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At last we can reveal ourselves to the Galaxy…


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#1 Ghostrider

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Posted 09 December 2008 - 05:54 PM

Now that the GFFA campaign is finally completed, I can say a little more about the pirate fleet units, as many of you have commented that you were concerned that pirates only get weaponless ships, like the HWK-290 Light Transport.

Many of the pirates and traders will have survived the turmoil of the clone wars and indeed will have profited from the conflict. Hard lessons have been learned and only the most stupid or poor traders keep the stock models that you have seen so far.

The average smuggler or freighter captain will only be able to afford modest upgrades, say improving shields or bolting on an additional weapon or two. At best they will have added a basic missile system, but nothing too alarming. These upgrades are common throughout the galaxy. Just as common are the huge variety of cheap salvaged ships, ranging from fighters to destroyers that are less dangerous than they appear to be. Bluff is a powerful weapon in a fight.

Some captains, however, are more daring and have heavily modified stock models for more profitable trading in active war-zones or off the major trade routes. Enter the Raiders and Assault Transports used by pirates and privateers. The Units Page has the stats of these new ships.

CT-11 Gunboat - a sad experiment used only by the worst of pirates. It has guns but no shields and is utterly pathetic.
HWK-290 Medium Raider - 4 Lasers, 4 Ion Cannon; 1 Octuple blaster cannon. This armament is tricky – true Quads are considered illegal by Imperial Law, so pirates have strung together 8 blasters to create the same effect. Technically they are blasters – and therefore legal – but as deadly as a quad.
YT-1300 Medium Raider – A custom smuggler ship armed with lasers, 2 quad blaster and side-firing concussion missiles
YV-666 Assault Transport – Fast, agile and heavily armed: It has 2 Dual Turbolaser turrets, 1 Dual Turbo-ion turret and a rapid firing proton torpedo launcher.
Barloz-class Heavy Raider – You don’t want to chase this as it has a surprise – 4 aft-firing proton torpedo launchers in addition to the Turbolaser and Dual laser cannon armaments. A true privateer mini-warship.
Guardian-class Assault Shuttle -Anyone think the Guardian was weak? – not any more.
This fairly rare model is crammed with weaponry. With 2 forward firing lasers, 4 turreted lasers and a heavy missile system this is a transport-sized interceptor ship with a mean punch.
Action VI Light Frigate – the old pirate stand by – armed with turbolasers and proton launchers.
Marauder-class Missile Corvette – With an armament of 4(40) Heavy concussion missiles this is a rapid firing fighter killer.
Quazar Fire-class Frigate – this is more of a corporate freighter conversion than a true pirate vessel, but with 16 lasers and Heavy concussion missiles, it’s still dangerous.

Fire Ships
Some of the cheaper transports have been converted into mobile bombs by packing their hulls with high explosives, and used by the more fanatical resistance groups. Intelligence reports also indicate that recent Ionite shipments may have been hijacked. Considering that Ionite allows energy to be redirected upon itself, thereby overloading the device that created it, large quantities of ionite in the wrong hands could be exceedingly dangerous!

Pirate Fleet Carriers
Pirates are not just content with raider ships, many have seen the power of the Venator in action, but lacking the resources to steal one, have still developed a range of fleet carriers, exploiting the large amount of damaged and salvaged fighter craft available on the black markets.

Super Transport VII Interdictor Frigate – a surprise unit for better pirates. And with a mix of lasers, ion cannon and concussion missiles it can also defend itself quite nicely in addition to its interdictor role.
Super Transport VIII Escort Carrier (Pirate) – A pirate fleet carrier also armed with Quads for local defense and a decent missile system.
Super Transport XI Fleet Carrier – with 16 pirate squadrons, turbolasers (stolen from Dreadnaughts), lasers and missiles, this is a poor-man’s Venator with an evil kick.

