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#41 Tropical Bob

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Posted 10 August 2008 - 04:11 AM

Couldn't there be a no-scrips CSA only campaign? That would be an interesting change of pace.

It's most certainly possible. When I saw your post earlier, I almost decided to try and make one, but then I realized that currently, the CSA didn't really have a roster to match the other factions.

If PR doesn't make one or more for the next release, it shouldn't take too much time for us to do...

#42 hotshot389

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Posted 10 August 2008 - 10:10 AM

Well, about the CSA. They were into used ships that they could get for a bargain right? Well how about giving them the possibillity to buy ships at different levels as opposed to researching them. Like they can buy dreadnaught mk 1 very cheap, but dreadnaught mk 3 at a higher price. It may mean you have to make an extra version of the upgraded ship in order to give it a different name. But that way they would at least not be pushovers if they survive until a while into the game.
But for balance purposes, they shouldn't get the highest upgrade levels, just like close to, or second highest depending on the ship. And they would have to be a bit extra exspensive, so they can't flood their systems with highly advanced warships.

#43 Tropical Bob

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Posted 10 August 2008 - 05:49 PM

I think that that's an actually very clever and awesome idea. Because the CSA doesn't have the same range of ships as the other factions, this would kind of balance that out by allowing more powerful ships at the beginning, if the player can afford them. And then all of the variants of the ships would be available for them. As for price, we could tack on an extra 25-50% of the previous level's price. (MkI=$100, MkII=$150, MkIII=$225, etc.)

Thoughts PR? I think that this would be an interesting fix at least until you can figure out how to make the scripts work.

Edited by Tropical Bob, 10 August 2008 - 05:51 PM.


#44 Kitkun

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Posted 10 August 2008 - 06:57 PM

How would that work with the UI?

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#45 hotshot389

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Posted 10 August 2008 - 10:57 PM

How would that work with the UI?


UI space wont be a problem. as mentioned above, the CSA have a very limited range of ships. And i didn't mean they would be given all of the ship level options. just a few. like Cruisers have 4 or 5 upgrades, i dont remember, as i've sort of fallen out of the system. But if they could chose between a cheep stage 1 varriant and a more exspensive stage 3 variant, then they would at least have some diversity. Their advantage is basicly in that they don't need to research, but their disadvanatage is that the more exspensive ships are pricey and they can't get ahold of the top teir upgraded versions. Since all there ships are old ships, it makes sence that better variants allready exsist for them to purchase.
But its just an idea. There are a few small things i can see going wrong with it. It will be hard to balance them so that they don't suddenly invade with more advanced ships than their imperial and rebel counter parts. And since, twords the end of the game, they wont be able to obtain the more advanced ships, and they have to pay more for them than the rebels and imperials do. So They proubably wont make it as a playable faction in this mannor, but they will work as an AI controlled enemy.

Edited by hotshot389, 10 August 2008 - 10:58 PM.


#46 Tropical Bob

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Posted 11 August 2008 - 04:12 AM

Or perhaps three variants of each ship, as long as three are available. The first, middle, and last. So, for fighters: MkI, MkV, and MkIX. I don't think that taking away their last variants will be very wise. That way, both AI and players will be slightly crippled. Having the higher variants not only cost more, but not be able to go toe to toe with the enemy ships, isn't really fair at all, because you'd have to win with quantity of ships. But in this case, it's quantity at a higher cost per ship, not lower, as most quantity fights have to be fought.

#47 keraunos

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Posted 11 August 2008 - 03:05 PM

Two ideas that showed up in the meantime:

1) What about moving some units further in tech tree? Now we have most units just after we research basic ship. What if, say, X-Wings were enabled around Z-95 level 5-9, and E-wings at X-Wings 5-9? This could help to show progess more, as player will have to research Z-95 first, then move to X-Wings (while still using Z-95s till X-Wing become better), finally move to E-Wings. Same with Empire and TIE Fighters and Interceptors.

The problem with EaW is that it's really beneficial to use only strongest units available. After battles damage is automatically reduced, so the better units you have, the bigger chance you won't have to pay anything :crazed: Altogether, as it is now, it's most efficent to use only best units, as you don't have to pay to replace them that often, so I use older units mainly for Role-Play reasons...

