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Balance and ideas


EvilleJedi
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about the titan missing a lot, i was playing my friend empire vs. empire to test the effectiveness of the ships and he was able to kill a titan using nothing but 3 Victory Is, sending them one after another. Apparently, the titan does not seem to be able to hit the Victory I or something since the turbolasers pass through the ships, doing little or no damage. Only the missiles (torps?) from the titan were able to really do damage to the Victories.
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Does HW2 support accuracy being related to speed/movement of the target? The accuracy of the larger ships vs smaller ships is utterly ridiculous; its no harder to hit a stationary lancer than a stationary cruiser shipyard. The lancer can move, however, which creates the targetting issue. The current system, where from Titans its likely upwards of 80% of all fire will miss, looks crazy.
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First of all, I would like to congradulate the creators of this mod on their very fine work on being able to almost perfectly (because it's still in beta) replicate the star wars universe. I have to say, this game mod is far more enjoyable to play, even in the beta, then any other star wars game right now. I am anxiously waiting the next patch so as to maybe try out a few more ships that are still being worked on, and for functional shields and weapons on others so that I can use them in battle.

 

With that said now, there was something I was wondering. If this has already been addressed in another thread I appologize, but the issues I have are this:

1) Should the empire really be allowed to construct corellion and nebula star ships? (also, the empire seems to be the only one that can build the nebula 2 frigate). I thought those lines of ships were exclusively for the rebellion? Not that the empire couldn't build those if they really wanted, but for sake of ballancing issues, since those ships are effective, fast, and fairly cheap to build ships, that they should be exclussively for the republic. If you remember back in the game "Star Wars Rebellion", this was the situation, since the empire had ships that were equal to the correllion ships.

2) I love playing with the MC80's, but when I get enough research, the whole line practically becomes outdated and overpriced compared to the star destroyers the republic has. I think it needs a little price tweaking.

3) The Golan III platform is handy (cept for the fact in this version it has no shields) and the other platform the republic has is also very handy indeed, but I was wondering if perhaps those platforms could use some more turbolaser turrets? and perhaps a little price tweaking as well (making them more expensive, but also more useful and stronger)

4) If there is a way to do this, I say let there be a way to designate where you want something to build. I realize the homeworld 2 game engine never had this feature, and it's not like there is a terrible need for that, but I like being organized.

5) Last thing I swear... there is this issue I'm having with the aggression of my ships. Lets say my fighter factory builds something, and there are enemy units nearby. The finished product will want to take on the entire empire armada by itself. I find this to be hilarious at first, then ultimately very frustrating since my fighters and resources go to waste. Also, if I try retreating, even on defensive aggression, if not commanded to go to a certain spot over and over again, they will turn and try to attack again. I have to put them on passive, which I think makes it so they don't fire back with their full force...I'm not sure, but I think defensive aggression should be set so the ships return fire, but follow any previous move order given to them until they reach their destination, or actually, just have it so the larger ships don't move on their own, and the fighters don't stray too far from their position (since fighters need to move to fight and stay alive)

 

That's it, sorry for the long post, hopefully if someone reads it, it might help out a bit. again, great job on the mod, keep it coming

:wink:

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  • SWR Staff - Executive

1) the point of this mod is to ignore stupid games like rebellion and xwing/tie series (gasp!!!) and actually put the full military resources into play. all nebulon Bs and a lot of the corellian ships are captured imperial ships or are donated through governments and indivduals that favor the alliance. balance is also being ignored. (double gasp!!!) ships are armed as officially listed and it is left to the battles themselves to sort out themselves. as a result, the rebels will have nothing that can stand next to a SSD and live, that was the reality of the universe and that will be reflected in the mod.

 

2) ships pricing is calculated based upon their combat ability. there are probably a few 'artifacts' in the system, but the mon cals are able to hold territory, that is their purpose. I don't really care if units are 'obsolete' mainly because the game has settings to set the era when those ships would be state of the art.

 

3) when golan shields finally work I think the priceing and usefulness will be apparent. however, golan III's were primarily torpedo platforms, the lasers were used for point defense.

 

4) ctrl-r = rally point

 

5) put units on passive and hit 's' to stop them. no there is no way to fix that simply because the game engine doesn't support 'morale'

 

agressive: attack anything in sight

defensive: attack if attacked

passive: do not attack at all

 

unfortunately this is hard coded and units are not modified in any other way.

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ah, alright. yeah I figured it'd be about impossible to implement any other agression system. And thanks for the rally point thing, I don't know how I missed that in the game, but oh well. I think I just have one more thing to add though, or rather a question to ask:

The time it takes to hyperspace, are you going to make it so larger ships take longer to initiate hyperspace then say, fighters, or are you going to leave it as is?

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I don't know if it is just me, but the imperial lasers don't have the lighter core like the rebel lasers. This isn't really a big deal, but it would be visually more appealing if there were a white-green centre.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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  • SWR Staff - Executive

unfortunately it seems that the game only has variables for exit time, not entry. it does have general effect time, but the issue with that is that the ships will have hyper effects like normal HW2 and also be penalized on both sides of the jump (including an additional lagtime coming out of HS)

 

as for the lasers, yeah I noticed that too, I think I turned the brightness up too much so it obscures the center yellow glow (its there in the effect image, just not in game)

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ah ok, well shoot that kinda sucks. So there's like, no way to tell the spacecraft to move like...50 km in the direction of the jump and then jump? Because that way it'd look like they are positioning themselves like they would be in the normal star wars universe, and would add more importance to fighters being stored in the hangers. If the answer's no, then oh well, it's still a kickass mod without those things.
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yeah, I can see where you're going there. I don't know how many times I got frustrated at my destroyers for taking so freaking long trying to manuever around the shipyard, and not getting anywhere. And then I just have to give them waypoints around so they can get out. But still...I kinda like it the way it is. I like being able to put my cruiser shipyard in the back, or wherever else I want it.

Actually, what I want is the ability to set up a fighter shipyard way out from my original one without having to wait all day for it to move there. Perhaps there's room in the game for a compacted and mobile version of the fighter yard to be flown to where you want it and "unpacked"? or perhaps a mobile construction facility to construct.....construction facilities? lol, I don't know, just a thought.

 

(and by the way, just wondering what the "world devastator" is, exactly. I don't really get it)

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the world devestator was the clone emperors way of saying hi to the galaxy before destroying it and harvesting it for resources. twas built inside the maw by some crazy scientist who thought she was making it too harvest dead planets.

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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  • SWR Staff - Executive
They are specifically from the Dark Empire series of comic books. I believe this is approximately 6 years after The Battle of Endor, 1 year after Thrawn in Heir to the Empire.

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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  • SWR Staff - Executive

Well Eville has them listed on the ship list: http://warlords.swrebellion.com/shiplist.php

Another ship from this period is the Eclipse, also on the ship list.

Evaders99

http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmaster

http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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