Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Political leader for the NR ?  (Read 2458 times)

0 Members and 1 Guest are viewing this topic.

June 09, 2018, 03:35:53 AM

Offline taupin121

  • Rear Admiral
  • *****
  • Posts: 171
  • Approval: +6/-4
  • Solo Command
    • View Profile
Political leader for the NR ?
« on: June 09, 2018, 03:35:53 AM »

Hello,

You all know that the IR had three choices for political leader, what if it was the same for the NR.
Pro: that would give better replayablity, more diversity in games, wether you are playing NR or against it
Con: the NR have already all the units it needs and such change would maybe need to had new units to Ascendancy

But the major changes would probably be in technology and just a unique unit and a unique hero roster to each leader would be sufficient, for example:
 - Mon Mothma would have a doctrine more oriented on battleship (unique unit: MC80 Home One) with heroes like Ackbar (MC90), Nantz (MC80 Home One) and Hiram Drayson (MC80 Liberty ?)
 - Leia Organa would have a doctrine more oriented to fighter support (unique unit: Defender-class carrier) with heroes like A'baht (Endurance), Solo (MC80b) and Antilles (ISD)
 - Borsk Fey'lya would have a doctrine more oriented to small ships (unique unit: BAC) with heroes like Sovv (Dauntless), Kre'fey (BAC) and Bel Iblis (Dreadnaught)

What do you think, that much sub-factions would be worth balancing for extra diversity ?

June 09, 2018, 05:36:52 AMReply #1

Offline Corey

  • Mod Leader
  • Administrator
  • Emperor
  • *****
  • Posts: 7,520
  • Approval: +410/-80
  • Dream Crusher
    • View Profile
Re: Political leader for the NR ?
« Reply #1 on: June 09, 2018, 05:36:52 AM »
I've thought about it (generally two rather than three) but this doesn't work for the NR in the same way as it works for the IR for a few reasons. With the Empire, when it was under different leaders it had very different military and political focuses and doctrines  which we tried to reflect with the subfactions. With the New Republic, even under different leaders, the overall focuses of the faction were the same. After a while, it's also difficult to make and balance that many different playstyles without having too much overlap. It effectively becomes just about having one or two different ships for each one, which is less than ideal for a few reasons. For one, balance in Sins is a bit more strict than in EaW. Generally you're trying to geta  bit more out of each ship slot. Secondly, the ship slot counts are hardcoded- we can't add more pages of ship build options, so focusing on different ship options doesn't really work out, and then we need to use a lot more art resources on a single faction, which is important not just for development, but in-game as well- Sins has some strict limits on memory, so using that for extra assets within the same faction when we could devote them to another faction with a more distinct playstyle would be less than ideal.

As for heroes, unless we put in multiple structures to provide the heroes, we can't have that many heroes. With the Empire, it works because between all 3 subfactions, you only have 5 total heroes, and you can only have five total ability slots. With 3 different heroes for each NR subfaction, you'd need at least two structures for it, and that would generally get a bit confusing for players.

There's an additional technicaly limitation in that getting all that research in, if you can have enough to differentiate it, is you basically have to replace an existing page with it. With the Empire, Diplomacy is luckily a small part of what they do, so we could co-opt that page for it. With the NR, there's less opportunity for that.

The main thing, though, really is in the balancing and the diversity- the diversity within the NR just isn't there in the way it is with the Imperial differences, where they focus on superships vs ships of the line, research to improve their ships vs research to spam their ships, etc. There's only so many different playstyles you can have within a game, too, especially if you want it to be balanced, and we don't want to spend all of them on the same factions. We have four factions as it is, and we feel we've generally succeeded in giving them differing playstyles, 6 overall if you include the Imperial subfactions. We feel like we also have decently unique playstyles planned for the other upcomign three factions, bringing us up to 9, but the more we try to add subfactions, the more that gets diluted, and the more difficult it becomes to try to balance around those differences, especially for something so heavily cfocused on MP. It's really easy to get to a point where only one is seen as competitively viable (like Daala is now).
« Last Edit: June 09, 2018, 05:49:40 AM by Corey »
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


June 10, 2018, 03:29:59 AMReply #2

Offline taupin121

  • Rear Admiral
  • *****
  • Posts: 171
  • Approval: +6/-4
  • Solo Command
    • View Profile
Re: Political leader for the NR ?
« Reply #2 on: June 10, 2018, 03:29:59 AM »

Thank you for your answer, I tought that was not feasible but now I know why and that's very enlightening. To bad for the hero limit, I am little frustrated to have only one capital ship hero for the NR (hey there's still a remaining slot :angel: ).

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!