2) Beta patches. What about releasing beta patches for PR? We could playtest the changes you make, it could save you some work and find some bugs. Obviously, I don't press on this matter, just an idea :p

#48 Tropical Bob

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Posted 11 August 2008 - 06:09 PM

2) Beta patches. What about releasing beta patches for PR? We could playtest the changes you make, it could save you some work and find some bugs. Obviously, I don't press on this matter, just an idea :p

The one thing I would mainly like to beta test is having CSA available in skirmish. So, PR, if you decide to release a beta patch, please, oh please, release at least that. :crazed:

#49 Phoenix Rising

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Posted 12 August 2008 - 05:29 AM

It's most certainly possible. When I saw your post earlier, I almost decided to try and make one, but then I realized that currently, the CSA didn't really have a roster to match the other factions.

That's okay; the factions don't have to be equal in terms of power. Once the CSA works reasonably well, I can begin to give the Empire a greater starting advantage and the Alliance a lesser one in GC.

Well how about giving them the possibillity to buy ships at different levels as opposed to researching them.

I'm fearful about turning them into the ZC with a radically different style of gameplay.

1) What about moving some units further in tech tree?

I'm playing around with some new concepts... keep watching the news.

2) Beta patches. What about releasing beta patches for PR?

What I probably will end up doing is a closed beta, but don't PM me begging to get in now; we'll deal with that when it comes to it.

#50 anakinskysolo

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Posted 12 August 2008 - 10:20 PM

According to the New Essential Guide to Vehicles and Vessels, the Lucrehulk was also part of the CSA fleet. I would like to see it. The Etti Light Cruiser or Transport is also of exclusive use by the CSA. I would like to see also the Cloakshape as part of the fighters that they used, and the Z-95 Headhunter. Also, the TIS Zeta 19 interceptor should be in the game as it is one of their primary starfighters, according to Wookiepedia. And about the IRD, you could use the one of XWAU, its pretty good. Another one: the Ulig Abaha Ltd. #2 Warpod.

#51 Kaleb Graff

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Posted 12 August 2008 - 10:46 PM

I can give you the RPG stats for the Etti and IRD.

#52 Phoenix Rising

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Posted 13 August 2008 - 05:08 AM

I think I have them, Kaleb, but I'll let you know if I don't. The Lighter is one nasty freighter.

Side note: if anyone has Han Solo and the Corporate Sector Sourcebook from d6, it would be a huge asset to the CSA.

#53 Ghostrider

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Posted 13 August 2008 - 10:46 AM

Quick question on the CSA and recent developments.

Will we be able to sell Golans and Space Stations if we want to reorganise our production facilities.
At the moment you can't sell anything.

Also, How will the small platforms, such as XQ5 work alongside the production platforms?

For example, you get small trade boosts for the XQ5, but at the cost of losing a major defense slot, such as Golan III or Level 5 Space station?? Is this how it works? If so, is it reasonable to increase the effect of the XQ5 to compensate.
Alternatively, will you scrap the XQ5 altogether (or keep it just for pirate planets and insist all CSA planets build one-they do love their money afterall) and give the full space stations (but not the Golan battle platforms) a meagre independent trade income themselves. Afterall, a major shipyard will attract commercial business as well as military stuff. Ships gotta refuel and merchie crews will want some R&R! This has gotta count for some income for the planet, even if it's just increased alcohol taxes!

I was thinking of something like 1% boost to planetary income per space station level. So 4 level 5's on Coruscant give you a 20% bonus to planetary income.

What about the smaller defense sattelites featured in the original game. Will they make a come-back?

Edited by Ghostrider, 13 August 2008 - 12:52 PM.


#54 keraunos

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Posted 13 August 2008 - 02:59 PM

AFAIK, you only have limited amout of 'slots', and every builing takes up one slot. Unfortunately, amount of boxes shown on the left is hardcoded, so you only know about 2 developments, out of 4? possible. I hope that we'll get at least +2 space buildings/planet (max. 6 in some cases), to compensate for factories and still allow some protection (then we'll also have to limit space factories to, say, 3 per planet).