Droid ships
Many separatists have reconfigured captured or existing warships as droid carriers.
Valiant-class MC40 Light Cruiser (Droid) – these saw limited used by Separatist Mon Calamari, along with its larger Liberty-class MC80 Star Cruiser (Droid) cousin.
Venator I-class Star Destroyer (Droid) – a captured Venator re-fitted with veritable swarms of droid by the Separatists.

It should be noted also that the Invincible-class Heavy Cruiser now comes with a compliment of 8 fighters, and the Pirate version of the Recusant also has a noticeable Vulture droid fighter compliment.

While this gives a good picture of the more common pirate vessels, rarer, and more dangerous models may be in the hands of organised criminals and the super-rich. :D

Edited by Phoenix Rising, 11 December 2008 - 09:25 AM.


#2 Kitkun

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Posted 09 December 2008 - 06:00 PM

Aww, now I'm gonna die to the pirates.

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#3 Casen

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Posted 09 December 2008 - 06:47 PM

There should definitely be some TYE-Wings in my opinion. >_>; Otherwise, good update.

#4 Ghostrider

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Posted 09 December 2008 - 07:12 PM

There should definitely be some TYE-Wings in my opinion. >_>; Otherwise, good update.


I asked about those about a month ago - in fact my intial thoughts were for uglies - but PR said it at 18BBY it was to early for these - don't forget the T.I.E Starfighter is brand new, - so there aren't enough scrap parts to make uglies yet.

We also didn't have enough time to kit-bash these ideas. So we plumped for what you see so far.

My favourite early ugly was the Deadhunter though - Y-wing nacelles on a headhunter chassis. Ghastly in a fight. Y-wing maneuverability on headhunter blaster armaments. Terrifyingly bad. :D

Next time perhaps.

#5 Phoenix Rising

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Posted 09 December 2008 - 07:16 PM

We also didn't have enough time to kit-bash these ideas. So we plumped for what you see so far.

Mostly this reason. (And Ghost means the Imperial TIE.)

#6 slornie

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Posted 09 December 2008 - 07:25 PM

rarer, and more dangerous models may be in the hands of organised criminals and the super-rich. :D

You mean people like Booster Terrik and the Errant Venture? ;)
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#7 Kaleb Graff

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Posted 09 December 2008 - 11:23 PM

Why bother with Imperials at all? The pirates look bad enough.

#8 SpardaSon21

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Posted 09 December 2008 - 11:55 PM

rarer, and more dangerous models may be in the hands of organised criminals and the super-rich. :D

You mean people like Booster Terrik and the Errant Venture? ;)


I wish the timeline allowed for Booster Terrik to make an entrance in his red ISD.

#9 TheEmpire

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Posted 10 December 2008 - 02:13 AM

I like it, the discriptions of the ships are really good.
"Just once, I'd like to destroy a starship that we didn't pay for!"
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#10 Ghostrider

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Posted 10 December 2008 - 08:09 AM

Why bother with Imperials at all? The pirates look bad enough.


The point is that all the 142 independent worlds are 'pirate forces' (which means independent worlds), but most trading worlds don't get these tougher craft. These are only used in regions where raiders, smugglers and corsair-pirates operate. The other 16 worlds are Empire/Alliance starting worlds.

Each world is populated according to type. Some get imperial craft, some get rebel craft, others get just a few transports and the odd cruiser, while the nastier ones get the above.

Also, many 'pirate' worlds are pseudo-imperial worlds, with Imperial-type force structure.

The other important point is that all the 'pirate' worlds are fixed and have no AI, no construction - they won't change.

We need to bother with the Imperials because it's only the Imperial/Rebel Worlds that have an active AI that actually builds new ships.
You just have to bash through the pirate worlds before you can get to the true AI-controlled enemy.

The computer will have to deal with pirates too to grow it's empire!

#11 Ghostrider

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Posted 10 December 2008 - 08:16 AM

rarer, and more dangerous models may be in the hands of organised criminals and the super-rich. :D


You mean people like Booster Terrik and the Errant Venture? :shiftee:


No - Booster is 'nice'.

