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Balance and ideas


EvilleJedi
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Hey Eville, I was curious whether or not turrets can be added to fighters? Because, both the Y-Wing (Well the two-seater variant) has a rear mounted ion-cannon turret and the K-Wing has a quad and dual laser turret. There are also others with turrets, like the Skipray.

 

So basically, I was wondering whether or not the turrets could be put onto fighters to add to the gameplay and "realism"?

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The Skipray already has working turrets, I'm not sure with the K-wing if you'd want to do it. For the semblance of balance you'd want to make the K-wing hideously vulnerable to fighters. Its Cap ship killing plasma bombs make it more then effective anyway.

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I was messing around with the game options in player vs cpu, and I noticed that you can start with an "Endor" fleet. I tried this out and wow....it was definitely a good fight. The Empire starts out with the executor and a lot of ISD and ISD II's, as well as more than 100 tie fighters and interceptors. As for the rebellion, they have a large cruiser as well, and it's one I haven't been able to build yet, called "The Independance". Just seeing this thing made me fall in love with it instantly, but I have yet to play a game where I have the option to build this wonder. Does anybody know what I'm talking about?
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  • 2 weeks later...
Eville Jedi, would it be possible to make the individual weapon systems damagable and add subsystems for some of the other key systems, it would certainly make the game more interesting.

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i have a small opinon, i think the rebels and empire have a minor imbalance. what im refereing to is the super battle cruier issue. is there anything in the rebels arsenal that can take down a SSD? or a VSSD? again its my opinon that once an imp player creates one of theses cruiser the game is pretty much over. all u have to do is plant that monster in the enemy base and thats it. if u want to be mean u could bring a few escorts along with it like a few alligence SD. maybe im just over looking something but if anyone can clarify something let me know
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  • SWR Staff - Executive

nope the rebs will never have anything that can take on an SSD, if your oppoenent is able to build one, that is you fault. its an imbalance I will never fix.

 

I'm working n making turrets ddamagable, but it is a slow process

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i hear what your saying but i will always play the imps i hate playing the good guys. what im saying is if i do build one i basically have nuthing to worry about. i dont think damaging the turrets is a good idea because its too much multitasking when ur trying to comtrol an entire fleets battle. maybe if a ship takes a certain amount of damge it reduces the number of turrents can fire?
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So you could decide to take out all the turrets on the port side of the ship? If so then how would that get added to the hud to allow that. Would it just be you click a side of the ship or you click a certain button for it to happen.
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  • SWR Staff - Executive
the turrets will get a targetting cursor at a certain range from the ship and you have to click on them if you want to have a specific target. the AI will be smart enough to manuver the ship to minimize weakness in most cases so the intent will be to knock out specific weapons systems (the heavy guns on an ISD, the launchers on a VSD etc)
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in the emprires fighter list i noticed that the tie advanced (avenger) was not listed or in construction. i know you want to create ship that were in masss priduction, but the avengers were in mass production before the tie defenders. Im not talking about vader tie advenced, im talking about the other tie advanced. so are they gonna be in the game or are they not included for a reason? if anything could we swap ties, i would rather take out the tie raptor and put in the avenger, givein the imps another shield fighter.
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  • 1 month later...

This post began as a rant about over-powered Rebel ships, but before I clicked the "submit" button, I decided I should douible check some things (I don't actually pay attention to the ship descriptions so far as armament goes for the ships I know. I just build what I love :lol: ). I was playing as the rebels (there's a first time for everything), and noticed that a lot of their ships had 40 class 10 Turbolasers. I though this was a little exorbitant, but then when I checked the Imperials the Imperial II Star Destroyers have 64 of them. So I managed to avoid a serious embarassment. However, I still have one qualm that I noticed while playing the rebel scum.

Ships that would, for the Empire, be considered Super Capitol ships are classified ad cruisers. I assume this is for the sake of balance, since the Empire can produce mroe firepower with fewer ships, but it does add oen severe imbalance. If you play in the Clone Wars as the Empire, the Rebels can pump out Bulwarks, one of which can take out a fleet. In a game I posted about earlier I stated that I faced four of these, which forced me to switch from an enjoyable space battle to a race against attrition to destroy all of the enemy's production facilities.

I suppose what I am getting at is, would it not make sence to remove the Bulwarks from the Clone Wars, include a few more Cruisers for the rebels and bump some of their ships up to Super Cap status?

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

hmm one thing about the bulwark is that it probably had worse armament in the clone wars, and then was upgraded later on during the rebellion.

 

heh also the imps will get mandators which will essentially be huge ass SSD style ships, they will retain their advantage

 

also the clases are determined by tonnage, not by firepower, otherwise ISD IIs would be in at least cruiser class, when an ISD I would simply be a destroyer (even though they are the same ship with different weapons essentially)

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Ok, two things, one of which should really be in he bug thread, but the other certainly belongs here.

