Boarding craft now possible!
#1
Posted 11 September 2008 - 02:09 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."
#4
Posted 11 September 2008 - 03:10 PM
Link to Sidious mod: New Republic mod
#5
Posted 11 September 2008 - 04:24 PM
I know of at least 5 diffent boarding actions: Intimidator, 2 Impstars at Endor, the Ackbar, and the Katana. There are probably others, too.I have mixed feelings to this idea. Obviously it's quite logical that one should be able to board, but I find it hardly SW-like. It's like boarding action during WW2: it happened once or twice ("Altmark"), but considering amount of crews, specific equipment and various other things - it's highly unlikely it could happen on frequent basis. At least not after Katana Fleet disaster, and subsequent de-automatization of various functions
Link to Sidious mod: New Republic mod
#6
Posted 12 September 2008 - 03:53 PM
Still, I know it happened couple of times, but I consider those cases most likely unlikely, exceptional. Allowing boarding parties as 'standard' action could kill entire SW-feeling of this mod. It's difficult to imagine that ISD, with its crew and stormtroopers could fall victim of boarding party. Maybe boarding invasion...
#8
Posted 12 September 2008 - 08:24 PM
That being said, it doesn't seem to translate well into the limited capabilities of the EaW engine in this regard. For one, you can't station troops onboard capital ships. That's a major deterrent. Even if you could, there's no way to simulate battle between them and a boarding party. So what you're basically reduced to is an ability that steals ships from the enemy, which might be cool... until you're the enemy.
I guess we'll just have to wait and see what this mod does, but I wouldn't expect anything beyond what we've already seen in vanilla. I've already tried Chewie's ability in space and that didn't work, although it might be because I didn't create any capture clones if the engine is weird about that. If you want to try something, add these lines to a unit:
<Bribe_Modifier_On_Uncorrupted_Planets>0.0</Bribe_Modifier_On_Uncorrupted_Planets> <Bribe_Modifier_On_Corrupted_Planets>0.0</Bribe_Modifier_On_Corrupted_Planets> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>TACTICAL_BRIBE</Type> <Recharge_Seconds>86400.0</Recharge_Seconds> <GUI_Activated_Ability_Name>Tactical_Bribe</GUI_Activated_Ability_Name> <SFXEvent_Target_Ability>Unit_Bribe_Tyber_Zann</SFXEvent_Target_Ability> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tactical_Bribe_Ability Name="Tactical_Bribe"> <Activation_Style> User_Input </Activation_Style> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>400.0</Activation_Max_Range> <Bribed_Effect /> <Bribed_Effect_Small /> <Effect_Z_Offset /> <SFXEvent_Success>GUI_Bribe_SFX</SFXEvent_Success> <SFXEvent_Fail>Unit_Bribe_Fail_Tyber_Zann</SFXEvent_Fail> </Tactical_Bribe_Ability> </Abilities>The bribe modifiers can be small fractions if you want boarding to cost a portion of the targeted ship's price. You also might be able to get away with -1 recharge time, but I wasn't sure; I just wanted it to be used only once per combat. Of course the audio events are just default as well. That's how I would do boarding though, but I haven't tested it.
#9
Posted 13 September 2008 - 09:28 AM
Phoenix, what about keeping captured ships after battle? AFAIK, units captured through bribe/hack ability disappear after battle...
#11
Posted 13 September 2008 - 10:29 PM
That are a couple of facts I didn't know :] So now I'm convinced, as long as it comes to smaller ship categories. It still bothers me to have ISD boarded by shuttle, or even groups of them. Kaleb, what about sources?
Phoenix, what about keeping captured ships after battle? AFAIK, units captured through bribe/hack ability disappear after battle...
I know of at least 5 diffent boarding actions: Intimidator, 2 Impstars at Endor, the Ackbar, and the Katana. There are probably others, too.
Intimidator: Before the Storm
Impstars: Dark Empire Sourcebook
Ackbar: Unseen Queen
Katan: Dark Force Rising
Night Caller: Wraith Squadron
#12
Posted 14 September 2008 - 11:54 PM
That's what I was afraid of. Kind of make entire discussion pointless - unless SI developed some interesting way Thx for info.They would disappear. You'd probably have to script something to get them back into Galactic, but who knows if that's even possible.
Thx I actually knew about KatanaIntimidator: Before the Storm
Impstars: Dark Empire Sourcebook
Ackbar: Unseen Queen
Katan: Dark Force Rising
Night Caller: Wraith Squadron
#13
Posted 15 September 2008 - 01:26 AM
There is no passion, there is serenity. There is no death, there is the Force.
#16
Posted 03 November 2008 - 09:21 PM
They could trigger the self-destruct before leaving.You could probably use Palpatine's Force Convert ability, which would give you a unit-based timer. The only problem is that the unit dies when the timer's up, so that would kind of defeat the purpose.
What I was thinking.
I think its atleast worth a test.
#17
Posted 05 November 2008 - 10:34 PM
It would use the bribe system - depending on the size of the ship, more credits would be
used (for more boarding shuttles) for the larger ships. It would make sense - a victory class
would not cost as much as an imperial class because fewer people would be needed.
It might also reqiure some sort of time based modification - certain ships take more time to
capture due to internal resistance and whatnot.
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