Jump to content


Photo

We have no weapons... you can't possibly!....


33 replies to this topic

#21 feld

feld

    title available

  • Project Team
  • 348 posts
  • Gender:Male

Posted 13 February 2010 - 03:30 PM

Yeah. Dunno if that's changeable.
Was an interesting and actually good concept, if they'd done any sort of balance. :p

Well...as PR mentions, our problem is that the Rebellion and New Republic are represented by the same faction. Why not eliminate CSA and break them apart?

#22 Kitkun

Kitkun

    Hater

  • Members
  • 899 posts
  • Gender:Not Telling
  • Location:Southern Washington, U.S.A.

Posted 13 February 2010 - 03:56 PM

How to keep each balanced with early/late Empire?

Frosty Freaky Foreign Forum Fox
Edit Masher
NotePad ++

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#23 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 1,944 posts
  • Gender:Male
  •  Phoenix Rising QA Lead; Manual Editor

Posted 15 February 2010 - 12:57 PM

Yeah. Dunno if that's changeable.
Was an interesting and actually good concept, if they'd done any sort of balance. :)



I don't think they ever had any concept of balance - trying to get the campaigns balanced in terms of starting forces is a real challenge and you would not believe the background spreadsheets I have ended up developing to keep track of the campaigns. My master spreadsheet is in it's 9th variant upgrade and currently sits at about 10MB (and that's Excel). And it's still growing....

And don't get me started on the nightmare of balancing land forces :) - it took months just to get the Land Assault Patch in a roughly reasonable state.

#24 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,347 posts
  • Gender:Male

Posted 15 February 2010 - 02:42 PM

Well...as PR mentions, our problem is that the Rebellion and New Republic are represented by the same faction. Why not eliminate CSA and break them apart?

Well, one of the two break-away factions would have to take place of the Underworld, actually, to be able to utilize upgrades. Eliminating the CSA would do nothing to help.

I suppose since no work-arounds have been found yet to get more than three factions to be able to utilize story scripting, that may be the best way to get use out of the third story tag.

#25 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,492 posts
  • Gender:Male
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 15 February 2010 - 07:56 PM

Well...as PR mentions, our problem is that the Rebellion and New Republic are represented by the same faction. Why not eliminate CSA and break them apart?

Easier said than done...

#26 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 1,944 posts
  • Gender:Male
  •  Phoenix Rising QA Lead; Manual Editor

Posted 16 February 2010 - 08:47 AM

Easier said than done...



Besides, I Like the CSA - gives a different flavour to the campaigns.

#27 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,347 posts
  • Gender:Male

Posted 16 February 2010 - 11:25 PM

Ooooooh. You guys adding in the CSA back to the campaigns? The CSA currently happens to be my favorite faction right now. ^_^

#28 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 1,944 posts
  • Gender:Male
  •  Phoenix Rising QA Lead; Manual Editor

Posted 17 February 2010 - 06:25 PM

Ooooooh. You guys adding in the CSA back to the campaigns? The CSA currently happens to be my favorite faction right now. <3



Currently inconclusive. Will report more once CW/OR/IR/GFFA testing is completed.

I was actually referring to the pro-CSA type worlds in Skyhook & Outer Rim, which use almost exclusively CSA units in their Pirate forces (including Recusants :good: ) - eg Bonadan.
We have added Rebel Invincible-class Heavy Cruisers to some starting forces though. :p

Ghost

#29 evilbobthebob

evilbobthebob

    evilbobthemapper

  • Project Team
  • 2,044 posts
  • Gender:Male
  • Location:UK
  • Projects:Phoenix Rising Maps
  •  Phoenix Rising Mapping Lead

Posted 17 February 2010 - 06:34 PM

Ooohh that'll be interesting to engage/use. It would be nice to have the option to play as CSA. Tropical Bob, with occasional help from myself, has been moving towards making them playable, at least in multiplayer.

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
Posted Image


#30 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,492 posts
  • Gender:Male
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 18 February 2010 - 02:25 AM

Unfortunately they won't be playable without a fix for the scripting. We're using them with a dead AI to test whether or not having less Pirates improves galactic lag.

#31 evilbobthebob

evilbobthebob

    evilbobthemapper

  • Project Team
  • 2,044 posts
  • Gender:Male
  • Location:UK
  • Projects:Phoenix Rising Maps
  •  Phoenix Rising Mapping Lead

Posted 18 February 2010 - 10:27 AM

Well, you could just rename the CSA to Underworld everywhere but in the DAT file. As for pirates lagging GC, I can confirm that must be partly the case, because myself and Tropical Bob couldn't get multiplayer GC to work without seriously reducing the number of pirates. If we had standard PR pirate fleets, the GC doesn't load correctly, because the loading time desyncs the players (we think).

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
Posted Image


#32 Stormhawk

Stormhawk
  • Members
  • 223 posts

Posted 23 June 2011 - 09:04 AM

Does this post only pertain to the starting forces in the Skyhook campaign, or does it also apply to Alderaan in CW and GFFA?

#33 Decay

Decay
  • Members
  • 71 posts

Posted 24 June 2011 - 06:44 AM

Just out of curiosity, is there going to be any way to obtain some of the "Illegals" for playable use in either campaign or skirmish?

#34 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,492 posts
  • Gender:Male
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 24 June 2011 - 07:55 AM

Just out of curiosity, is there going to be any way to obtain some of the "Illegals" for playable use in either campaign or skirmish?

Negative. They're not terribly useful to complement conventional forces anyways unless you have a group of them.



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users