I agree that giving XQ5 for CSA only is a good idea. It could be upgraded a little money-wise, but otherwise would provide a nice and cheap addition to relatively weak CSA. On the other hand protagonists should be stronger, with at least Golan II and III protecting their planets :]

Another idea that popped up. What about moving heroes to unit section? I know it would require some additional work, but it would also allow us to skip couple of annoying bugs (like inability to bring them from hyperspace if you use advanced deployment slot). Also, some hero units are reported to have 0 pop value in space - I think it needs fixing as well :xcahik_:

#55 Phoenix Rising

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Posted 13 August 2008 - 09:33 PM

Will we be able to sell Golans and Space Stations if we want to reorganise our production facilities.

That's not something I can control, unfortunately :D.

For example, you get small trade boosts for the XQ5, but at the cost of losing a major defense slot, such as Golan III or Level 5 Space station?? Is this how it works? If so, is it reasonable to increase the effect of the XQ5 to compensate.

Probably. I haven't looked into it though.

Afterall, a major shipyard will attract commercial business as well as military stuff. Ships gotta refuel and merchie crews will want some R&R! This has gotta count for some income for the planet, even if it's just increased alcohol taxes!

It's something I've wanted to avoid, having factories produce income in addition to units. They should generate income when not in use, but I don't think that's possible. I'll think about it...

What about the smaller defense sattelites featured in the original game. Will they make a come-back?

Unsure yet. The UI is running thin though.

AFAIK, you only have limited amout of 'slots', and every builing takes up one slot. Unfortunately, amount of boxes shown on the left is hardcoded, so you only know about 2 developments, out of 4? possible. I hope that we'll get at least +2 space buildings/planet (max. 6 in some cases), to compensate for factories and still allow some protection (then we'll also have to limit space factories to, say, 3 per planet).

It will probably mirror ground with 8 in extreme cases (Kuat, etc.).

Another idea that popped up. What about moving heroes to unit section?

Unit section?

#56 Tropical Bob

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Posted 13 August 2008 - 11:51 PM

Another idea that popped up. What about moving heroes to unit section?

Unit section?

He means making the hero teams units instead of having them classified as heroes. That way, when you use the advance hyperspace slot, you'd be able to bring heroes in from hyperspace during a battle.

#57 anakinskysolo

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Posted 13 August 2008 - 11:54 PM

I think I have them, Kaleb, but I'll let you know if I don't. The Lighter is one nasty freighter.

Side note: if anyone has Han Solo and the Corporate Sector Sourcebook from d6, it would be a huge asset to the CSA.


I have it in e-book format.

#58 Kaleb Graff

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Posted 14 August 2008 - 01:34 AM

I think I have them, Kaleb, but I'll let you know if I don't. The Lighter is one nasty freighter.

Side note: if anyone has Han Solo and the Corporate Sector Sourcebook from d6, it would be a huge asset to the CSA.


I have it in e-book format.

Where did you get that? All I have about the CSA is Tempest Feud.

#59 Ghostrider

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Posted 14 August 2008 - 08:02 AM

Will we be able to sell Golans and Space Stations if we want to reorganise our production facilities.

That's not something I can control, unfortunately :D.

Will it work on the current format where you upgrade a Golan I to a Golan II then. I can imagine some serious cursing if you build a Golan I and then cant upgrade it later, cant sell it later. Oops. There goes my defense!

Can you clarify or is this still a work in progress?

#60 Ghostrider

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Posted 14 August 2008 - 12:45 PM

To accommodate, I've fleshed out its build roster with two completely new ships: the Mankvim Light Interceptor and the Marauder-class Corvette.


Have we seen all the CSA stuff yet. There are two strange small grey craft in the last 2 screenshots, and i can't tell what they are.

There is a square slate grey box behind the YV-666 Freighter in screenshot 2, and in the lower left quadrant of screenshot 3 there are a number of odd-looking craft. One looks like a grey version of the BFF, another seems cylindrical, while a third looks square and boxy. I don't think these are the Mankvim either. What are they?
Are they Guardian Light Cruisers or a cheap knock off of the Customs Frigate (many illegal shipyards made these)?



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