Planet-Unique Ships
#21
Posted 20 May 2008 - 12:28 AM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#23
Posted 20 May 2008 - 12:37 AM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#27
Posted 05 June 2008 - 09:07 PM
That kind of already happens, with planetary ship cost reductions. This is just a step further.Ok this is a great idea it adds the want to take over certain planets with a greater navy! Like if you took over sullust you would get special acsese to their ship yards!
#28
Posted 06 June 2008 - 08:37 PM
#29
Posted 06 June 2008 - 10:14 PM
Well, many mods already have it, but that's not how PR works. AI is unable to benefit from shipyard (as it doesn't understand how to use them effectivelly); the only solution is to script things. PR decided to go more flexible way, by allowing certain-sized shipyards to build certain ships. That idea worked very well, and changing it to planet-specific builds will make players focus on them to cripple AI; Moreover, it will make certain campaigns (the ones with less planets) less playable. I'd prefer to go 'old way', only including cost bonuses...
I agree, this is the other reason I'd avoid planet-specific ships.
Edited by jdk002, 06 June 2008 - 10:16 PM.
#32
Posted 10 June 2008 - 06:15 AM
#33
Posted 10 June 2008 - 02:16 PM
That's basically what I was suggesting. Some ships are unlocked when you take a specific planet, but can be built by one or both sides.We could have a planet occupation unlock a research option for that ship buildable at that planet, and once it's done you get to build/upgrade it anywhere. That way, you need to have possession of the planet for a little while, but then it's not restricted to the specific planet. And it makes sense, as when you know how to build a ship, why stop making it when you lose the planet you started at?
#34
Posted 01 July 2008 - 01:19 AM
We could have a planet occupation unlock a research option for that ship buildable at that planet, and once it's done you get to build/upgrade it anywhere. That way, you need to have possession of the planet for a little while, but then it's not restricted to the specific planet. And it makes sense, as when you know how to build a ship, why stop making it when you lose the planet you started at?
How would one go about implementing this using XMLs? I imagine it being rather compicated.
#35
Posted 01 July 2008 - 02:33 PM
#36
Posted 02 July 2008 - 01:17 AM
That sounds right.It would just go in the tech tree for each side, but the prerequisite, rather than being "universal start/research building" or "ship x research completed," it would be something like "capture planet y." I don't believe it would be too hard. The only difficult part would be figuring out the right way of wording the capture in the code. I think.
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