Poll: New Imperial Ships (also again)
#61
Posted 28 February 2014 - 01:15 PM
There is no passion, there is serenity. There is no death, there is the Force.
#62
Posted 28 February 2014 - 08:08 PM
Land battle maps in EAW are really not suited for controllable air units. They're just too small, and PRs AA weapons are a bit weak. If I could build LAATs in PR, I'd only use them with infantry, if there would be floating/flying fighters/bombers with laser guns and launchers, who would use tanks? Only a narrow cradle of rts games implemented air units correctly, sadly EAW is no amongst them. I'd rather see more directly uncontrollable air support systems (fighter missile strafing run against armored units, bombing runs against large clusters of enemies/buildings, LAAT/strormtr. transport combat drop/gunship strike etc), and focus gameplay on actual land battle, with more emphasis on mobilized infantry units.
The AA weapons may be a 'bit' weak, but remember this is for discussing a new version of PR.
That means the AA weapons could get stronger.
Also, I've never found them to be that weak, I just counter airpower with airpower and land some cloud cars.
Actually I ALLREADY use cloud cars heavily as soon as I get them researched in GC, as they do so much damage and scout so well.
That's really the main reason I don't see why to not add snubcraft, we have a single type in use by both sides on land maps plus the snowspeeder.
That said I do see a possible compromise....
1: HERO snubcraft get to fly in atmosphere.
2: Add a foward air controller unit to each side (and some ground heroes) that PER EACH UNIT with the ability can call it their own seperate air strikes, some of which may include a vanguard of escort fighters that attract AA fire and attack stuff on the ground ahead of the bombers.
Playing PR when stoned is awesome
#63
Posted 01 March 2014 - 01:34 AM
I've played with mods that added fighters, bombers, corvettes and even acclamator to land combat. I just don't know why it's called a land battle anymore. As you said, you use air units heavily on land. More air units means more usage of air units, and less of actual ground units. I think it's better to differentiate between space/atmospheric battle and land battle. These maps are not suited for rogue squadrons.
Adding air support abilities to "air control" units is a really good idea, I just don't know how adding/coding new abilities work, hence if it's possible.
#64
Posted 02 March 2014 - 05:01 AM
Actually more air units means I'm going to actually bother to train up AA which is currently about as useful as fake tits on a zombie as it has nothing to shoot other than both sides LAATs that stay useful no matter how many other transports you research, because they somehow can't be used on the ground.
Also, as for differentiating between land/space battles, the first thing to do would be to remove all of the GROUND transports are are only usable in space.....
As for the mods with an acclamator on ground maps... link please!
As a closing thought: screw 'balance'.
Just put the sit where it goes, with the proper stats.
Balance is having the sense to counter shit and got get your butt kicked.
Playing PR when stoned is awesome
#65
Posted 03 March 2014 - 09:52 AM
Scouts are already obsolete because of flyers. It's a shame if you ask me, FOW lost its teeth.
AA weapons are there to limit overgrowth of air units, but if fighters were available on land, why would you need AA units? Also why would you need landing zones for aerial units? If there were no landing zones who would use infantry? If no infantry is there why would you need tanks or transports? Why would you even call it a land battle?
http://www.moddb.com...or-land-variant
Acclamator land variant, it even spawns ties.
#66
Posted 04 March 2014 - 07:09 AM
I've found, on the rare occasion in other mods where I went up against a decent number of snubcraft (usually while I was the aggressor) that having AA to supplement your fighters is a VERY effective tactic as it assures you at least several very fast kills each time the AA fire, even if the AA itself fails to kill the target.
As for that link........... damn I wish we could have that in PR. Imagine a VSD-I in a ground map like it was designed for according to the canon.
The main issue I can think of is the Acclamator would require landing gear animation to land and take on/off troops (it is a giant transport, remember).
Playing PR when stoned is awesome
#70
Posted 07 April 2014 - 11:13 PM
Yes! I've been "lobbying" for years to include the Vindicator; now it's a step closer.
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
#71
Posted 19 April 2014 - 10:33 AM
As forum works properly [for a change] then I have good reason to post in such nice thread.
I won't hide that voted all except Clone Wars holdovers. These belong to Rebellion, Pirates and CIS as it should be.
1. PR looks barren (space units-wise) when compared to number of different mods (dead or alive alike)
2. While Rebellion had certainly a lot of trouble to match Imperial-muscles they had to scavenge ships left, right and center (at least initially) - CW leftovers. I would even be for allowing Rebellion to build certain CW ships.
3. I don't pretend to eat-sleep-breathe SW knowledge. I'm not canonical hardcore idealist. I gladly will accept compromises to improve gameplay over "SW-realism". Funny... word: realism, about something that is absolutely fictional and without any scientific background. Anyway...
