #45

Offline Illidan Stormrage

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Re: Heroes: ideas and changes.
« Reply #45 on: October 02, 2016, 05:45:45 PM »
He's not technically on the team, however we do occasionally pull him in as someone who's contributed in many different ways in the past and is both passionate and most importantly knowledgeable about the Warlords, so he has a fair bit of information that we haven't discussed publicly.
ahhhhh like how the empire request help form people like bounty hunters :)
Quick question: When I mention Moff Darcc, Pekt, and Webaca as some potential heroes . Did you actually use my idea for those Maldrood heroes?
Or did Peccati Syn help you make that decision?


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October 03, 2016, 12:50:45 PMReply #46

Offline Lord Xizer

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Re: Heroes: ideas and changes.
« Reply #46 on: October 03, 2016, 12:50:45 PM »

My lord are you implying you have seen it already?

And other than that vague hint, my lips are sealed lol

He's not technically on the team, however we do occasionally pull him in as someone who's contributed in many different ways in the past and is both passionate and most importantly knowledgeable about the Warlords, so he has a fair bit of information that we haven't discussed publicly.

my services are of course, always humbly at the disposal of the team.
« Last Edit: October 03, 2016, 01:44:41 PM by Slornie »
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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October 03, 2016, 03:44:19 PMReply #47

Offline tlmiller

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Re: Heroes: ideas and changes.
« Reply #47 on: October 03, 2016, 03:44:19 PM »
And other than that vague hint, my lips are sealed lol

my services are of course, always humbly at the disposal of the team.

Humbly??  :)
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October 03, 2016, 04:32:04 PMReply #48

Offline Illidan Stormrage

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Re: Heroes: ideas and changes.
« Reply #48 on: October 03, 2016, 04:32:04 PM »
my lips are sealed lol.
My lord you are reminding me of the wolf among us Girls that said that same line .

Quick question Corey(It is glitch so I cant quote it) : When I mention Moff Darcc, Pekt, and Webaca as some potential heroes . Did you actually use my idea for those Maldrood heroes?
Or did Peccati Syn help you make that decision?

"The Empire did nothing wrong obviously" :)
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October 08, 2016, 11:26:20 PMReply #49

raw666

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Re: Heroes: ideas and changes.
« Reply #49 on: October 08, 2016, 11:26:20 PM »
I am not sure any mention of this or saw this as any changes in 2.2, but can we have hero units that defected to the New Republic launch rebel fighters instead of Imperial fighters. I mean I could see the Empire keep Republic fighters for they were superior fighters but for the Rebels, it makes no sense since well, why use inferior fighters for their more advance ones, in other words why use Tie Fighters when you can replace them with X-Wings like in Legends. Just a thought since I wasn't sure if units within the New Republic can be changed to account for it.

Also one I think it is impossible, but had to ask is that can we see different AI patterns used for faction leaders based off lore so each one feels different instead of playing the same AI, just with different technology and make it feel like we are fighting these characters regardless of settings. For example:
Ysanne Isard, Gilad Pellaeon, Ponc Gavrisom, and all Warlords plays what I call Fortification play style, where their focus is to build up their defenses to a set number force players onto the offensive. If ships exceed a set number, they are sent to reinforced front line worlds, and if exceed a number are built into small attack fleets to invade neighboring systems. Generally they are though nut to cracks but send only light enemy fleets to attack and rarely use heroes unless to defend the commander or to repel enemy fleets from planets being invaded.
Palpatine, Natasi Daala, and Ardus Kaine play what I call an Aggressive Play Style, where they strip planets of planets to small set number to perform large invasions into enemy territory, forcing players to play on the offensive. Generally, this leave them open to invasion but require large fleets to repulse. Also generally pull all heroes into separate fleets in invaded territory with the leader generally having the largest fleet with at least one additional heroes to help in defense.
Thrawn, Mon Mon Mathma, Leia, Hand of Thrawn, and Empire of the Hand play what I call a Strategic Style, where they build two of everything to have one set to fortified worlds and another to invade neighboring ones after they build up to a set number. Generally force players to play both a offensive and defensive role to win. Also made the hardest to beat regardless of settings as they not only play both styles but also pull all space/ground hero units together for massive attack and defense.

As for how many ships they build to invade/defend worlds, I was thinking it would depend on difficulty. Like the higher the setting the larger number of heavier class of space/ground forces are built with a large support forces while lower settings would focus on more on lighter ground/space forces over heavier ones. Also importance of world depending on how many open slots used to build vehicles determined number of ground forces, and the ability to build heavier warships determined number of warships and if it border hostile territory to determine not only number of ships and vehicles but what kind of defense to include. That should make the AI spend its godly amount of money in never spends.

