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Replying to New around here and thought I'd throw my 2 cents in


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a.fake.name

Posted 06 August 2014 - 09:39 PM

The heavy ions would let it do hull damage to other capitols faster.
Prehaps for later versions, start adding lots of light laser cannon turrets.


johnchm.10

Posted 06 August 2014 - 05:03 PM

Okay,fair enough. Having the current mk 2 (in mod) be the new mk1, and having an uprated mk2 as the new mk2 would make sense.
Heavy dual turbo lasers (or the slow firing quads, if duals are the mk2's armament) and turbo ions, at least 25% increased shields and hull seems appropriate.

Aizen Teppa

Posted 06 August 2014 - 04:04 PM

Forget about building ISD or ISSD by Rebels.

 

One thing which need improvement on Rebel side is Bulwark. 

 

I like the ship. I really do, fell in love since Supremacy first appearance, but...

 

Bulwark from 1.0-1.2 is relatively weak capital ship. At best along the lines of basic Bulwark Mk 1 or 2 (when upgraded). IMHO Bulwark available to CSA should be along current Rebel version, but for Rebels it needs some serious bite. Let's face facts: Mk3 boasted considerable firepower, it could go toe-2-toe with biggest Imperial warships. Yet in all PR releases (so far)  Bulwark is a wimp. Praetor 1 or 2 can pulverize it in little to no time at all. Executor need 2 shots. 


johnchm.10

Posted 06 August 2014 - 03:11 PM

For the cap, I was mainly referring to rebels building isd's and other large, formerly imperial craft

skie9173

Posted 06 August 2014 - 12:39 PM

I feel that if the rebels/NR gets access to Imps, Vics, Doms, and perhaps Interdictors then it should be mainly as rare starting forces, or as hero transports.

They might also be given a few event units too. Say conquer Kuat, get a few capitals. But they should be more more than 2nd upgrade level, and maybe you need to hold the planet for the equivalent of say half build time of the vessel to represent the time it would take to finish building a vessel that had been in progress during the invasion.

On the flip side the Empire can have events for free units too. Occasionally they could "nationalize" ships from shipping companies, giving them free transports and freighters. Taking certain planets might give conscript army troopers/stormtroopers after a delay. Maybe even let The Imps get just a few Assault Frigates, the Remnant did supposedly try to steal some.

Just my random morning musings

Aizen Teppa

Posted 06 August 2014 - 10:40 AM

Look played extensively ICW vel TR and NR get some free Imperial Remnant ships when they capture planet xyz but that's about it - and only that. On the other hand silly thingy is that ICW/TR doesn't allow PA to build Executors & Tectors (to name just 2) even if they hold Fondor, Kuat, Bilbringi and Mon Calamari, so it's hardly possible to justify Rebel scum building Imperial warships in PR. "Canon"... well prefer cannon fodder. It's not my intention to start religious war, I many times raised the issue of hopeless "canon premise" which has so many convoluted and ludicrous histories made only to patch some cracks and holes authors created themselves. I don't care about it ('canon'), never had and never will (doesn't matter SW or ST). If story (book/game/movie) is great - super-duper, if story (b/g/m) is lame then all 'canonality' in the SW universe (or any other) won't help it. Period. End of story.

 

I support cap for super-capitals entirely. I do have Sovereign limited to 1 + 1 with Palpatine. AI can't deal with Imperial muscles if human-player obtain more than 1 SSD. Certainly in my version AI is totally lost how to deal with Executor (not to mention Sov). Without thousands of fighters AI behaves like crétin.  Again, fully aware, that it won't be possible to spam Executors in 1.3. Population cap won't allow that. But cap of 3 is logical. Sovereign [and possibly Eclipse 1/2 if playable by default] need serious reload nerf for superlaser. It's pointless fighting them with reload of ~20 sec. Even at 5 minutes I get the nagging feeling that it's vastly overpowered. If Rebels get Viscount (which is really far outside mod boundaries) it should also be capped. Perhaps for SSDs there should be one more feature - permanent visibility on GC map. Let's be honest hiding multiple 20km ships is not easy even in vastness of space.

 

I see no point of capping VSD/ISD family. 1.3 will hurt Empire badly and curbing production of staple Imperial vessels is not good idea at all.


megabalta

Posted 06 August 2014 - 08:59 AM

I think it's best to stick to actual movies for canonity, besides as I've seen most other stuff are called legends now. Another thing is that PR sticks mainly to the 20 imperial years (which is great), with only one or two campaigns set closely after that time period. If you'd like to build all sorts of units for all sorts of new factions in another time period, theres the nice Thrawns revenge mod.

 

On the other hand I support the idea of planet specialized ship building, if it's logical (presence of ship building companies). Rebels building ISDs if they capture Kuat is marginally logical (remember building a ship does need lots of various resources, not just a shipyard), however empire building MC warships is totally not (they simply don't need those inferior ships).


johnchm.10

Posted 06 August 2014 - 06:14 AM

If it's canon, why not?
Thrawns revenge has a cap for certain units like their sovereign, executor, Victory class destroyers from Crimson Command, etc

We could have that here in some way. Like have, from the rebel level 5 station, a max of 25 isds of various types, and a dozen vsds, etc. Be able to be built.

Aizen Teppa

Posted 06 August 2014 - 06:04 AM

so just for laughs, i looked it up, and there were a total of 18 Imperial-classes, 9 Victory-classes, and 2 Executors that the Alliance/New Rupublic managed to capture, plus 1 additional Victory, 1 ISD 3 or 4, and 2 Dom-3's that they managed to build

Yeah really laughs. I suppose they will build Galaxy Gun and 10 World Devastators next time.  :evilthinkin:  Now give Empire access to MC120s when they capture MonCalamari. If it works one way, it should the other. Frankly it'll get totally silly.

 

I'm certain that if PR team decide to go that route I will remove that "feature" to the best of my modding abilities. Primary goal of SW is distinctive difference between ships. Sith Empire - iron-fisted brute, NR-Empire - subversion and guile. If both sides can (even not easily) access all ships - what's the point?


johnchm.10

Posted 06 August 2014 - 12:36 AM

so just for laughs, i looked it up, and there were a total of 18 Imperial-classes, 9 Victory-classes, and 2 Executors that the Alliance/New Rupublic managed to capture, plus 1 additional Victory, 1 ISD 3 or 4, and 2 Dom-3's that they managed to build


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