Partly it's a case of making sure the upgrade levels for each class of ship are set correctly, and balancing the fighter mix. For example, the shielded Tie x 3's are brand new in TC, and Thrawn has just introduced the Defender x2, so it's a case of getting the balance of old and new designs of fighters in the right place. Certainly the Imperial class has become more ubiquitous, in terms of player setups. There will also be more 'clash zones' where Imperial and Rebel forces are butting heads in close proximity.
The big change will be in the independent forces. They get a full overhaul, including lots more capitals and dreadnaughts - and a new set of illegal nasties, from the small and irritating to the terrifying pirate specials (worse than the illegal dreadnaught).
I have learned a lot from the forums (which is why i upgraded the GFFA forces) - and these lessons won't be forgotten. The independents will be much, much tougher.
Excellent
I especially like more clash zone. I've played original TC multiple times (no such luck with PR 1.1), and I must admit after a while the game became more and more linear (until I started modyfying it
) In 1.0 there's essentially big clash zone (Coruscant-Yaga Minor), small clash zone (east) and expansion region (south for NR and north for Thrawn). What about adding Mon Calamari (NR) and giving Carida to Empire? then we'll have another clash region in NE, and a nice what-if scenario
Empire could also use a fleet in the south; both sides could be stronger in the east, but that's probably already done in 1.1...
Again, I'd suggest to give independents some ships after a while (by trigger). This will force player to move faster, not turtle for too long
The point is, you'll conquer those planets anyway (as you need the money), but their forces are only decreasing - this would make them even tougher. Alternatively, you could create unit "Brentaal IV Fleet" and make it invisible, not-targettable, victory irrelevant - and make it spawn all the forces we need
With bigger fleets it would make independents more persistent. With house rule (always fight space battles) it could also help AI to expand (giving it less combat power it would be easier to combat via autoresolve).
For the player forces, it's mostly rebalancing the tech to be correct at the start, as per the literature, so we are reasonably limited there. Eg. if the literature says the rebels started with 4 Assault Frigates and 3 squadrons of X-wings, I can't put much else there. The mix will be more detailed and variable - so headhunters range from the I3 to the A4, for example. Much of the work is in the detail - placing the historically accurate upgrades in the right places.
The problem is, we don't have to assume the forces mentioned are always 'full' Except for few battles (Obroa Skai, Katana) we don't have full forces described for both sides. We only know what each side had (Chimerae, Home One, Mil Falcon, Rogue Squadron, Interdictors, ISDs, Dreadnoughts etc.). Even though I like the touches (especially Obroa Skai, this was a briliant move), I'd go into fanon. TC is unique, as it gives us two developped, warring sides. I'd love to see:
-many more units (I'm thinking about tens of fighters squadrons & more capitals - again, probably through larger 'squadrons' to limit lag; or maybe attach additional fighter group to each capship?)
-Rebels capitalizing on their strenght - proportionally more highly developped fighters, supported by corvettes, frigates and MC-80 cruisers
-Imperials capitalizing on their strenght as well - proportionally more ISDs and VSDs, and Dreadnoughts as significant, but not dominant force in the campaign
-AI player given much stronger, but also better balanced force. AI can't use dreadnoughts properly (they often end up beeing out of range & an easy target for bombers), so I'd prefer to give them more capships. Its also Empire vs NR balance - in original 1.0 I could win TC as Empire without building anything - most likely due to huge number of all-around Dreadnoughts involved...
-fleets more spread out. I don't know about 1.1, but in 1.0 you had RepublicSD in one fleet, Bulwark in the other. It would be nice to spread them more evenly.
Ok, that's my ideas for TC
Once Thrawn is done, I redo Operation Shadow Hands - with the same tech tree as TC.
That's not really my sandbox, but I'll give it a try as well