4. Empire produced vast quantities of many, many.... hell know how many types of ships. But PR for 3 releases stuck with tiny number of space units. Considering that each major release takes 1 year+ it becoming a bit troublesome. By the time everything is finished and polished it may be year 2150.
5. Owning important worlds (e.g. Kuat or Corellia) doesn't (at least since v 1.0 to 1.2) provide ANY unique units for either side. E.g. Kuat & Pursuit-class light cruiser.
6. New Fighter - a must. Imperial (and Rebels) fighters were plentiful with many interesting ideas that never went into mass production. It should be really player choice what he likes to produce. I don't get it why TIE-Phantom was removed. In limited numbers it should be available at Maw installation for example.
7. New Transport Delta-class JV-7 Escort Shuttle - it is one probably of two places where I could live with replacing existing unit for a new one. I don't really build these, just researching for flavor sake.
8. New Freighter - Star Galleon with a bumper income - yes please!
9. New Corvette - required. Tartan cruiser should become available galaxy-wide. Ready model is in game. I see no logical reason why it was removed, and Crusader[gunship] corvette available to build only on Mandalore.
10. Beta-class ETR-3 Escort Transport - nothing against replacement.
11. Nebulon-B2 - should become available to research after lvl 3 or 4 Nebulon-B is researched.
12. Vindicator-class Heavy Cruiser - Bring it ON! No fancy argumentation required here. Buildable on any of SFS subsidiary world.
13. Allegiance-class Star Battlecruiser - same as #12. I like idea of Tector class. Gun-platform destroyer. So I love Allegiance-class 3x as much. Open to debate shipyard lvl 4 or 5. If 5 then available to research/build right of the bat. If lvl 4 then available to research/build after lvl3 Tector is known.
#72
Posted 12 January 2016 - 04:40 PM
http://starwars.wiki...-class_corvette
There is no passion, there is serenity. There is no death, there is the Force.
#73
Posted 15 January 2016 - 06:07 PM
As forum works properly [for a change] then I have good reason to post in such nice thread.
I won't hide that voted all except Clone Wars holdovers. These belong to Rebellion, Pirates and CIS as it should be.
1. PR looks barren (space units-wise) when compared to number of different mods (dead or alive alike)
2. While Rebellion had certainly a lot of trouble to match Imperial-muscles they had to scavenge ships left, right and center (at least initially) - CW leftovers. I would even be for allowing Rebellion to build certain CW ships.
3. I don't pretend to eat-sleep-breathe SW knowledge. I'm not canonical hardcore idealist. I gladly will accept compromises to improve gameplay over "SW-realism". Funny... word: realism, about something that is absolutely fictional and without any scientific background. Anyway...
4. Empire produced vast quantities of many, many.... hell know how many types of ships. But PR for 3 releases stuck with tiny number of space units. Considering that each major release takes 1 year+ it becoming a bit troublesome. By the time everything is finished and polished it may be year 2150.
5. Owning important worlds (e.g. Kuat or Corellia) doesn't (at least since v 1.0 to 1.2) provide ANY unique units for either side. E.g. Kuat & Pursuit-class light cruiser.
6. New Fighter - a must. Imperial (and Rebels) fighters were plentiful with many interesting ideas that never went into mass production. It should be really player choice what he likes to produce. I don't get it why TIE-Phantom was removed. In limited numbers it should be available at Maw installation for example.
7. New Transport Delta-class JV-7 Escort Shuttle - it is one probably of two places where I could live with replacing existing unit for a new one. I don't really build these, just researching for flavor sake.
8. New Freighter - Star Galleon with a bumper income - yes please!
9. New Corvette - required. Tartan cruiser should become available galaxy-wide. Ready model is in game. I see no logical reason why it was removed, and Crusader[gunship] corvette available to build only on Mandalore.
10. Beta-class ETR-3 Escort Transport - nothing against replacement.
11. Nebulon-B2 - should become available to research after lvl 3 or 4 Nebulon-B is researched.
12. Vindicator-class Heavy Cruiser - Bring it ON! No fancy argumentation required here. Buildable on any of SFS subsidiary world.
13. Allegiance-class Star Battlecruiser - same as #12. I like idea of Tector class. Gun-platform destroyer. So I love Allegiance-class 3x as much. Open to debate shipyard lvl 4 or 5. If 5 then available to research/build right of the bat. If lvl 4 then available to research/build after lvl3 Tector is known.
All I can say about these is that many are on our wish-list, and require suitable models.
PR is NOT barren - there are a large number of different space units (I think I counted over 100 recently) all with multiple upgrades.
We have more units in the mod than last time.
Keep an eye on the news posts and you can see at least 2 of them if you look carefully. More will be revealed in time.
#75
Posted 18 January 2016 - 11:52 PM
When 1.3 is released, I will definitely try to make an add-on that makes the Dark Troopers and TIE Phantom available through suitable conditions, though it will probably take some lua scripting to pull off.
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
Reply to this topic
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users