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Replying to The Road To Coruscant


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skie9173

Posted 23 May 2014 - 08:07 PM

I mentioned it here since she is essentially the Imperial leader for this campaign and thus what I was describing more of a campaign mechanic for RtC more than a Isard feature.

I thought it was appropriately place, but please let the powers that be move it/delete it if I was incorrect

a.fake.name

Posted 23 May 2014 - 07:57 PM

To be honest for stuff like that we'd need a whole nother thread.


skie9173

Posted 23 May 2014 - 04:25 PM

It's a shame that there aren't passive indigenous civilian on maps. That could lead to an interesting mechanic for Isard, where random civvies would start attacking invading NR forces. This would represent Isard's brainwashing techniques.

Since we don't have that I had two alternative ideas. 1) Let Isard start with/be able to build seemingly passive or unarmed civvies that can act as surprise, maybe suicide if we wanna get rather dark, units. I.E. They would be like fireships but for ground.
2) Alternatively, just give Isard herself, a minor version of the Emperor's mind control ability. Long cool-down, small AoE.

a.fake.name

Posted 19 May 2014 - 12:28 AM

They're not even that over powered, really, it's just that they grand you easy early heavy capital ships, and even then it's mostly a Empire issue with all of the ISD hero ships basically giving you an ISD for a higher price but no research required.

Well, the special attacks some ISDs have are over powered, I admit, but I'm for removing all special attacks unless it's simulating an actual ability the vessel has.
 


P.O._210877

Posted 18 May 2014 - 11:17 AM

I'll tell you this: fleet heroes in space combat will be less overpowered than in 1.2.

 

That situation needed to be fixed.


a.fake.name

Posted 16 May 2014 - 07:02 AM

I would like it if hero's were able to have their ship upgraded the same as the mainline vessels.
Quite a few of them quickly become outdated.


skie9173

Posted 14 May 2014 - 05:37 PM

Yes I believe PR's eventual intention is to replace generic fleet commanders with unique named ones. Generally this is great since heroes are more powerful, and until the next release a few get nice units.

This will change in the next release, since the free (pop. wise in tactical anyway) is kinda cheap. I do hope hero bonuses get at least a small buff to make up for it.

Gumballthechewy

Posted 14 May 2014 - 03:05 PM

Ah, ok thanks. That's a bit of a bummer but I guess I'll have to risk my hero's more now. :p


Ummm... Oops...

Posted 14 May 2014 - 03:04 PM

Ah, ok thanks. That's a bit of a bummer but I guess I'll have to risk my hero's more now. :p

a.fake.name

Posted 14 May 2014 - 05:26 AM

Far as I know they're gone from the latest version, other than as starting units, but I mostly just do GFFA rather than Core Worlds (for whatever reason it runs the smoothest for me).

That said, the profusion of fleet commander hero units is enough to at least somewhat replace the need for them, not to mention give you lots of over priced ISD I and IIs w/o having to research the vessels.

And if you dunno which guys have which ship, it's like playing the lottery.
Get the right guy upgraded, and you have an ISDII early on.


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