Not to mention common units use different stargazes of their era to mix it up from predictable plans like aggressive in an invasion would go full out to attack the enemy, even if it means leaving fortified territory, fortification follows the game current strategy is to fall back and defend their territory, and Strategic use both in moderation. Also like to see AI Hero Units used similar strategy they use in lore. Like Thrawn and Palleon were famous to use their hero/some of heavy ships in front to draw in enemy until they send a fleet in by hyperspace from behind to hit the enemy. Not to mention Admiral Ackbar tactic to have fleet concentrate on a few number of ships at a time to overwhelm while Ysanne was noted to spread them out to keep them moving.

October 09, 2016, 03:17:57 AMReply #50

Offline kucsidave

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Re: Heroes: ideas and changes.
« Reply #50 on: October 09, 2016, 03:17:57 AM »
I am not sure any mention of this or saw this as any changes in 2.2, but can we have hero units that defected to the New Republic launch rebel fighters instead of Imperial fighters. I mean I could see the Empire keep Republic fighters for they were superior fighters but for the Rebels, it makes no sense since well, why use inferior fighters for their more advance ones, in other words why use Tie Fighters when you can replace them with X-Wings like in Legends. Just a thought since I wasn't sure if units within the New Republic can be changed to account for it.

Also one I think it is impossible, but had to ask is that can we see different AI patterns used for faction leaders based off lore so each one feels different instead of playing the same AI, just with different technology and make it feel like we are fighting these characters regardless of settings. For example:
Ysanne Isard, Gilad Pellaeon, Ponc Gavrisom, and all Warlords plays what I call Fortification play style, where their focus is to build up their defenses to a set number force players onto the offensive. If ships exceed a set number, they are sent to reinforced front line worlds, and if exceed a number are built into small attack fleets to invade neighboring systems. Generally they are though nut to cracks but send only light enemy fleets to attack and rarely use heroes unless to defend the commander or to repel enemy fleets from planets being invaded.
Palpatine, Natasi Daala, and Ardus Kaine play what I call an Aggressive Play Style, where they strip planets of planets to small set number to perform large invasions into enemy territory, forcing players to play on the offensive. Generally, this leave them open to invasion but require large fleets to repulse. Also generally pull all heroes into separate fleets in invaded territory with the leader generally having the largest fleet with at least one additional heroes to help in defense.
Thrawn, Mon Mon Mathma, Leia, Hand of Thrawn, and Empire of the Hand play what I call a Strategic Style, where they build two of everything to have one set to fortified worlds and another to invade neighboring ones after they build up to a set number. Generally force players to play both a offensive and defensive role to win. Also made the hardest to beat regardless of settings as they not only play both styles but also pull all space/ground hero units together for massive attack and defense.

As for how many ships they build to invade/defend worlds, I was thinking it would depend on difficulty. Like the higher the setting the larger number of heavier class of space/ground forces are built with a large support forces while lower settings would focus on more on lighter ground/space forces over heavier ones. Also importance of world depending on how many open slots used to build vehicles determined number of ground forces, and the ability to build heavier warships determined number of warships and if it border hostile territory to determine not only number of ships and vehicles but what kind of defense to include. That should make the AI spend its godly amount of money in never spends.

Not to mention common units use different stargazes of their era to mix it up from predictable plans like aggressive in an invasion would go full out to attack the enemy, even if it means leaving fortified territory, fortification follows the game current strategy is to fall back and defend their territory, and Strategic use both in moderation. Also like to see AI Hero Units used similar strategy they use in lore. Like Thrawn and Palleon were famous to use their hero/some of heavy ships in front to draw in enemy until they send a fleet in by hyperspace from behind to hit the enemy. Not to mention Admiral Ackbar tactic to have fleet concentrate on a few number of ships at a time to overwhelm while Ysanne was noted to spread them out to keep them moving.
AI is very hard to convince to do things, but to be honest the team is already made some small adjustments what we could, and we are trying to do more for 2.2
But since there are hardcoded stuff in this I don't know what we can do about it to be honest.
About the stiles you were refering to, they actually have universal names.
The fortification style is called Turtle
The agressive is called steamroller
The strategic style is kinda a mix between agressive and guerilla.
Though I am not entirely sure about where you put certain characters.
Mon mothma, since she is an early NR should play a rusher which means small/weaker fleets but very early in game where others had no time to build up forces yet, Ardus Kaine would be more of an economist than a steamroller which means those AI(in other games) render most of their resources for economic upgrades, so more factories and most definitely more incom increasing buildings.
If I could make AI styles for the game I would definitely create around 7 types.
But also comes the problem that 1 faction can only use 1 in a GC, so in the era progressive GCs would definitely suffer, since the era and leaders are changing, AI behaviour patterns do not.