I mean people like Flirry Vorru, Zekka Thyne or Xisor. ;)

#12 Phoenix Rising

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Posted 10 December 2008 - 12:57 PM

I tried to take inspiration from specific pirate vessels in RPG sourcebooks... if you look around hard enough, you'll see the connections. Of course, two of the ships are in homage to the original pirate forces of EaW, well pirate and Rebel. The rest, especially the raider/assault line, I tried to give a very specific role of our own design (Ghost helped with concepts) to that was unique from the upgrade line.

"Standard" pirate vessels tend to pack on weaponry at the expense of just about every other system, but they're mostly going to be attacking freighters, so it works for them. They just can't really trade fire well with military units because they're not made to stand up to a beating.

Keep in mind, these are meant to be reused throughout the entire timeline, but since GFFA is the beginning, it will be relatively more difficult than a later setting, which is inevitable. It pays to tech up a little before you go on serious offense.

#13 skie9173

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Posted 10 December 2008 - 03:13 PM

What about planets that were know to have larger sector defense fleets but were more independently minded, thinking Corellia, Kuat and possibly Hapes as examples. I could see how these planets could just be given to one side or another in some cases but hoping that PR has given them the kind of sectoral defense fleets they were sometimes described as having and they are typically the planets with some of the best bonuses. Just a curious little comment on my part. Thanks for all the hard work you guys, really looking forward to the release.
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#14 Ghostrider

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Posted 10 December 2008 - 06:49 PM

What about planets that were know to have larger sector defense fleets but were more independently minded, thinking Corellia, Kuat and possibly Hapes as examples. I could see how these planets could just be given to one side or another in some cases but hoping that PR has given them the kind of sectoral defense fleets they were sometimes described as having and they are typically the planets with some of the best bonuses. Just a curious little comment on my part. Thanks for all the hard work you guys, really looking forward to the release.



Don't worry. We have got that covered.

Think of this - of the 250 different units available (that's space and ground) we pick and choose some of the 250 to represent a particular planet.
Some will be obviously CSA worlds - Mankvims, Droids, Marauders & Victory class, some will have an obvious Imperial bias - IPV's Carracks & ISD's while plenty more will be a random/whimsical mix.

Basically on EVERY single world, I have examined the galactic location, recent history, notable features etc, and populated accordingly. Core worlds tend to get the more expensive craft.

If you remember in my first post, one of the early tasks was to determine the political, manufacturing, economic and demographic strength of each planet and we came up with e decent system to rate one planet against another. So the big rich worlds, get to buy big, expensive ships for their defense. And the political bias of the population has certainly been taken into account. As a result, defense fleets are enormously varied, both in ship type, price, quantity, and quality. :p

I have even tried to apply psychological factors in selecting planetary defenses. For example, on one of the big mining planets I thought the ham-fisted miners would psychologically prefer heavy rugged designs, and as a result the defense fleet has NO fighters, but a bias on rugged transports and boxy cruisers. I have tried to apply this level of thought to every planet.

Basically, when you play the campaign, every single planet should hopefully feel unique.

#15 feld

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Posted 10 December 2008 - 08:19 PM

And this all in a campaign basically set a couple of years after RotS like GFFA is now, right? About 18 BBY or so. So, if I'm playing as an Imperial I get to essentially orchestrate Palpatine's consolidtion of the Empire. Over the years it took him to abolish the Senate completely. And if I'm playing as the Rebels I get to see what if Corellia, Mon Calamari and various other systems went all Separatist from the beginning.

ohhhh....I'm going to *like* this...

#16 Phoenix Rising

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Posted 10 December 2008 - 08:38 PM

The Rebel faction at this stage can be thought of as a collection of disunited local resistance movements working in a similar direction, so other than the gameplay restrictions of the engine, such as their holding territory when that's probably not quite the case, that's correct (I don't consider the Separatist holdouts to be synonymous with the Rebellion so much as sharing a common enemy, but that's another topic). GFFA is probably the most complete snapshot of the galaxy at 18 BBY as anyone will ever bother to create. Other than your potential build options, you will not find a single ship that is out of place in this era. That, ultimately, is why I spent weeks on the pirate unit roster.

