Thanks for modding! Without civvie game developers' games my job might drive me nuts!
Heh, good to know my career path of making (or playing, as most people would think) games is actually beneficial to society, on some miniscule level.
Happy to, but with a disclaimer: muneoyshi's absolutely right that modern naval tactics have little to do with SW tactics. So I'm not sure how much my opinion counts in this case.
I think of tactics as being more of a way of being able to assess and respond to certain situations than executing specific maneuvers and whatnot. So in that sense, they, along with strategy, have broader applications in life insofar as refining your thinking process. I like to think of PR as glorified chess, whereas EaW was glorified rock-paper-scissors: the rules are a lot different, but the process is the same. In that respect, you are qualified
.
I read the stuff, but I don't know the EU near as well as I did when it was only WEG and the Zahn Trilogy.
But you recognize the importance I put on WEG and the
Thrawn Trilogy (and
Dark Empire, for that matter). All three form the foundation of the EU, all three were in the first release of PR.
1. Consistent set of stats for the ships.
I'm very happy with having converted ships with all different kinds of stats into a standardized system with which to compare them. I just hope all the numbers don't overwhelm people (I'm pretty left-brained myself).
2. Weapon Arcs:
Unfortunately, this is much of the reason why hardpoints aren't targetable...
Given that I feel the biggest strength of the mod from the standpoint of varied tactics lies in the way that each ship has its own "flavor" leading to many choices for the player, my suggestions are mostly ways to improve ship distinctiveness.
The current units that you're playing with should be kind of bland compared to the changes I've since made to make them even more unique.
1. Capships performance gradualy degrade with damage
This sort of amounts to destructable hardpoints, since that'd be the only way to accomplish it.
2. Some form of limited player controlled hardpoint targeting:
I'm definitely open to the possiblity, but doing it for every weapon would be a herculean task (targeting or destroying, basically the same difference). Last I checked, there were over 6500 hardpoints
.
4. See if the AI can get smarter with tractor beams:
Anything along those lines is really outside the realm of what PG coded for us to use.
I've tractored a corvette with an ISD and had nothing happen...
Yeah, that's the engine laughing at our attempts to mod it...
The apparent lack of dedicated anti-starfighter weaponry on many of the big ships doesn't help (and never made much sense to me). The main reason I was so happily surprised by the Dreadnought Heavy Cruiser was that the quad lasers eat starfighters quite nicely.
I see a definite trend in weaponry as ship classes get bigger: they become more dedicated to anti-starship duty. Corvettes are kind of a mixed bag, but look at the rest. Frigates have a lot of lasers and few turbolasers, cruisers are pretty even on both, destroyers have few lasers and a lot of turbolasers, and capitals have only turbolasers.
I guess the reasoning is that a handful of bombers can't possibly do enough damage to destroy a capital, so there's no reason to bother wasting emplacements on anti-starfighter weapons. Out-of-universe, it doesn't help that just about every new source blindly copies the original WEG specs, which aren't always perfect, so we're kind of stuck with their system for better or worse. That's one reason why the prequel ships are so different.
As for the Dreadnaught, it's sometimes listed as having an entirely-turbolaser armament, but I believe lasers are more reflective of the "original" design, due to age and the state of space combat (big starships being out of favor, starfighter swarming).
That's because the AI doesn't know how to use fighters.
They do now. Sort of. At least they'll dogfight.
Edited by Phoenix Rising, 09 December 2008 - 07:04 PM.