So basicly EaW was not meant to handle such advanced AI patterns.
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October 09, 2016, 05:24:36 AMReply #51

Offline Lord Xizer

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Re: Heroes: ideas and changes.
« Reply #51 on: October 09, 2016, 05:24:36 AM »
EaW is the very bare bones of what could be. The team has truly taken it far beyond what it's creators could ever dream...even so there are limits
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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October 09, 2016, 11:36:51 AMReply #52

Offline Illidan Stormrage

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Re: Heroes: ideas and changes.
« Reply #52 on: October 09, 2016, 11:36:51 AM »
EaW is the very bare bones of what could be. The team has truly taken it far beyond what it's creators could ever dream...even so there are limits
IF only we could Get another EAW 2017.
With mods .
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October 09, 2016, 11:56:09 AMReply #53

Offline kucsidave

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Re: Heroes: ideas and changes.
« Reply #53 on: October 09, 2016, 11:56:09 AM »
IF only we could Get another EAW 2017.
With mods .
do you REALLY want that? think of Battlefield...
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October 09, 2016, 12:53:01 PMReply #54

raw666

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Re: Heroes: ideas and changes.
« Reply #54 on: October 09, 2016, 12:53:01 PM »
do you REALLY want that? think of Battlefield...
Depends on the developer, a key point it can't be EA that does it, once its one of the companies under them they have a great reputation despite being under EA (CoughBiowareCough) though I can't think of any that make strategy games.

But back to my first part of the question, would it be possible for New Republic Heroes that used Imperial Ships to spawn New Republic Fighters? Because I think Wedge would sooner scrap Imperial Tie Fighters then use them. He would have them replace with X-Wings, A-Wings, B-Wings, E-Wings and K-Wings, even if it means replacing the entire hanger bay to use them. And quite frankly so would hero units as well once they defected because I wouldn't fly in a Tie Fighter unless you pay me a lot of money and have a large set of life insurance that goes to my next of kin and when I eventually get shot down by a New Republic Fighter.

October 09, 2016, 12:57:42 PMReply #55

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Re: Heroes: ideas and changes.
« Reply #55 on: October 09, 2016, 12:57:42 PM »
Depends on the developer, a key point it can't be EA that does it, once its one of the companies under them they have a great reputation despite being under EA (CoughBiowareCough) though I can't think of any that make strategy games.

But back to my first part of the question, would it be possible for New Republic Heroes that used Imperial Ships to spawn New Republic Fighters? Because I think Wedge would sooner scrap Imperial Tie Fighters then use them. He would have them replace with X-Wings, A-Wings, B-Wings, E-Wings and K-Wings, even if it means replacing the entire hanger bay to use them. And quite frankly so would hero units as well once they defected because I wouldn't fly in a Tie Fighter unless you pay me a lot of money and have a large set of life insurance that goes to my next of kin and when I eventually get shot down by a New Republic Fighter.
I wouldn't mind fighting a TIE Interceptor or a TIE Defender thou there badass fighters.
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October 09, 2016, 03:20:58 PMReply #56

Offline Lord Xizer

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Re: Heroes: ideas and changes.
« Reply #56 on: October 09, 2016, 03:20:58 PM »
IF only we could Get another EAW 2017.
With mods .

Some things are best left alone....before people F*CK it up with a remake...(Total Recall, Red Dawn, Magnificent Seven, and every nostalgia kick lately)
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October 09, 2016, 03:40:14 PMReply #57

Offline Revanchist

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Re: Heroes: ideas and changes.
« Reply #57 on: October 09, 2016, 03:40:14 PM »
Some things are best left alone....before people F*CK it up with a remake...(Total Recall, Red Dawn, Magnificent Seven, and every nostalgia kick lately)

Yul Brynner's Magnificent Seven was itself an American remake of Kurosawa's Seven Samurai (an excellent movie I might add, I highly suggest watching it).
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October 09, 2016, 09:51:53 PMReply #58

Offline Lord Xizer

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Re: Heroes: ideas and changes.
« Reply #58 on: October 09, 2016, 09:51:53 PM »
Yul Brynner's Magnificent Seven was itself an American remake of Kurosawa's Seven Samurai (an excellent movie I might add, I highly suggest watching it).

Oh I know. I do like both of them. But even Yul, could not dulicate the magic with sequels. it should have been left alone after the first lol
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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October 09, 2016, 09:54:52 PMReply #59

Offline Illidan Stormrage

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Re: Heroes: ideas and changes.
« Reply #59 on: October 09, 2016, 09:54:52 PM »
Some things are best left alone....before people F*CK it up with a remake...(Total Recall, Red Dawn, Magnificent Seven, and every nostalgia kick lately)
My Lord I... like Magnificent 7....
Please don't drop me in your rancor pit on your personal Bellator?

I just thought of a idea that I know is dumb but why not give the empire the  Annihilator and have be around until Sage postage dies or is pushed off Coursant?
http://starwars.wikia.com/wiki/Annihilator_(Executor-class)
The Annihilator was destroyed at the battle of kuat by the NR and Typer Zahn but that happen around Endor Aftermath so Since Era doesn't start with Isard
it could help out with the fact that Pa, Eradiu, and Zsinj will have ssds early on, and it would give IR a reason to have Stage pestage as a IR leader over Isard
"The Empire did nothing wrong obviously" :)
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"YOU ARE NOT PREPARED!"

 

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