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#81 Guest_Guest_*

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Posted 20 March 2012 - 09:27 PM

wow i need to proof read, for for the 1st death star, i believe you could make it avaiable before the 2nd, but also longer to build, it took what 16-20 years to build, while the 2nd took a couple of years at most? then would you make them empire only space stations? but with the ability to move but obviously that movement time would be outrageously slow and be more efficient to just keep it in one place? what are your thought on the death stars?

#82 Guest_Spencer_*

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Posted 21 March 2012 - 02:17 AM

i've jsut been looking up some ships and i was wondering if/how many ships have you added in the 1.2v? since the 1.1v, the reason i ask is because i was wondering if you would add the sith's providence class carrier/destroyer and if you might add them to the rebelion fleet, i looked and saw that the were built on calamari, where the major ships for the rebel fleet were built and were the Admiral Ackbar? was from? jsut a suggestion, it would be a good class to add to the rebels since it could counter the Empire's Venator class, but i also dont know if their were ever any stories or comics having them in the rebel fleet so i could see why you wouldnt add them...just a suggestion for future versions if you didnt add it into v1.2

#83 johnchm.10

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Posted 21 March 2012 - 03:15 AM

not a bad idea. they had Rebel One. and it was said that Invisible Hand was packing 240 fighters, so figure Rebel One had the capabilities to carry something similar.

#84 Ghostrider

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Posted 21 March 2012 - 01:39 PM

We've got a list of "wants" and Providence is on there. Can't remember the priority though. Still, we've got other things to do as well for V1.3, like move all the planets to their correct positions and further develop land, add more maps... the list is pretty long again!

#85 Madurai

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Posted 21 March 2012 - 07:55 PM

At 18BBY, wouldn't the obvious counter to an Imperial Venator be a rebel Venator?

#86 Stormhawk

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Posted 21 March 2012 - 08:44 PM

Lucrehulk Battleship would be quite cool as well, and perhaps a more fitting mirror to the Venator. I think Providence is more similar to a Dreadnought or Acclamator Star Frigate.

#87 anakinskysolo

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Posted 21 March 2012 - 09:33 PM

I believe the Lucrehulk, with the Clone Wars refitting will be much more than a match for the Venator, I think it would even be able to take down a couple of Star Destroyers... I would love to see it, the Rebellion is lacking big warships to counterbalance the huge Empire starships... I would even make an attempt to add it myself once v1.2 is out, but I haven't been able to find a properly rigged model with enough bones, and I don't know anything about rigging, so I would need someone to help me out.

About the Providence, I believe that there are no canonical, consistent stats for it apart from that WotC garbage, and the stats for the Invisible Hand, which is a modified Providence... Oh, I find myself hating more and more WotC and wishing that Master Saxton could return to the Star Wars franchise... Let's hope the Essential Guide to Warfare gives proper stats to some ships.

Edited by anakinskysolo, 21 March 2012 - 09:39 PM.


#88 evilbobthebob

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Posted 21 March 2012 - 09:49 PM

I am pretty sure that the entire point of the Rebels is that they manage to fight the heavy Imperial warships with their agile fighters and bombers. It reduces the asymmetry of the factions and therefore the interesting tactics if everyone has the same set of ship classes easily available.

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#89 Stormhawk

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Posted 21 March 2012 - 10:01 PM

Still, it'd be a fun add for the rebels, and not quite in the same vein as the Praetor, since it's more of a supercarrier than anything else.

#90 Phoenix Rising

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Posted 21 March 2012 - 10:01 PM

Adding ships at this point really comes down to model quality. There's no way I'm rigging a Lucrehulk twice.

#91 smashedsaturn

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Posted 21 March 2012 - 10:04 PM

I am pretty sure that the entire point of the Rebels is that they manage to fight the heavy Imperial warships with their agile fighters and bombers. It reduces the asymmetry of the factions and therefore the interesting tactics if everyone has the same set of ship classes easily available.

but this is 18BBY so the factions are on essentially equal footing and should be able to take whichever path they choose, agile fighters, versatile mid size ships, or fleets of battleships and dreadnoughts, or a mix of all three

#92 Guest_spencer_*

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Posted 21 March 2012 - 11:40 PM

with the providence though it would make since, the Grevious updated one could hold sum 240 fiighters/bombers? or something like that? which would be perfect for the rebels since it would be able to give a rebellion fleet a ton what they like to use in one place easily...so it would make sense to give the rebellions that ship......
but hey it isnt a neccesity but still, it would bring in a new shape of the rebellion

the main tactic as the rebellion is usual hit and run tactics get in and get out quick before the larger empire ships can strike back..which is why you never, or rarely see major fleet to fleet action unless the rebels have to defend or attack a key strategic point...........you guys probably know all this but still

The providence would bring that since it would bring a large amount of fighters and bombers to one place quickly which is the hit part, idk about its stats though and if it has a good hyperdrive or not...so the question goes to, does it allow the running tactic as well?

#93 johnchm.10

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Posted 22 March 2012 - 02:44 AM

the standard Providence has a faster hyperdrive than an ISD. its a bit slower than a stock Venator, and her armaments leave much to be desired
Invisible Hand on the other hand (no pun intended) has a class one hyperdrive, more firepower, and presumably other upgraded systems compared to the stock Providence, being a flagship and all.
figure rebel one would go for something similar, and youve got a good counterpart to the Venator. even though the Venator has a little over twice the starfighter capacity, the same applies to the ISD vs. the MC-80 Liberty, and those two classes are considered to be pretty much evenly matched.

#94 johnchm.10

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Posted 22 March 2012 - 02:31 PM

i would get rid of a lot of the proton torpedo tubes. 102 tubes is a little too much. call it 10 heavy proton tubes and that would be a bit more realistic and less stupid

#95 Madurai

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Posted 22 March 2012 - 04:09 PM

i would get rid of a lot of the proton torpedo tubes. 102 tubes is a little too much. call it 10 heavy proton tubes and that would be a bit more realistic and less stupid


The 80-tube Victory missile load doesn't seem particularly game-breaking. You could conceivably make the Providence's torpedoes light protons without bending either the fluff or the game too much. It'd be different, anyway--and variety is a good thing.

#96 Phoenix Rising

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Posted 22 March 2012 - 04:53 PM

102 is a modification for the Invisible Hand.

#97 johnchm.10

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Posted 22 March 2012 - 06:06 PM

yeah, but the standard Providence has 8 "Batteries" of torpedo launchers
god i hate that word

#98 Phoenix Rising

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Posted 22 March 2012 - 08:09 PM

8 batteries * 6 gunners = 48 launchers standard.



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