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#61 Kaleb Graff

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Posted 13 June 2009 - 09:46 PM

It seemed to me that too many worlds had high-power defense forces. I can understand Kuat and Corellia, but why do so many planets have capital ships? For example, a dreadnaught has a cost of 35,000,000 credits, while an IPV is 3,000,000. I think that puts it out of reach of most small systems, particularly after many ships were destroyed during the Clone Wars.

#62 Phoenix Rising

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Posted 15 June 2009 - 12:29 AM

It seemed to me that too many worlds had high-power defense forces.

I wouldn't disagree, but part of that has to do with cutting down on the number of units in play at once (more big ships, fewer smaller ships equals less lag). It's a difficult balance between gameplay, realism, and performance in GC.

#63 Kaleb Graff

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Posted 16 June 2009 - 12:31 AM

True, but I meant overall power, not just big ships. If 200 dreadnaughts can tip the galactic balance of power, it doesn't make sense for every 3rd rate system to have 2 or 3.

#64 Phoenix Rising

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Posted 16 June 2009 - 07:59 PM

You're talking the slimmed campaigns now, yes? Well, if the fans are generally in consensus that there are still just too many ships in "Pirate" hands, I'm sure we can look into reducing them further. If it's the best thing for the mod, those formulas (the ones that determine planetary importance from a myriad of factors) can be adjusted... it'll just take some work. I'd like to hear what a few other people think of it first though.

#65 Kaleb Graff

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Posted 16 June 2009 - 10:01 PM

You're talking the slimmed campaigns now, yes? Well, if the fans are generally in consensus that there are still just too many ships in "Pirate" hands, I'm sure we can look into reducing them further. If it's the best thing for the mod, those formulas (the ones that determine planetary importance from a myriad of factors) can be adjusted... it'll just take some work. I'd like to hear what a few other people think of it first though.

I think I still have the original campaigns. I'll try to look at the slimmed ones.

#66 Phoenix Rising

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Posted 17 June 2009 - 04:55 AM

I believe we're running with slim for the next release, but I'll have to double-check.

#67 Digz

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Posted 17 June 2009 - 01:10 PM

Hey Phoenix, is there an ETA for the next release? I have something up my sleeve that's all, just waiting for the next release for this and I can start up preparations.

#68 Phoenix Rising

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Posted 17 June 2009 - 07:32 PM

Probably not for a while I'm afraid. I have an idea of some of the major features I'd like to see in a v1.2, but haven't settled on all of them yet. Of course, a lot of that depends on whether or not we can get some help in modeling and other areas (speaking of which, I need to make a point of writing some help wanteds). But of those potential features, I've really only completed one so far, which I'll describe in detail in a bit.

#69 Ghostrider

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Posted 30 July 2009 - 01:40 PM

I believe we're running with slim for the next release, but I'll have to double-check.



Yes - I have only modified / updated the slim campaigns (eg retro-introduced the IRD). The full versions are now history. I won't be updating them.
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