 

I've just built the Tyrant Missile Cruiser for the first time today, and I must say I was a little let down. I find that the missiles are a little underpowered, especially with how slow they are to begin with. It's almost as though the torpedos/rockets that the other ships fire (SSD, Bulwark) do signifigantly more damage, though there are more of them. I just though that these should be boosted a little. While watching an attack on a Bulwark, I noticed very little drop in shields from a full salvo from three of the Tyrants. Maybe it's just under-powered lie a few other imperial ships right now?

 

The bug is that when I zoom in 100% on the Tyrant missile cruiser there is a glitchy change in the texturing. It goes from the nice high-colour Homeworld texture, to a 256 colour Rebellion style.

 

Just one suggestion. Since there are a lot of maps that have only a starfield for a background, is it possible to import some of the backgrounds from Freelancer and apply them to the game? There are a lot of nice nebula backgrounds, and you might even be able to create a mape entirely in a dustcloud, which would make ambushes very likely, and the game a bit more interesting. I just get the feel that all of the maps are the same. I know you're focusing on the ships/gameplay the most, but a good map can make the difference between a boring, unentertaining game and a fun-fest.

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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I also believe that the tyrants missles are very underpowered considering size and that missles are it's speciality it seems to have little or no affect on most ships.
No Archibald you cannot fly me home! Especially because that which you are sitting in is a tin foil covered, card board box.
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  • SWR Staff - Executive

hmmm a dust cloud map would be nice, I'll see what I can do

 

yeah something is definately wrong with the tyrants missiles (btw they are the fastest thing i nthe game, they just need to be far away to speed up, but damage is screwed up somehow, I'm working on the ship soon so I'll see if I can't figure out both issues (the tex issue I just noticed)

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  • 3 months later...

Hi, my friends and I have been playing the Warlords Mod a lot on Huge maps ( {400000, 90000, 400000} or bigger). One reason we prefer huge maps is that we find the PING ability to be a bit unbalanced for the smaller ones. While it is easy to mod the range of PING for smaller maps (the 2.5 value represents 250km (addAbility(NewShipType,"SensorPing",0,1,10,2.5) ), does anybody also know how to reduce the RU cost for PING to help better balance smaller maps?

 

Any info on modding PINGs 1000 RU cost to a different amount would be appreciated.

 

Another question that I have concerns just the original HW2 ships. Does anybody know how to make PING require BOTH the Advanced Sensor research AND for the ship using PING the Advanced Sensor Array module????? I can't find the answer to this question. Any help would make me worship you as a God.

 

 

 

 

*On a side note, some people find it impossible to play on maps that big due to CPU limitations. By removing SpawnDebris commands and removing a lot of the pebble/debris type eye candy on the map, the game will run quite smoothly on even a modest system.

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  • 3 weeks later...

I've come across a fairly big balance issue.

Now I like to make big battles without having to worry about resourcing or stuff like that. The only problem being that my computer has trouble handling it so I play either Strike force or small unit cap setting which work quite nicely.

 

The problem is the empire can and when it's expert AI does build about 4 world devestators as well as their destroyers/cruisers/frigates, which are almost impossible to beat as the alliance when you can't build a strident and are limited to 1 cruiser and a few destroyers. It's even worse when you play strike force setting. Is there some way World Devestators could be either unbuildable for those unit caps or limited to one?

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  • 4 weeks later...

Hey guys, here is another modding question concerning Warlords. I wanted to test how giving more guns the ability to target small and large missiles (EvilleJedi seperates the missiles into two classes) would affect the balance. I've unfortunately run into some trouble. So, here are my questions.

 

1. How do you make ship guns able to target missiles. I know that the main steps are to give the missiles a target class other than 'untargettable', add that target class to FamilyList.lua, and alter .ship and weapon files to allow attacks on that new target type. I've done this, and the guns still refuse to fire on incoming missiles. What have I missed?

 

2. In the original Homeworld2, you lose the game if all your construction ships die. However, EvilleJedi has somehow allowed a side to stay in the game with a cruiser (for example), even if that sides construction ships are all dead. He somehow does this without adding the 'CanBuild' line in the cruisers .ship file. So, how does he manage to make the Cruiser a 'Mission Critical' ship without adding the build command in the .ship file?

 

3. I've seriously wanted to add a kamakazi frigate to the game, but don't want to use the short range tractor beam concept that some have suggested. I've been trying to give a frigate the same attack ability as a mine (munition). So far, I can't get it to work. Has anybody had success with the kamakazi ramming attack in this way?

 

Any help would be greatly appreciated. Thanks guys :)

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Hey guys, still haven't had any luck with a non tractor beam based Kamakazi ship. Oh well, no big loss really.

 

As far as making ships target mines and missiles, you have to give them the Minelayer Ability. Also, ships with the Minelayer Ability automatically give targetting priority to enemy mines and missiles that are in range. Of course, you still have to alter your familylist.lua file to add the new attackfamily for missiles. You also need to alter your ship and weapon files to allow attacks on munition and missile targets.

 

Thanks again for the help. And a special thanks to EvilleJedi for all he has done for the Warlords mod.

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