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Changes To The Complement Mechanic


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Poll: Complement Mechanic

How should I address the complement cost issue?

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Should transports be included in complements?

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#41 BansheeMalthus

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Posted 15 January 2009 - 04:28 AM

That's one of them, some one did it with rebel Caps as well.

#42 Tropical Bob

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Posted 15 January 2009 - 10:44 AM

Yeah, I used it on a couple heroes once.

Unfortunately, it seems that heroes can't be added into the space escort though...Or at least it didn't work when I tried it.

#43 A1Dasdfsdkli4r2

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Posted 15 January 2009 - 03:25 PM

I voted yes on transports, but I'm not sure It will work. I tried putting 2 skipray groups on an imp Nebulon-B before, but I ain't excatly the best modder out there. I also voted for the one that has fully upgraded complement. It didn't work in PR 1.0 because of the speed of upgrades, but at the slower rate in this one, it would work perfectly.

#44 Kaleb Graff

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Posted 15 January 2009 - 03:41 PM

I'll have to see if it's even possible first.

Could they spawn from a second hangar bay, which has instant launch time? I'm not sure if it would work, but I'd like it.

#45 Guest_Bane_*

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Posted 15 January 2009 - 11:03 PM

I'll have to see if it's even possible first.

You just need to set the fighters meant to hyperspace in as escorts instead of garrisons. There's one that has three black SDs accompanying Daala and one of each Mon Cal ship escorting Ackbar. It's the one with the...MC 90 I think it was in it.

#46 Tropical Bob

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Posted 16 January 2009 - 05:12 AM

I had a small fleet accompanying the Executor/Lusankya, and a couple extra Dreadnaught-classes accompanying the Peregrine. I also tried tying a Gavin Darklighter-lead Rogue Squadron to the Lusankya, but like I said, that didn't quite work so well. <Space_Escort_Unit_Types> is the proper code line, if I remember correctly. You can also look up the Death Star XML in the Source XMLs and find it in there.

#47 TheEmpire

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Posted 16 January 2009 - 09:41 PM

I picked to include transports in complements because it makes sense that a Star Destroyer would have a few shuttles in it's hanger.
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#48 X4ldin

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Posted 17 January 2009 - 03:42 AM

As i'm a stickler for canon, I say yes to transports :good:

As for complements,

> You could give them better fighter classes at higher tech levels, Imperial I-class carrying no TIE/In Interceptors while the Imperial II-class carries 2 squadrons (showing how they were phased in and the general passage of time - eventually ISD IV's carry Preybirds like the Imperial remnant used etc.)
> Also, the Empire especially didn't like using their best fighters so maybe you should cap the fighters at Mark V for all ships so if you wanted fighter superiority, you would invest in high end fighters (TIE Defender/Missile Boat etc.) at high tech levels - still making teching them up useful if you wanted quality over quantity fighter-wise.

#49 Kaleb Graff

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Posted 17 January 2009 - 02:25 PM

As i'm a stickler for canon, I say yes to transports ;)

As for complements,

> You could give them better fighter classes at higher tech levels, Imperial I-class carrying no TIE/In Interceptors while the Imperial II-class carries 2 squadrons (showing how they were phased in and the general passage of time - eventually ISD IV's carry Preybirds like the Imperial remnant used etc.)
> Also, the Empire especially didn't like using their best fighters so maybe you should cap the fighters at Mark V for all ships so if you wanted fighter superiority, you would invest in high end fighters (TIE Defender/Missile Boat etc.) at high tech levels - still making teching them up useful if you wanted quality over quantity fighter-wise.

That sounds like a very good idea, actually. Then the fighters would get better while still not having to be massively upgraded.

#50 SpardaSon21

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Posted 17 January 2009 - 07:25 PM

As i'm a stickler for canon, I say yes to transports ;)

As for complements,

> You could give them better fighter classes at higher tech levels, Imperial I-class carrying no TIE/In Interceptors while the Imperial II-class carries 2 squadrons (showing how they were phased in and the general passage of time - eventually ISD IV's carry Preybirds like the Imperial remnant used etc.)
> Also, the Empire especially didn't like using their best fighters so maybe you should cap the fighters at Mark V for all ships so if you wanted fighter superiority, you would invest in high end fighters (TIE Defender/Missile Boat etc.) at high tech levels - still making teching them up useful if you wanted quality over quantity fighter-wise.

That sounds like a very good idea, actually. Then the fighters would get better while still not having to be massively upgraded.


Nice, but can't we make hero capitals have the high-level stuff? After all, they would demand the best and get it.

#51 X4ldin

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Posted 17 January 2009 - 08:19 PM

Maybe you could give hero caps fighters relevant to your current tech level. So if they were capped at lvl 5 on other caps for example heroes would spawn lvl 1s at tech 1s, 2s at tech 2 etc. so they aren't too overpowered and don't have access to high level tech before you've even researched anything.