#17 Droideka

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Posted 11 December 2008 - 02:06 AM

The Rebel faction at this stage can be thought of as a collection of disunited local resistance movements working in a similar direction, so other than the gameplay restrictions of the engine, such as their holding territory when that's probably not quite the case, that's correct (I don't consider the Separatist holdouts to be synonymous with the Rebellion so much as sharing a common enemy, but that's another topic). GFFA is probably the most complete snapshot of the galaxy at 18 BBY as anyone will ever bother to create. Other than your potential build options, you will not find a single ship that is out of place in this era. That, ultimately, is why I spent weeks on the pirate unit roster.

Hello! I'm new but have been reading these forums for about 3-4 months now. I did download the first one and did enjoy it but after this has come out, I can see the old space version blown away. Anyways, the Separatist holdouts at first did not join the Rebellion but they did eventually end up joining, so why not some time in the future add some old CIS equipment to the Rebellion(ships mostly). I draw this motivation from the fact that you added the Recusant light destroyer to them. Why stop there? The rebels used Lucrehulks carriers, and even used a modified providence as well and it could all be possible for them to find old CIS factories(minor ones) on certain planets considering the time frame of 18 BBY right at the conclusion of the Clone Wars. Also, a question, are you adding new indigenous creatures to this mod? Like for example Duggs on Malastare?

Edited by Droideka, 11 December 2008 - 02:07 AM.


#18 Phoenix Rising

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Posted 11 December 2008 - 08:00 AM

Anyways, the Separatist holdouts at first did not join the Rebellion but they did eventually end up joining, so why not some time in the future add some old CIS equipment to the Rebellion(ships mostly).

Well, certainly they've used such ships in a handful of cases, but you could say the same about Carracks (TF), Strikes (TF), Immobilizers (RS), Imperials (DE), Lancers (NJO), etc. It has more to do with maintaining a certain flavor for the faction and whether there are any pressing balance concerns that could be filled with a new ship. Like I said, I don't want to make the Alliance into "CIS reloaded".

The Recusant has a totally unique role (a Dreadnaught being the closest approximation) and obvious tie-ins to Mon Calamari engineering, so it was a good fit. Whether the others would be remains to be seen. Should the Rebels get a fighter-spamming dreadnaught in the Lucrehulk? Probably not their style. As for the Providence, for example, it has yet to get unmodified stats, so it's really hard to justify adding it based on conjecture.

Also, a question, are you adding new indigenous creatures to this mod? Like for example Duggs on Malastare?

Not unless someone would be willing to make those models for us. Moreover, we don't even have a unique map for Malastare either.

Edited by Phoenix Rising, 11 December 2008 - 08:00 AM.


#19 Ghostrider

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Posted 11 December 2008 - 08:07 AM

Also, a question, are you adding new indigenous creatures to this mod? Like for example Duggs on Malastare?


I have always wanted more creatures in the mod, but we decided months ago to focus on Pirates first, as this has the most impact on the mod. After that it's the major land revamp. Creatures take a lot of effort for little gamplay return, so they are low down on the prioirity list.

So, if I'm playing as an Imperial I get to essentially orchestrate Palpatine's consolidtion of the Empire.

Many of the pirate planets will have a strong imperial bias. However, there is probably a little too much independent behaviour from many new Moffs, and they will need to be disciplined to ensure loyalty to the Empire.

Edited by Ghostrider, 11 December 2008 - 08:09 AM.


#20 Casen

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Posted 11 December 2008 - 08:26 AM

The Recusant has a totally unique role (a Dreadnaught being the closest approximation) and obvious tie-ins to Mon Calamari engineering, so it was a good fit. Whether the others would be remains to be seen.


Recusants are psychotically good at destroying hordes of fighters. That's what I tend to use them for; heavy fighter screens with some anti-cap ship ability.

Edited by Kacen, 11 December 2008 - 08:31 AM.




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