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Author Topic: Mercenaries  (Read 2813 times)

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January 22, 2018, 12:30:10 PM

Offline Vlado87

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Mercenaries
« on: January 22, 2018, 12:30:10 PM »
Shall we see mercenaries. Mercenaries I think can be soldiers, vehicles and ships recruitable  for every factions but in small numbers. Those can be:
trandoshan squad, mandalorian squad, droidekas MKI, droidekas MKII, commando battle droids, mandator dreadnaught MKII, kandosii dreadnaught, kedalbe battleship, bulwark cruiser MKII, bulwark cruiser MKI, recusant light destroyer, wavecrest frigate, mere cruiser.
Lucrehulk destroyers (they are part of Zsinj but  they should be part of every side and there should be two versions of this ship one from this mod and second stronger in shields and with stronger/more weapons), providence dreadnaught (bigger and stronger version).

P.S. Shall we see bakuran fleet maybe as part of new republic (Bakuran Star Destroyer, Namana Light Cruiser), and some correlian ships (Corellian Destroyer would be nice to see).

P.S. It is not good game if we cant see some mercenaries.

January 22, 2018, 01:44:14 PMReply #1

Offline Ordo

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Re: Mercenaries
« Reply #1 on: January 22, 2018, 01:44:14 PM »
But why?

January 22, 2018, 02:11:59 PMReply #2

Offline Bucman55

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Re: Mercenaries
« Reply #2 on: January 22, 2018, 02:11:59 PM »
I agree with Ordo, Why? This seems like adding units for the sake of adding units.

P.S. Mercenaries don't make a mod good or bad.

January 22, 2018, 03:47:27 PMReply #3

Offline Lord Xizer

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Re: Mercenaries
« Reply #3 on: January 22, 2018, 03:47:27 PM »
I agree with Ordo, Why? This seems like adding units for the sake of adding units.

P.S. Mercenaries don't make a mod good or bad.

Yes, I don't think they would really add anything new or ground breaking, economically they don't make sense either since the appeal of a Mercenary army is they are cheaper and faster to produce than professional troops you keep on retainer, which isn't a factor with the cost of standard light units(all mercenaries really would have in the SW universe) being so affordable already.
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January 23, 2018, 06:16:41 AMReply #4

Offline rumiks1

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Re: Mercenaries
« Reply #4 on: January 23, 2018, 06:16:41 AM »
I agree with Ordo, Why? This seems like adding units for the sake of adding units.

P.S. Mercenaries don't make a mod good or bad.
That's true it doesn't make a good or bad mod , it can make it more interesting if you can capture certain planets that produces specialized units.

Yes, I don't think they would really add anything new or ground breaking, economically they don't make sense either since the appeal of a Mercenary army is they are cheaper and faster to produce than professional troops you keep on retainer, which isn't a factor with the cost of standard light units(all mercenaries really would have in the SW universe) being so affordable already.
I disagree , I would not say the mando's and bounty hunters where cheap and they did specialized hits against certain targets,Wookies and trandosans fought for different sides during the star wars universe(the old universe before Disney screwed it up) and pirates and hutts raided fleets and also worked for different sides to and no one really knows what happened to ig88's army he was making.
Making some small units of a specialized merc squad available to sabotage (ships in orbit or buildings),raid the enemy in space or on the ground,Maybe put a bounty on a enemy (like in sins),or if you could make foc like the old rebellion game and add diplomacy , insurgency and quelling riots that would be awesome to.Making some ships and ground forces available only on specific worlds if you capture them.Not saying to add lots of new units , just certain ones would be cool.
Well thats my 2 cents worth
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January 23, 2018, 10:08:28 AMReply #5

Offline Lord Xizer

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Re: Mercenaries
« Reply #5 on: January 23, 2018, 10:08:28 AM »
That's true it doesn't make a good or bad mod , it can make it more interesting if you can capture certain planets that produces specialized units.
I disagree , I would not say the mando's and bounty hunters where cheap and they did specialized hits against certain targets,Wookies and trandosans fought for different sides during the star wars universe(the old universe before Disney screwed it up) and pirates and hutts raided fleets and also worked for different sides to and no one really knows what happened to ig88's army he was making.
Making some small units of a specialized merc squad available to sabotage (ships in orbit or buildings),raid the enemy in space or on the ground,Maybe put a bounty on a enemy (like in sins),or if you could make foc like the old rebellion game and add diplomacy , insurgency and quelling riots that would be awesome to.Making some ships and ground forces available only on specific worlds if you capture them.Not saying to add lots of new units , just certain ones would be cool.
Well thats my 2 cents worth

I mean if we could make them unique like stealth units or able to hit behind enemy lines like pirate fleets/privateers, or gave them flamethrowers, grenades and bio weapons then I could get behind this, like recruitable Trandoshan Slavers for maldrood from Kashyyyk due to the connection with Moff Darcc, or the Slavers working for the PA corporations, or the Cavrillhu Pirates for Moff Disra. It could work, but it seems like it would be a better add on for a sub mod.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

January 23, 2018, 11:22:29 AMReply #6

Offline Vlado87

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Re: Mercenaries
« Reply #6 on: January 23, 2018, 11:22:29 AM »
Every side in star wars have mercenary "army". Mercenaries can be weak and cheap but can be strong and expensive.
You have in mod planets Trandosha (trandoshans are warrior race and one of the best bounty hunters in galaxy), Mandalore (Mandalorians are warrior race and one of the best bounty hunters in galaxy, col army DNK!!!???, and Mandalorians have some of the best tanks and battle ships in galaxy), Correlia (large shipyard, first  Viscount Star Defender was build on Correlia and Correlians have one of the best planet defense fleet), Foerost (Bulwark battleships!!!???), Hypory (huge droid factory), Nal hutta and nothing interesting to build on them :(((( . 

