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#1 johnchm.10

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Posted 19 November 2012 - 10:35 PM

Here's another idea for a campaign for conquest.
I saw it in the thrawn's revenge mod.
Each side starts with 1 planet and an antiquated fleet. All other planets are independent / pirate
Only the colony stations are built, so the shipyards, golans, etc. Are customizable.
All heroes are available to build and upgrade at either their home planet, or at the 'faction capital', but at a higher price and longer build time at the capital.

#2 a.fake.name

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Posted 10 April 2013 - 06:55 AM

I love campaigns that do that, makes setting up more fun and actually quicker since you're not just starting with forces scattered all over like in so many other campaigns.

 

I for one would love to see a version of this for every PR campaign map.


Edited by a.fake.name, 10 April 2013 - 07:09 AM.

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#3 Ghostrider

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Posted 22 April 2013 - 01:12 PM

Expanding the current reptoire of campigns is a fixture on our development work.

 

However, each time we change and update the mod for various reasons, I need to update the campaigns to match the development work.

I'm in the (very lengthy) process of redoing ALL the campaigns in the mod to meet the development plans for V3 as discussed in the news.

 

Once I'm happy that the current campaigns are suitable for the mod, then I can add new ones. Repositioning planets to the Atlas has effectively meant I have to redo all campaigns from scratch.

But progress is good.

 

Once I'm in a position to report, you'll get some more news, but that's a long way off at the moment. Still, everthing is starting to take shape.



#4 johnchm.10

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Posted 22 April 2013 - 01:18 PM

and im guessing Atlas totally moved every planet by either a barely noticeable section or a move to a completely different sector?



#5 a.fake.name

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Posted 23 April 2013 - 06:02 PM

Can we get a basic campaign with all planets, and each faction starts with a single planet ?


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#6 Phoenix Rising

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Posted 21 May 2013 - 12:57 AM

I'm not going to set up a formal poll, but I'm curious if the fans would prefer historically accurate, but spread out starting planets (as now); a cluster of connected planets that may or may not have the correct allegiance; or the lone starting planet setup mentioned above.  This is in regard to our sandbox campaigns with the 18 BBY start date.



#7 abesinay

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Posted 21 May 2013 - 05:08 AM

I'm in favor of whatever is the most canon, it seems to me that canonicity always generates great gameplay. 



#8 P.O._210877

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Posted 21 May 2013 - 06:05 AM

Well they could all be canon it really depends on how you set things. A lone rebelling planet that spreads the flames of rebellion around it or the Imperial Military could flex it's muscles from a stronghold world. For the cluster idea it would be a sectoral level view of the samething and finally what we know the most, the galaxy-spanning campaign. It's really more a preference issue since any of the three concepts lend themselves to a number of canonical possibilities. 


If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#9 a.fake.name

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Posted 21 May 2013 - 09:44 AM

I say do ALL of them.

 

What we need in campaigns is more variety in the first place.

 

Personally, I'm partial to the single starting planet, or starting cluster.

 

Also is there any plan to do anything with the CSA in campaigns ?

It'd be awesome if the AI for the CSA could be rigged so it just sits there inside it's space and generally doesn't act other than transfering ships between worlds, or retaking CSA worlds.

 

Of course if that were to be doable, then other small goverments could be setup that way too, Hapes for example.


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#10 johnchm.10

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Posted 21 May 2013 - 05:09 PM

each works out in their own ways.

 

the accurate one is canon but takes a long time to complete.

 

cluster is less canon, but allows you to complete the game faster.

 

lone wolf allows you to work at a slower pace, as now you only have to take care of a single planet at first and expand at your own pace

 

the main problem i have is with the bug that removes the ability to control units in combat, but i know thats out of our hands, and i think youve mentioned that consolidating the units has helped somewhat.

 

one additional concept that i would like to add: total removal of certain units for the sake of additional stream-lining. these units would be units that you cannot build as any of the 3 factions, pirate units armed with illegal weaponry, and some of the clone wars holdovers, unless that does nothing to help.

 

i would also ideally like to remove the CSA entirely, as i very rarely come across their holdings if ever, and to be honest, the way i understand the problem, removing them would get rid of a lot of buildables from the XML's

i know this runs counter to what you've done in the past, but there's only so much that can be done with this game.

