Jump to content


Photo

An Unfair Universe


68 replies to this topic

#1 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 2,035 posts
  •  Phoenix Rising QA Lead; Manual Editor

Posted 21 October 2008 - 01:51 PM

Greetings from Ghostrider. As you are now aware, I have joined the PR team as QA Lead, which fundamentally lets PR point me at problems and say 'go fix'. I look at fine details and niggling inconsistencies, while PR looks at the big picture. Over the summer this remit has included fine tuning some of my own development tools for the mod and other minor 'behind the scene details'. One interesting change that has come about is increasing the aggression of the AI in battle. This is especially noticeable in the behaviour of fighter and bomber jocks. All they see are a fat collection of targets and it’s quite unnerving seeing a gaggle of starfighters power up engines and swarm at you, gunning for your lead ships. Unescorted corvettes beware.

Galaxy Far, Far Away.
PR has given me a new task. To populate the entire Galaxy Far, Far Away campaign, to a high level of detail and realism. This has been a serious challenge. Let me warn you now. This campaign is going to be unlike any of the others and it will be quite challenging. Although it is not finished, I can give you some good insights into the campaign itself.

Before I could even think about starting, we had to determine a way to assess and compare planets to each other, so that we could consistently populate the campaign with ships and fighters that are a) relevant to the planet and its people and commercial contacts and b) that the planet/system could afford to buy and maintain.

This has taken a huge amount of work, and we now have a self-consistent galaxy to work with that accurately reflects the planet’s financial, military, commercial and demographic position in the galaxy. For example, living on a barren ice world with poor resources is going to have a significantly different defence force to say, a rich, urban world near a major trade route. This means that you need to evaluate a planet carefully before you invade. Where possible, we have tried to tangibly reflect these factors in the fleet population. One of the spin-offs of this work has been a re-evaluation of the galactic economy and I am sure you will learn more about this in due course.

But what could we populate these planets with?

It was obvious that just using the starting line-up of imperial and rebel forces was wholly inappropriate and completely inadequate. That got me thinking. Go back to 18BBY just after the end of the Clone Wars and you realise that both the Empire and the Rebel alliance have state-of the art military equipment. So was it better than the clone-wars era equipment? Well no, but it was an awful lot cheaper! Compare for example the brand new TIE Starfighter (60k) vs the Clone-Wars elite Eta-2 Actis-class light Interceptor at a staggering 295k. Now you see what a breakthrough the TIE series really is - 95% of the C.W. era performance at 20% of the cost.
This ably demonstrates the fantastic ability of the Empire to churn out new craft at a frightening rate.
We could not take that for granted in the post C.W. galaxy and that left us with a big problem. Only the pro-Imperial military planets will have access to the TIE series and only the biggest, richest planets in the galaxy will be able to buy the C.W. era ships, and that leaves a lot of planets unaccounted for. If you can’t get these first-rank military models, what else can you get hold of?

Over the last month, PR and I have filled this gap with a huge array of different space forces, comprising over 100 new encounters for this period alone, ranging in size from fighters to dreadnaughts! Some are rich, elite craft, while other cover old models, refurbished ships, less successful warship/starfighter lines, converted civilian equipment, liners and even outright salvaged ships. Pay attention to all the details, as you may not be able to tell the rich from the poor by visual inspection alone.
I can also now reveal 4 of the many new adversaries you will be facing:

CloakShape Fighter
Delta-7 Aethersprite-class Light Interceptor
T.I.E Starfighter
Vulture Droid Starfighter

The Units page has full details on these ships and their variants.

The CloakShape is a Pre-clone Wars heavy fighter made by Kuat Systems Engineering with two light lasers and a concussion missile launcher for added punch. While limited by relatively poor agility, they make up for this in high hull strength.
The Delta-7 was the last in the Delta Series produced by the KDY Yards. With twin dual lasers, excellent shielding, speed and manoeuvrability, this is a deadly ship to fly - if you can afford to buy one.
The T.I.E Starfighter is the original mass produced starfighter made by Republic Sienar Systems - with an horrendous 90k price tag. This is not to be confused with the Empire-era TIE Starfighter designed some 4 years later by Sienar Fleet Systems.
Vulture Droids are fast, light hulled droid fighters armed with 4 light blaster cannons and Energy torpedoes that batter down shields. These are normally encountered in large swarms due to their extremely low production costs.