Those units should be support not game changers. 

P.S. This mod is great and very good and those mercenaries want made him worse but contrary it can made him even more better and much much interesting.

P.S. You can made  "mercenary patch" for mod, in this patch would be only mercenaries and with this you have options for everyone, for those who like them and for those who do not like them. 

January 23, 2018, 11:25:13 AMReply #7

Offline rumiks1

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Re: Mercenaries
« Reply #7 on: January 23, 2018, 11:25:13 AM »
I mean if we could make them unique like stealth units or able to hit behind enemy lines like pirate fleets/privateers, or gave them flamethrowers, grenades and bio weapons then I could get behind this, like recruitable Trandoshan Slavers for maldrood from Kashyyyk due to the connection with Moff Darcc, or the Slavers working for the PA corporations, or the Cavrillhu Pirates for Moff Disra. It could work, but it seems like it would be a better add on for a sub mod.
Yeah i agree with that... making that work but..I don't know lots about modding but it always seems about 5 units into changing the mod(icw) i just keep on getting problems like freezes or errors >:(
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January 23, 2018, 01:41:03 PMReply #8

Offline Corey

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Re: Mercenaries
« Reply #8 on: January 23, 2018, 01:41:03 PM »
Our ability to put things in the mod is limited by the amount of time it actually takes to make assets. Our goal with the creation of new assets is that they make the different factions more different, not by adding in more units that fill the same roles that already exist and cover them for every faction, especially when one of the downsides with the Warlords that we're focusing on is that there's already a lot of overlap. If people want to use CW units, they should play our CW mod, we want to reduce the number of ships used from that era, not increase it even more -they were very rarely used. Some factions, where it's appropriate, have some level of pirate connection and relevant older or mercenary ships available to them, like the Greater MAldrood, but they use ships that were actually common for pirates- a lot of the things you're suggesting would simply not have been pirate or mercenary vessels.

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You have in mod planets Trandosha (trandoshans are warrior race and one of the best bounty hunters in galaxy), Mandalore (Mandalorians are warrior race and one of the best bounty hunters in galaxy, col army DNK!!!???, and Mandalorians have some of the best tanks and battle ships in galaxy), Correlia (large shipyard, first  Viscount Star Defender was build on Correlia and Correlians have one of the best planet defense fleet), Foerost (Bulwark battleships!!!???), Hypory (huge droid factory), Nal hutta and nothing interesting to build on them :(((( . 

Most of your examples aren't in the mod in the first place. Trandosha is not in the mod. Mandalore wasn't in the mod in 2.15, and they never built larger ships to hire out to anyone- while Mandalorians would work as mercenaries, the ships they started building after Endor were to defend Mandalore. They only get mentioned in a few places, and never as something working for another faction aside from when they joined the Confederacy in the Second Galactic Civil War. Corellia's in the mod, but is a pretty bad example of this- none of their larger ships are actually shown anywhere, they don't even have names except the Strident which is out of our covered period, no designs, not even rough designations. We'd love to add them on Corellia even just for the bits when they were independent, but the information required to do them simply doesn't exist without spending more resources than we have trying to design them. The Viscount is already in the mod, but the Viscount doesn't really connect to the mercenary stuff at all. Foerost and Hypori are not in the mod, and weren't relevant enough in this period to warrant inclusion in the mod either. Foerost never gets mentioned in any source after the Clone Wars, and Hypori is the same except for FoC, which also takes place before the mod's timeline.

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Every side in star wars have mercenary "army".

What are you basing that claim off of? We've never seen significant use of mercenary armies in this period of SW beyond specific instances like the Remnant being so hard-up for fighters that they had to buy the Preybirds off of the Cavrilhu pirates, but that wasn't a mercenary army. You never see, for example, the New Republic using a hired-out Mandalorian capital ship or tank battalion, or the Imperials using a hired-out Hutt fleet. Just stuff like bounty hunters.

Basically, the overall point here, is what is this supposed to be adding to the game? All it really does is require more work to make assets that water down the diversity between factions, or fill redundant roles, in a way that isn't even particularly lore-friendly. If we're going to prioritize that kind of thing over making the actual common assets (ships, vehicles, infantry types, etc) which were actually made and used by the existing factions, there needs to be a good reason, and I do have to disagree that the mod is bad or even 'worse' because of that- if you likle mercenaries, that's a personal preference, not really an indicator of quality, especially when it's not really something supported by the lore. If what you're looking for in a mod is mercenaries, this will likely just not be the right mod for you.

Quote
P.S. You can made  "mercenary patch" for mod, in this patch would be only mercenaries and with this you have options for everyone, for those who like them and for those who do not like them.

This is something we never like to do, for the reasons I touched on at the start of the post. There's plenty of work left for us that's necessary for the mod, and anything that's just going to be optional still takes the same amount of work for us to do, if not more because we now have to work on two different sets of files. If there's something that's just "extra," instead of working on that we would rather spend that time working on the core features for the mod and fleshing out the existing stuff more. Every situation where there's something to possibly be done, it's not just  a matter of whether someone would want it that way. It has to make sense, and resources are limited- any one thing being done means that it's being done instead of some other option.
« Last Edit: January 23, 2018, 02:17:12 PM by Corey »
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