 

another concept i have would be having the ISD and possibly VSDs and DSDs be buildable for the Alliance/New Republic, but only after you research all of their standard craft.

this is canon as the SD's were eventually built by the NR. granted this was during the vong war, but it would give the NR some much-needed firepower in my opinion



#11 a.fake.name

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Posted 21 May 2013 - 05:41 PM

I pretty much agree, either make the pirate varriants buildable or if they just bog the game down, remove them.

 

As for the CSA, remove them for now at least unless there are actual plans to implement them as a playable faction in something other than skirmish.

 

As for the clone wars holdover units, some of them need to be buildable before you research stuff.

 

The VSD for example, the thing shouldn't take research, the things clone wars vintage.

 

As for the NR building ISDs it should be doable, but require some sorta research before it's doable.

 

Prehaps a repeatable research that allows building up to five ISDs at a time or something that limits the NR from building nothing but ISDs from the get go.


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#12 johnchm.10

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Posted 21 May 2013 - 05:45 PM

for ISD's, i would have it so that you have to research all the level 4 starships (recusant, liberty, reef home and republic), and potentially other ship before you can do the ISDs, 



#13 a.fake.name

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Posted 21 May 2013 - 06:28 PM

That'd work, too, I suppose.


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#14 skie9173

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Posted 21 May 2013 - 11:12 PM

I'm a proponent of keeping the sandbox campaign how it is now, canon. I feel it adds more flavor and a unique form of challenge to the game.

 

The other campaigns described sound nice, but might be more long-term goals or side projects.


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#15 a.fake.name

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Posted 22 May 2013 - 01:24 AM

I'm a proponent of keeping the sandbox campaign how it is now, canon.

 

 

Except it doesn't fit into Star Wars canon even.

 

It deffinitly does better than the vanilla game (not saying much :p ) and is better than previous versions, but there are still issues.


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#16 skie9173

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Posted 22 May 2013 - 01:53 AM

true, let me rephrase to.  Canonish within reasonable balance restrictions,  I'm pretty sure the PR team has done some pretty significant research and thought into even the sandbox campaigns, and what planets, forces, and heroes each side begins with.


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#17 a.fake.name

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Posted 22 May 2013 - 01:58 AM

Meh, no reason to balance canon.

 

Go with what they are supposed to have, balance thru cost/time of building it instead.

 

To be honest what they got is pretty good already, deffinitly better than we've gotten in official star wars games for quite some time.

 

The main thing is they need to better mesh republic tech into Imperial tech, have less 'cant build it' kickass units floating around (LAATs anyone ?) and instead have them buildable when you first start at tech0, replaced later on by newer ships (IE: make the various transports that get used currently as fighter/bomber craft ground capable as transports)


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#18 P.O._210877

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Posted 22 May 2013 - 03:08 AM

Remember that there are plans to improve the mod past 1.3, which is mainly focused on rearranging the planets (the whole galaxy really) and improving performance. After that I believe it's safe to say we should see some work done on improving the units list. But those are my two cents on the matter, only the team really knows what's in store past 1.3.


If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#19 a.fake.name

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Posted 22 May 2013 - 03:34 AM

Remember that there are plans to improve the mod past 1.3, which is mainly focused on rearranging the planets (the whole galaxy really) and improving performance. After that I believe it's safe to say we should see some work done on improving the units list. But those are my two cents on the matter, only the team really knows what's in store past 1.3.

 

 

Well, to be honest most of what's been suggested isn't that radical nor does it involve much extra work.

 

Personally I'd be content with (using the current versions campaigns as a frame of refrence) a version of each map where you just start with a single planet and everything else is the same.


Playing PR when stoned is awesome

 


#20 P.O._210877

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Posted 22 May 2013 - 06:21 AM

Indeed... Do you have the time and inclination to try your hand at it? Like I said before I'm not on the staff but I can tell you that an idea with something "tangible" to back it up has a better chance of success. Back in the days of 1.1 I remember Tropicalbob and others made some mini-mods of the mod and most were pretty interesting. My point is if members of the community want to experiment a little with the mod and then share their work, it'll be fun and it could be the starting point for a few changes in the main mod; who knows if nobody does it? I'm not telling people that they need to be able to mod if they want to make a suggestion by the way, but if you think you're up for it and it's something you want to do then I'd be happy to give those GCs a go! :D


If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus




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