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Replying to Changes To The Complement Mechanic


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Tropical Bob

Posted 16 March 2009 - 04:12 AM

I'm sure it won't be the only potential new ship in v1.2 either...

Gah! More vagueness...

It was going to be the Rebel version of the Imperial probe droid, except persistent and a ship. That was before Ghostrider joined, and as he got further into GFFA, it made more sense to have a more accessible intelligence unit, so I went with the Bothan Spy instead. The Ferret got cut (in the short term), but all the files are still there so someone could mod it back in if desired; it just wouldn't have upgrades.

I think reconnaissance vessels would make a lot of sense. Since ships only have max vision at or below max weapon range, having something with vision greater than that would help out, as well if alone the vessel could see everything at a planet when its there. Spy units are limited in aspects like that, because they only tell you how much is there, and not what is there.

Phoenix Rising

Posted 15 March 2009 - 07:06 PM

Rather vague...Not sure what it's supposed to mean.

Yeah, it is. You'll find out if/when I can track down a model for it. If not, there's probably enough diversity where it won't be overly missed.

I'm sure it won't be the only potential new ship in v1.2 either...

And speaking of recon, I notice there's a Ferret-class Reconnaissance Vessel among the XML files. Isn't that one of the New Republic's New Class ships? Why isn't it in-game?

It was going to be the Rebel version of the Imperial probe droid, except persistent and a ship. That was before Ghostrider joined, and as he got further into GFFA, it made more sense to have a more accessible intelligence unit, so I went with the Bothan Spy instead. The Ferret got cut (in the short term), but all the files are still there so someone could mod it back in if desired; it just wouldn't have upgrades.

Tropical Bob

Posted 15 March 2009 - 06:10 PM

Hint? Hmm... okay :). It has a somewhat different role that couldn't quite be simulated by any of our existing transports.

Rather vague...Not sure what it's supposed to mean. The only thing I can guess at would be a recon one , since we already have personnel transports, troop transports, combat transports, and about every transport you could need.

And speaking of recon, I notice there's a Ferret-class Reconnaissance Vessel among the XML files. Isn't that one of the New Republic's New Class ships? Why isn't it in-game?

Phoenix Rising

Posted 15 March 2009 - 05:52 PM

Hint? Hmm... okay :). It has a somewhat different role that couldn't quite be simulated by any of our existing transports.

Tropical Bob

Posted 15 March 2009 - 05:17 AM

Dear lordy. That's a lot o' stuff.

Any hints towards this potential new transport? The Theta-class maybe?

Phoenix Rising

Posted 15 March 2009 - 02:31 AM

Right. But why upgrade your TIE Fighters when you can just upgrade your Venator?

Actually, I just finished working on the Executor, so might as well give a teaser. Here's the new complement:

720 TIE Fighter x2
720 TIE Interceptor
240 TIE Bomber
24 TIE Advanced x2
24 TIE Advanced x7
60 Lambda-class T-4c Shuttle
60 Delta-class DX-9a Transport
48 Sentinel-class Landing Craft Mark II
16 potential new transport (pending model)
16 Gamma-class ATR-6 Assault Transport

Obviously the official count of 144 TIEs is ludicrous, so I made it 144 TIE squadrons. Instead of just using the standard 3:2:1 wing breakdown from the Imperial-class, I tried to make it more reflective of the Eclipse - plus I wanted to add just a few of the advanced TIEs.

The transports add up to 200, per the "200 various other assault and support craft" stipulation. There is a slightly higher ratio of Lambdas to Deltas/Sentinels than the Imperial has, since this is a flagship and it also has relatively more crew than troops. The last two entries are of my doing, kind of a "why not?" situation for a 19-km ship.

Overall, way more interesting than before. Plus, no TIE/gts :).

Tropical Bob

Posted 14 March 2009 - 05:32 PM

Hmmmm. I see your point.

It wouldn't make all regular fighters obsolete though. Since you can still build more advanced fighters that most ships don't carry, i.e. TIE Defender/Avenger.

Phoenix Rising

Posted 14 March 2009 - 03:39 AM

I'm happy with the results. I'd worry that the first option would've made regular starfighters obsolete (especially their tech).

Tropical Bob

Posted 13 March 2009 - 04:33 AM

Drat, my side lost. I guess I will just have to see how the new system will work, and change it if I don't like it. (Muahahaha...)

Speaking of which, I'm surprised I haven't tried to do that already...

Phoenix Rising

Posted 12 March 2009 - 07:34 PM

Alright, it looks like this poll has run its course (it's been open for two months). The result is that I will "halve costs; cap, scale, and offset complement upgrades" for v1.2 and allow the transport class to appear as part of a complement. Based on my preliminary research, this will have a significant effect on the gameplay and even your perception of some classes, including a doubling of the complement on the Imperial-class from 65 to 120 with transports.

You can look forward to those changes in the next version of PR! Thanks to everyone that voted :unsure:!

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