What else will you find?
I will be breathing infinite variety into the galaxy, and there should be obvious differences between rich, powerful worlds on important trading routes, fortress worlds and military strongholds, smuggler havens, worlds ravaged by war, untouched beauty spots, humble farmers, isolated worlds, alien civilisations and so on. If you are really smart you may be able to spot flaws in the makeup of some of the poorly planned planetary defenses which you can take advantage of. In other systems you will not be so lucky.

You should also be very careful because on the fringes of the galaxy, you may encounter groups with blatant disregard for common law and decency: pirates, corrupt officials, renegade Moffs, slavers, drug lords, shipjackers and so on. These outlaws are highly dangerous and have modified their ships to match their trade. Pay close attention to the stats in combat, because appearances are always deceiving. These boys don’t play fair as the following sequence shows.

Posted Image Posted Image Posted Image Posted Image

At the beginning of the campaign, choose your targets wisely, otherwise it could be a serious mistake. I expect most of the early campaign action to be in the outer rim, slowly moving corewards as time progresses. Your core worlds will be somewhat trapped and undergunned at the beginning so pay attention to building your economy. You will need it. Otherwise, take in and enjoy the variety of a living, breathing universe.

Edited by Phoenix Rising, 21 October 2008 - 06:28 PM.


#2 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 21 October 2008 - 02:36 PM

Looks great. I can't wait. Also, will we see changes in the TIE fighter tree. For more ships, look at The Force Unleashed Campaign Guide. It has a lot. Also, will IRDs be added for the CSA?

Edited by Kaleb Graff, 21 October 2008 - 02:45 PM.


#3 Badwolfwho

Badwolfwho
  • Members
  • 51 posts

Posted 21 October 2008 - 05:22 PM

Wow
This sounds awesome

#4 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 21 October 2008 - 05:56 PM

Also, will we see changes in the TIE fighter tree.

You will, but largely not due to the addition of the T.I.E. Starfighter - the changes were made as part of the standard polishing that I'm giving to just about everything. You can compare the stats of the three here.

Also, will IRDs be added for the CSA?

I felt they were newer than 18 BBY, so I didn't focus on them for this project, but I still hope to add them for v1.1.

#5 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

Posted 21 October 2008 - 07:34 PM

:p Sounds wonderful!

#6 slornie

slornie
  • Members
  • 176 posts
  • Location:York, England

Posted 21 October 2008 - 07:34 PM

Wow! Sounds impressive =]
Posted Image

#7 anakinskysolo

anakinskysolo

    Phoenix Rising Fan

  • Members
  • 490 posts
  • Location:Chile

Posted 21 October 2008 - 09:59 PM

Will there be more capital ships added? And what about the lag these changes will cause? Or that's already been adressed?

#8 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 21 October 2008 - 10:02 PM

You might add the TIE prototype from TFUCG. It is comparable to a Z-95, or maybe better. It might be interesting to give the Imps a limited number of those ships, and make them non-buildable.

#9 Sion4000

Sion4000
  • Members
  • 15 posts
  • Location:Yuuzhan'tar

Posted 22 October 2008 - 02:07 AM

WOW! I am extremely impressed :p
My friends always tell me I have the heart of a teady bear, and the mind of a serial killer.

"Why are you there damn you?! You don't do anything! You won't help me! You won't even hold me! You're no one! No one! NO ONE!
WHY WON'T YOU LOOK AT ME?!." - Asuka Langley Soryu

I WILL EAT YOUR PANCREAS!!!!!

There is nothing wrong with my signature.

#10 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 22 October 2008 - 03:22 AM

Will there be more capital ships added?

Like corvettes on up? Possibly. Starfighters are much faster to do though.

And what about the lag these changes will cause? Or that's already been adressed?

That tends to be more of a concern with AI players and pirate forces have no galactic-level AI. Really though, the alternative is unacceptable, which is not having any starting forces.