#52 Phoenix Rising

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Posted 17 January 2009 - 08:24 PM

Unfortunately, it seems that heroes can't be added into the space escort though...Or at least it didn't work when I tried it.

Did you put the escorts on their shuttle and set the hero to attach to flagship? At any rate, it would still put everyone on the strongest ship, even if it did work. The question is: would it be worth it to fix the population bug?

Could they spawn from a second hangar bay, which has instant launch time?

You can't specify one or the other.

Edited by Phoenix Rising, 17 January 2009 - 08:24 PM.


#53 Kaleb Graff

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Posted 18 January 2009 - 01:31 AM

Could they spawn from a second hangar bay, which has instant launch time?

You can't specify one or the other.

That idea came before someone pointed out the Escort tag, which would work better.

#54 Tropical Bob

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Posted 18 January 2009 - 01:42 AM

Unfortunately, it seems that heroes can't be added into the space escort though...Or at least it didn't work when I tried it.

Did you put the escorts on their shuttle and set the hero to attach to flagship? At any rate, it would still put everyone on the strongest ship, even if it did work. The question is: would it be worth it to fix the population bug?

What I had tried to do is add on an extra upgrade attaching Rogue Squadron to the Lusankya when you have a Wedge upgraded to the Lusankya and Gavin Darklighter upgraded to Rogue Squadron at the same planet. I think I had the hero's squadron in the escort tag, and I also tried throwing it into the fighter complement. I might've done something wrong, but I'm pretty sure I didn't.

#55 Phoenix Rising

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Posted 18 January 2009 - 11:38 AM

What I had tried to do is add on an extra upgrade attaching Rogue Squadron to the Lusankya when you have a Wedge upgraded to the Lusankya and Gavin Darklighter upgraded to Rogue Squadron at the same planet. I think I had the hero's squadron in the escort tag, and I also tried throwing it into the fighter complement. I might've done something wrong, but I'm pretty sure I didn't.

You probably have to escort Gavin's fighter - that's where the squadron spawns from.

#56 Phoenix Rising

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Posted 12 March 2009 - 07:34 PM

Alright, it looks like this poll has run its course (it's been open for two months). The result is that I will "halve costs; cap, scale, and offset complement upgrades" for v1.2 and allow the transport class to appear as part of a complement. Based on my preliminary research, this will have a significant effect on the gameplay and even your perception of some classes, including a doubling of the complement on the Imperial-class from 65 to 120 with transports.

You can look forward to those changes in the next version of PR! Thanks to everyone that voted :unsure:!

Edited by Phoenix Rising, 12 March 2009 - 07:34 PM.


#57 Tropical Bob

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Posted 13 March 2009 - 04:33 AM

Drat, my side lost. I guess I will just have to see how the new system will work, and change it if I don't like it. (Muahahaha...)

Speaking of which, I'm surprised I haven't tried to do that already...

#58 Phoenix Rising

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Posted 14 March 2009 - 03:39 AM

I'm happy with the results. I'd worry that the first option would've made regular starfighters obsolete (especially their tech).

#59 Tropical Bob

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Posted 14 March 2009 - 05:32 PM

Hmmmm. I see your point.

It wouldn't make all regular fighters obsolete though. Since you can still build more advanced fighters that most ships don't carry, i.e. TIE Defender/Avenger.

#60 Phoenix Rising

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Posted 15 March 2009 - 02:31 AM

Right. But why upgrade your TIE Fighters when you can just upgrade your Venator?

Actually, I just finished working on the Executor, so might as well give a teaser. Here's the new complement:

720 TIE Fighter x2
720 TIE Interceptor
240 TIE Bomber
24 TIE Advanced x2
24 TIE Advanced x7
60 Lambda-class T-4c Shuttle
60 Delta-class DX-9a Transport
48 Sentinel-class Landing Craft Mark II
16 potential new transport (pending model)
16 Gamma-class ATR-6 Assault Transport

Obviously the official count of 144 TIEs is ludicrous, so I made it 144 TIE squadrons. Instead of just using the standard 3:2:1 wing breakdown from the Imperial-class, I tried to make it more reflective of the Eclipse - plus I wanted to add just a few of the advanced TIEs.

The transports add up to 200, per the "200 various other assault and support craft" stipulation. There is a slightly higher ratio of Lambdas to Deltas/Sentinels than the Imperial has, since this is a flagship and it also has relatively more crew than troops. The last two entries are of my doing, kind of a "why not?" situation for a 19-km ship.

Overall, way more interesting than before. Plus, no TIE/gts :).

Edited by Phoenix Rising, 15 March 2009 - 02:40 AM.




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