Great things so far:
-Adherence to canon seems to be really good. This is one of the things that sets this mod apart. There are no made up ships (I can't stand things like the Tartan cruiser).
-Every ship seems to have the correct weapons and capabilities.
-The detail put into the weapon hardpoints is AMAZING. I can't believe the number of hardpoints on each ship. Watching a ship lob huge turbolaser and ion cannon salvos while at the same time tracking fighters with quick firing laser cannons is just plain satisfying. That's how it's supposed to be done. None of this "A Victory Star Destroyer only has 3 weapons" crap. Well done! I can't wait to see the Executor class ship if you find the time to finish it!
-The scaling is great (I love that you weren't scared to make the fighters really, really small).
-The upgrade system is really neat. Even better is how you tied it into canon, such as upgrading a TIE x1 into a TIE Advanced into a TIE Avenger. It's these types of touches that will turn this from another great mod into the best mod out there.
-The new hero system is great. There are a variety of heroes and they all seem to have their uses. It seems to force me to use their abilites for a tactical advantage, instead of just using them as a free super units in combat.
-The continously draining credit system is also a nice addition (It's too about about not being able to stream them in too, though). You can start as many projects as you want, just have to make sure you have the infrastructure to support them! It also finally creates situations were you might not have money for building turrets and such in land/space battles. Really makes you think about your cash flow when you can't build that anti-air turret!
Things to improve upon:
-I feel like some research times are way too long. I spent most of the game so far researching the Dreadnaught. And honestly, considering I can already make VSDs and ISDs, the Dreadnaught isn't worth tying up the resources of a planet with a level 4 Space station and research center. I know this was the starfighter focused mini-mod, but hopefully larger ship research times are something on the list of changes. Besides my own curiosity of seeing the ships in combat, there is really no incentive to research any of the non-starfighter upgrades.
-Mines also seem to take too long to build. I feel kind of ripped off every time I conquer another planet, because I know it's still going to be a long time before it really starts producing any extra income for me.
-You've done a wonderul job with thte weapons so far, and I can tell a lot of work went into the projectiles files. I would, however, suggest faster lasers. Not a faster rate of fire, but a faster rate of travel. Possibly with skinnier (or same width but longer) visual models. I played around with this once and it really makes the battles look a lot more like the movies. It would be pretty simple to test out with one of the projectiles and see if you like it.
-IPV...what does it do? I assumed, based on it's corvette classing, it would be anti-fighter. But then I noticed it wasn't very effective at that. The tooltip lists it as strong against things like corvettes and capital ships. Imagine my suprise when it couldn't hit the broadside of capital ship either! Is it useless, what am I missing here?
-Acclamators seem to die very easily. I haven't taken a look at their stats yet, but I suspect it might be a function of their size (say, versus a Neb-B). Even my Carracks seem to have twice the survivability. Maybe some sort of bonus is inline to make up for that deficiency?
-What is your intent for Freighter class ships? I had assumed they were there to ship around troops not attached to a fleet and other hyperdrive-less units, but enemy freighters have really been giving me trouble in combat. Unless that is your intention, I might tone them down a bit. The other use I've seen for them in other mods is to give them a negative population number. That way, an empire or a fleet that has lots of supporting freighters can be larger.
-The hanger/reinforcements model is a bit inconsistent. Capital ships no longer spawn fighters...but space stations still spawn fighters, corvettes, and frigates!? Add into that no ability to take the hanger out early and it seems like a mismatch. I actually support the idea of paying for all of your units, but I'd rather see no exceptions to the rule. I include in this ground structures. I find it increadibly annoying and unrealistic that while I pound a vehicle factory it continues to pump out a tank every few seconds. I like the direction you're going with no free units, just finish it up!
List of "missing" ships. I tried to list ones that really seem to belong in your mod, versus a personal wish list. Stop me if they are already planned or I missed them:
-Strike Cruiser
-Escort Carrier (though not sure how you'd work that out with no fighter launching )
-Quasar Fire class Carrier (same as above)
-Nebulon-B2 Modified Frigate
-MC-80 (Wingless)
-Lancer-class Frigate
That's about all the suggestion I have for now, I'll post more if anything else comes to mind. Keep up the excelent modding!
Edited by FormulaRedline, 08 May 2007 - 06:04 PM.