You might add the TIE prototype from TFUCG.

Huh? I've never heard of such a thing :p. Is there an article on Wook for it?

Edited by Phoenix Rising, 22 October 2008 - 03:25 AM.


#11 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 22 October 2008 - 02:41 PM

No, there's not. I'll post the Saga stats later, when I have access to the book.

#12 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 22 October 2008 - 06:22 PM

Does it look different? I'm just wondering what the necessity of adding such a thing to the canon was when we've clearly had three distinct mass-production TIE Fighter models for the past 21 years in the EU... but I'm speaking to the designers more than anyone. I'll see what the book has to say about it.

#13 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 22 October 2008 - 06:53 PM

Does it look different? I'm just wondering what the necessity of adding such a thing to the canon was when we've clearly had three distinct mass-production TIE Fighter models for the past 21 years in the EU... but I'm speaking to the designers more than anyone. I'll see what the book has to say about it.

I don't know, as there wasn't a picture. It was fairly rare, and preceded the other models by about 2 years. I would not make it buildable, but the imps could have a few squadrons as pre-TIE Advanceds.

#14 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 22 October 2008 - 07:24 PM

Oh, it was like the Advanced Project Ship, but slightly more contemporary?

#15 Vitek

Vitek
  • Members
  • 10 posts

Posted 22 October 2008 - 11:48 PM

Yeah, really fantastic. Congratulations on bringing new member. :thumbsupsmiley: Now I canT' wait to play the game. :) You made me very happy. Go on, folks- :)

#16 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 23 October 2008 - 01:47 AM

Oh, it was like the Advanced Project Ship, but slightly more contemporary?

Not quite, but close
Stats:
Speed: 5 squares
Hull: 60 hp
Shields: SR 10
Weapons: laser cannons (TIE standard)
2 (1 each) medium cms
Hyperdrive: x2

#17 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 23 October 2008 - 04:24 PM

Hmm, what an odd ship. It has to be bigger than a standard TIE to fit a Class 2.0 hyperdrive in that era (not to mention shields). The TIE Advanced x1 only had Class 4.0. And isn't 5 spaces terribly slow for a TIE? I'm now thinking a combat-variant TIE Scout with minimal shields. How confusing :thumbsupsmiley:. I guess I'll have to read the sourcebook myself sometime.

#18 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 23 October 2008 - 06:26 PM

Hmm, what an odd ship. It has to be bigger than a standard TIE to fit a Class 2.0 hyperdrive in that era (not to mention shields). The TIE Advanced x1 only had Class 4.0. And isn't 5 spaces terribly slow for a TIE? I'm now thinking a combat-variant TIE Scout with minimal shields. How confusing :thumbsupsmiley:. I guess I'll have to read the sourcebook myself sometime.

It's saga squares, about 10 RCR squares. I'm not sure of the size.

#19 Guest_StarWars_*

Guest_StarWars_*
  • Guests

Posted 27 October 2008 - 11:10 PM

Before I could even think about starting, we had to determine a way to assess and compare planets to each other, so that we could consistently populate the campaign with ships and fighters that are a) relevant to the planet and its people and commercial contacts and b) that the planet/system could afford to buy and maintain.

Does this finally mean that we have to pay for the maintence of our ships each week :wink_new:
Also is it possible to add another currency with credits, like food units so that we have to pay so many of those each week also and more for the ships construction?

#20 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

Posted 28 October 2008 - 03:27 AM

Before I could even think about starting, we had to determine a way to assess and compare planets to each other, so that we could consistently populate the campaign with ships and fighters that are a) relevant to the planet and its people and commercial contacts and b) that the planet/system could afford to buy and maintain.

Does this finally mean that we have to pay for the maintence of our ships each week :wink_new:
Also is it possible to add another currency with credits, like food units so that we have to pay so many of those each week also and more for the ships construction?

I think that's more of a way of saying that Tatooine couldn't afford to purchase and maintain an Imperial-class Star Destroyer or two for its defense fleet.

I don't think it's possible to add in another resource, and I don't think that would be a good idea anyway. Just think of it as a portion of the population and credit costs go towards food.



Reply to this topic



  


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users