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List of Suggestions for 1.2


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#1 Casen

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Posted 09 February 2018 - 06:25 PM

Bob told me to make a list on the forum of all my suggestions.

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- The ground combat camera should be given the same freedom as space combat and an increased zoom. The vanilla camera controls for ground are arbitrarily constrained and claustrophobic.

- Stats for new Rebel ground vehicles when the models are available:

  • - T1-B will be optimized for anti-infantry and anti-light vehicle as well as the Rebel/New Republic's primary anti-aircraft vehicle (the Rebels are in desperate need of anti-aircraft). Main gun should be a double light laser cannon with a decent rate of fire. Good against both infantry and light vehicles. Gun should be better than the T2-B as far as damage is concerned but a lower rate of fire. Flak pod should be able to swivel upwards but the entire vehicle would need to rotate to aim left/right. Will have shields.
     
  •  T3-B will be less raw power than the T4-B but more refined. Max upgrade for main guns will be in the heavy laser range with a decent ROF and the secondary triple proton torpedo tubes will be artillery range, making the T3-B multipurpose. Will be faster than the T4-B. Not sure if it should have shields even though it canonically does. I feel shields should be relegated to hover vehicles.

- The spiral line should be removed from the tractor beam graphic, leaving only the plain blue beam.

- Sentinel landing craft should be the ones to deploy PX-10 Compact Assault Vehicles. Barges are overdoing it.(?) I think in general the Imperials should use the sentinels for deployment a lot more. They're an Imperial staple.

- B-Wings shouldn't do bombing runs. This should be reserved for Y-Wings and K-Wings.

- This is a softer suggestion but I feel like proton bombs don't "fit" B-Wings(?). I'd give them proton rockets tops, but as I said this is just a feeling.

- Seismic charges should get a better graphic. The current sprite looks fake and flat.


Edited by Casen, 12 July 2018 - 09:40 PM.


#2 skie9173

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Posted 13 February 2018 - 11:38 PM

Any chance of Using sandbox events as a means of occasionally giving out non-buildable units?

I like for the Revels, a random event could pop up to take out a slaver fleet. When you do you get a couple squads of Wookiee warriors.

Or for the empire, can you get tasked with putting down an insurrection on a planet and when you do Tarkin offers some of his personal terror unit, say Lancets or something.

Just on the sandbox campaigns, not historical. Idk how random events can be, but it would be a nice way to add some randomness and replay value, while also giving a chance to play with some shiny toys we don’t get to see often.
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#3 Hanti

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Posted 14 February 2018 - 10:28 AM

Suggestion for 1.2 or 2.1 whatever.

 

You seem to believe Nebulon frigate has hangar room for 2 full fighter squadrons. Hm, 300 meters but only limited room space. I've read Megabalta's article and I would be glad to hear your opinion.

http://www.moddb.com...arrier#imagebox

 

"I think I'm kind of a nerd. This is why I look trough all the ship models I use in true scale to judge if Wookiepedia says bullshit. I was always wondering about how a Nebulon B frigate could carry 24 fighters plus shuttles. How could you fit any of those into that? The answer is: you can't."

 

Look at the picture.

 

============

 

It seems that ISD2 in PR has now weaker shields (40.000 vs 48.000) than ISD1 and the same armor (32) but stronger hull and guns. Really? Venator II has stronger shields than ISD2 (44.160).


Edited by Hanti, 14 February 2018 - 10:30 AM.


#4 evilbobthebob

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Posted 14 February 2018 - 04:23 PM

Any chance of Using sandbox events as a means of occasionally giving out non-buildable units?

I like for the Revels, a random event could pop up to take out a slaver fleet. When you do you get a couple squads of Wookiee warriors.

Or for the empire, can you get tasked with putting down an insurrection on a planet and when you do Tarkin offers some of his personal terror unit, say Lancets or something.

Just on the sandbox campaigns, not historical. Idk how random events can be, but it would be a nice way to add some randomness and replay value, while also giving a chance to play with some shiny toys we don’t get to see often.

 

Yeah that's doable and something I'll probably add in since making reward units non-buildable also makes them tech-independent.

 

 

Suggestion for 1.2 or 2.1 whatever.

 

You seem to believe Nebulon frigate has hangar room for 2 full fighter squadrons. Hm, 300 meters but only limited room space. I've read Megabalta's article and I would be glad to hear your opinion.

http://www.moddb.com...arrier#imagebox

 

"I think I'm kind of a nerd. This is why I look trough all the ship models I use in true scale to judge if Wookiepedia says bullshit. I was always wondering about how a Nebulon B frigate could carry 24 fighters plus shuttles. How could you fit any of those into that? The answer is: you can't."

 

Look at the picture.

 

============

 

It seems that ISD2 in PR has now weaker shields (40.000 vs 48.000) than ISD1 and the same armor (32) but stronger hull and guns. Really? Venator II has stronger shields than ISD2 (44.160).

 

I believe we discussed fighter capacity for the Nebulon internally and came to the conclusion that at least TIE fighters would be on external racks (like the Carrack) and we only put 18 Z-95s on it for the Rebel version. No shuttles in either version. I think that's fine for now, maybe I revisit it later. Weaker shields on the ISD II is due to the extreme power requirements of the octuple guns relative to the ISD I. Same thing happens to the Tector. The Venator needs stronger shields to protect its vulnerable hangar deck, and it has much weaker guns.


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#5 Hanti

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Posted 14 February 2018 - 08:34 PM


I believe we discussed fighter capacity for the Nebulon internally and came to the conclusion that at least TIE fighters would be on external racks (like the Carrack) and we only put 18 Z-95s on it for the Rebel version. No shuttles in either version. I think that's fine for now, maybe I revisit it later. Weaker shields on the ISD II is due to the extreme power requirements of the octuple guns relative to the ISD I. Same thing happens to the Tector. The Venator needs stronger shields to protect its vulnerable hangar deck, and it has much weaker guns.

 

 

I've thought at least armor value of ISD2 could be 34. But it's not the issue.

Suggestion: shipyard structure could be a little more defended. Maybe it could spam some ships (corvettes, bombers, something at the  battle start). Now it just sits and waits for a salvo during invasion. Normally one would protect such valuable building.

I've just removed all Calamarian space structures nearly without a fight. Rebel fleet was elsewhere, so doom happened. They should  have some defense AI could not move outside planet space ;)
Yea, Golans, but they are useless (ISD have longer gun range).

 

swfoc-mc-shipyards_zpszt4dskw8.jpg

 

As you can  see nearly all shipyards are outside protecting Golans. If I would not  have firepower to destroy Golans, I would just destroy shipyards and leave.



#6 evilbobthebob

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Posted 15 February 2018 - 04:07 AM

The issue there is the order the structures were placed, not very much I can do about that. There are possible fixes that I might consider if it gets too easy to snipe shipyards, but from my point of view it's a valid tactic. The AI could do a better job defending itself, and that's something that can be worked on.


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