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Palpatine IV

Member Since 08 Sep 2008
Offline Last Active Oct 03 2008 11:52 AM

Posts I've Made

In Topic: Imperial Planetary Units

18 September 2008 - 02:07 PM

Parts of it were pretty good.
But there's just not enough Darth Vader in it.

I'm not sure it would really help with the mod though....


No nice piccies of imp hardware in action? :dry:

I know I asked about them but covert units, commandos, saboteurs etc. do seem more rebel than imperial. (why send special forces to blow up say a sensor array when you can just blast it from orbit?) Seeing the films and reading the books the empire is always hugely overpowering in manpower but eventually overcome by small guerilla units. In a way I think it would be a way to bring balance and realism to have less heavy ships and ground units for the rebels but instead have some really powerful spec-ops or minor heroes, preferably adding in a bit of randomness to their success. Say in shadow hand have a 60-75% change Luke will turn back if a specific hero unit is in the same system. Maybe with whatever ship he has being destroyed in the process.. As it is in the comic (Though I have no idea if its possible to have a hero unit turn. It should be in ground combat but otherwise?)

I remember reading that the clones had an accelerated lifespan, assumably killing of the ones who didn't die fighting fairly quickly. Another thing; though really for the rebel ground thread- is there a possibility of a defiler/bounty hunter usable mainly to blow stuff up -thinking of buildings- and kill imp heroes? Kind of like a Rebel terrorist/resistance cell.

In Topic: Imperial Planetary Units

14 September 2008 - 07:53 PM

I got the feeling at first that this topic is exhausted but I thought I'd just add some observations. The GC (excluding Shadow Hand and Thrawn) takes place 18bby right? That's pretty much where the last of the prequels left of, the clonewar is over, the empire has just been founded and the rebels are taking their first steps. First thing; the empire would be sitting with a shit load of Clonewars equipment, AT-TEs, AT-RTs, AT-PTs, LAAT/is etc. as well as still having at least most of the clone troopers from the Grand Army of the Republic. Obviously all this hardware would be used until better upgrades are available and then be sent onwards to lower grade units and finally mothballed as the upgrades seep through the replenishment process. So, could we begin with the older clone wars equipment and following the same upgrading system as in space gradually come to the newer units? For example AT-TE -> Juggernaut -> AT-AT.
Clonetroopers -> Stormtroopers. I also agree with having different types of infantry regular army, navy troopers et.c. It would probably be easier to have them buildable on different planets(thinking about the overcrowded build ques). Maybe some kind of special forces as a minor hero as well? Not to forget the ground attack TIEs..

Another thing that's been commented on; the landing of troops. The current transport landing them is bug-ugly. As far as I understand troops would originally have been landed first by having LAATis drop infantry and vehicles to secure a LZ upon which an Acclamator would land and disembark troops. The Acclamator (and later the Venator) would then remain as a base/artillery position. As tech progresses the ships begin to get to heavy to land and AT-AT barges together with Lambda type shuttles ferry the troops in. Now, a couple of questions which may be a it newbie (because I am)... Is it possible to adapt the landing craft in a way that ties it to the techlevel, either generally or to the unit using it? Is the same possible with bombing runs? Is it possible to add a landed Acclamator functioning as a kind of artillery unit, maybe using the Outpost buildpad as a LZ?