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Hero Permadeath


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Poll: Heroes & Death

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Should Conquest heroes permanently be removed from play when killed in land, space, auto-resolve, by assassination, or by superweapon?

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#21 Phoenix Rising

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Posted 21 April 2013 - 07:10 PM

Huh?  Taking Chewie out makes it work?  What's Lando's problem then :huh:?  He's always been alone and won't respawn.

 

It might be possible to induce permanent death with a script, provided that people are willing to leave it to a die roll (another bad pun).



#22 Sûlherokhh

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Posted 21 April 2013 - 08:27 PM

Lando works, if you mean he can be recruited again after taking a SIPHON_CREDITS action.

 

Sadly i can't get the 60sec respawn scripts to work, nor the 'after 5minutes i'm outa here' scripts of the independents. Not yet anyway. i am checking out all of the tutorial scripts for that. There are to scripts that catch both SIPHON and NEUTRALIZE, but they don't check who is taking the action, only if it takes place.

 

Anything of interest in the LUA files? i haven't figured out how to open them with the tools yet. Anyone know how the commandline programs have to be addressed?


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#23 evilbobthebob

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Posted 21 April 2013 - 08:32 PM

You can get a copy of all the uncompiled LUA scripts when you install the map editors for FoC and EaW.


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#24 Sûlherokhh

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Posted 21 April 2013 - 10:07 PM

thx.


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#25 Phoenix Rising

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Posted 22 April 2013 - 12:53 AM

I've tried every combination with the story scripting, so might just be best to cut our losses at this point and drop galactic hero abilities.



#26 johnchm.10

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Posted 22 April 2013 - 01:06 PM

right, so recently ive been playing the Thrawn's Revenge mod, and having played it, i do have some comments. with regards to heroes, i believe that permadeath should be on, but with a twist. in the TR mod, they have it so Isard has Lusankya as her flagship, and sometimes, even on easy, she would herself attack me, and in the TR mod, an Executor-class Star Dreadnought is far less powerful than here in PR, but because she was still a powerful opponant, it took a few times to finally take her down. I believe, if possible, that depending on what a hero is flying, they should be able to respawn a few times.

a quick example. its not uncommon for a Pilot to have to abandon a stricken fighter, and then to get a replacement at the first opportunity, so in theory, a hero that flies fighters/bombers could have an infinite number of respawns. but a commander of a Capital ship would likely not be as quick to receive a replacement ship.

numerical time.

a fighter/bomber pilot would get say, 10 respawns.

Transport/Shuttle pilots would get 6-8
Freighter/Corvette ranked heroes would get 4-6 respawns

Frigate/Cruisers would get 2-4 respawns
Star Destroyer/Star Cruisers would get 1-3 respawns

a Star Battlecrusier/Star Dreadnought hero would only get one respawn, but with the cases of anyone flying an Executor, no respawns

 

its realistic, as there were several examples of a hero in the books having to change craft because of the destruction or otherwise incapacatation of their previous craft, it allows for some forgiveness, while still being a harsh lesson.

to spice it up a bit, ive got another few ideas. if they are a hero who goes to larger craft, i.e wedge from a fighter pilot, to a squad leader to the command of a frigate, if that frigate were to be destroyed, you could have it so that rebuilding the hero would be more expensive, or you could send him back to his being in a fighter. and you could also have it so that you wouldnt be able to rebuild him for a couple of weeks (in universe explanation: bacta tank, rehabilitation, debriefing, bureaucratic procedures, etc).

this of course assumes this is at all possible.

 

as an aside, i do have an idea for a hero ability. Local spying. if a hero is in a system, every planet within say, the radius of 1 of the furthest destinations achievable in one jump, or every planet within a 1 jump radius.

canon because of Talon Karade having a vast network of spies, as well as the Bothan Spynet probably having permeated organizations from the local tap-caf up to a planetary governor's office, and likely having subsidiary control stations not on Bothwui to take care of local data



#27 Sûlherokhh

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Posted 22 April 2013 - 02:31 PM

No hero starts with a powerful ship. All start at Level 1 and have to upgrade to level 2+, an expensive and time consuming process with the really big ships.

 

If they die, you start at level 1 again, where the only kinds of transports are Freighters and Fighters.


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#28 Arinthian

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Posted 20 February 2014 - 08:36 PM

I normally don't use heroes for combat in PR. I noticed a bug that kills any and all heroes in your fleet and army if you auto resolve. I generally never use that option unless am going to lose anyway. But now I just don't us it at all if I have a space hero in my fleet. Because an auto resolve on in a land battle kills them and any other hero.



#29 evilbobthebob

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Posted 25 February 2014 - 11:43 PM

You'll be glad to know that we may have found a partial solution to that problem. Further adjustments to the background values for autoresolve combat power should help too.


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#30 a.fake.name

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Posted 26 February 2014 - 07:11 AM

Great news bob.


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