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For anybody willing to commit himself to help us make SWRII


Mad78
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Do you think we can do it?  

6 members have voted

  1. 1. Do you think we can do it?

    • Yes
      5
    • No
      1


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Build research-specific science facilities, maybe stay with the old troops-installations-ships thing, and let characters with various science values (a numeric value for EVERY character, not just a few chosen ones, although a low one for the not so gifted) research your stuff there.

I thought it might be possible to create variants of ship designs, replacing existing systems with new ones, basic MechWarrior style, creating odd ships like the Night Caller, but that may just be a little too much micromanagement. I imagined this would be good for a game where you played the part of just one Moff/Fleet Commander/Squadron Commander, not for a large-scale game like Rebellion.

 

EDIT: I use Decipher as a source, too, but the pics are just a bit too small. Also, they're not a god source for Expanded Universe.

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It's a good start for making a list of all the characters in the first two trilogies..

 

Thinking of which... Europa Universalis, another game I play, uses certain conditions for certain things to happen. Controlling certain countries at a certain time allows for the creation of say Spain, Russia or The United States. Maybe you could apply similar type conditions to recruiting characters?

"When you take water and pour it into a cup, it BECOMES the cup. When you put the water in a bowl it becomes the bowl. Be smart, be like water my friend.."-Bruce Lee
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Condition: "Alderaan-being-blown-up-by-one-of-your-insane-Moffs"

Effect: More Alderaanians join Alliance

...Like this?

 

Or more like:

Condition: "Mon Calamari favours Alliance"

Effect: Ackbar, Onoma, Ibitsam, Haash'n, Taneespi likely to join Alliance

 

As for the list: Seperate thread? Everyone might want to contribute to that and discuss who is necessary and who not. Or do we do this here?

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Yes,exactly, but also that certain (types of) characters can trigger certain effects like an event that starts 'the clone wars' or the breaking up of the republic into a absolute system ruled by Palpatine. This way you still keep some sort of chronology. Think of several characters doing a Jedi Training type of mission but the effect of it not being 'Jedi Training' but a political one helping to create a certain effect, after which, yes, certain characters would become available.

 

I think Rebellion in essence is more about the characters and the missions anyways, right?

"When you take water and pour it into a cup, it BECOMES the cup. When you put the water in a bowl it becomes the bowl. Be smart, be like water my friend.."-Bruce Lee
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Hate to put a damper on your enthusiasm, but:

 

do you know of a likely open-source engine, that has all the needed features ?

The programming of single actions or scripts shouldn't really be a problem, but building that all from scratch is too much.

Usually teams of 10-30 people work for about 3 years on that and I don't think one alone could do it in 5 :(

 

Well, we can still keep our eyes peeled for such an engine though :wink:

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Yes, yes, but don't you forget the epic space battles, them being what drew me to Star Wars in the first place

Beautiful big metal things in space throwing cool light effects at each other and exploding! That's Entertainment!

 

Of course the character system is what could need the most improvement (except for the 3D Engine, that is...). Traitors, characters actively involved in battles, and all that.

 

Also, specific characters could allow building of specific hero units: a Tatooine farmboy training an elite X-Wing squadron, for example...

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How about Character recruitment based on events...

 

Play as the rebels and get Mon Calamari to join...you get to play with Ackbar. Maybe you could make it so certain worlds are required for some ship designs.

 

Hmmm...

 

Mon Calamari - MC series cruisers

Fondor, Kuat, or Bilbringi - Star Destroyers

Byss - Galaxy Gun and Eclipse series

Luke's presence on Yavin IV - Jedi Training increased?

etc...

 

This event series recruitment would be required for some characters... Imagine actually using Mara Jade before the final battle as the Empire and using her with the alliance afterwards.

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Yes the Emperor could survive, and Mara could complete her mission, which would unfortunately make me ANGRY... Because I almost always play as the rebels.

 

Mara Jade would be a slave forevermore. So very sad, having such a beautiful lifeless servant in the Empire...Oh well :twisted:

 

Another thing that needs updated is starfighter squadrons. I want to be able to use them on strike missions and I cant!!!!

 

We need to figure out a commerce system to, so the rebels would actually have something other then fleets to attack, you know the occasional convoy or two?

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How about Character recruitment based on events...

 

Play as the rebels and get Mon Calamari to join...you get to play with Ackbar. Maybe you could make it so certain worlds are required for some ship designs.

 

....

 

I think that might lead to too much micromanagement and limiting the players actions too much. I think THE WAY characters are recruited in Rebellion 1 works really well, don't you? Maybe you could simplify it saying that you can recruit Luke Skywalker in the same corresponding SYSTEM as Tatoine (Aged 42, still dreaming about voyages in space, but working the farm instead..)

"When you take water and pour it into a cup, it BECOMES the cup. When you put the water in a bowl it becomes the bowl. Be smart, be like water my friend.."-Bruce Lee
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Something like a 'raid support lines' mission where you can occasionally jump in to see your Y-Wings secure that precious cargo on those freighters.

Then again, sometimes the Empire might join to reinforce an important convoy with a Star Destroyer...

Oops.

 

Planetary raids as well. Must have those, if we're using a ground battle

system...

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Maybe you are right, maybe this thread should be in the 'Ideas for Rebellion 2' section..

 

If you don't mind I will go post that other recruitment-thread I proprosed there too. I think the most important thing right now is to get some people together willing to go and make it happen. Then together we can start developing the general concept of the game, by discussing it in the manner that we did today, except maybe a little more structured.

 

btw I think the sabotage mission already covers a lot of aspects of sabotage. Raiding convoys and such would mean seriously needing to alter the galactic model up to a point where it wouldn't be recognisable anymore. Maybe you could create a new smuggling mission instead and smugglers?

 

I think on the first try we shouldn't go too overboard with things and rather try to build on the concepts that are there. Designing our version of Rebellion 2 may take 2 or maybe even 3 years, getting all the people together, deciding on the overall game design, programming, playtesting, debugging and promoting it. Still with the right kind of motivation and the right people, I believe it can definitely be done. We should just try to take babysteps, stay focused and it will happen.

 

I will go do some recruitment now.. I will try the pub around the corner :wink:

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A simplified version would be to allow fleets and fighter squads to go on missions.

Wait a sec...

That could be the thinking we need - Collect ideas, see what we would like to do and then look how much we can simplify it so that it is possible to make but still remains the original idea!

 

It's late, did I make any sense?

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Sort of.. I don't think it makes sense to discuss it with people other then the people who are actually going to put 2 to 3 years of their lives into this. It's best to collect a couple of people first willing to commit or at least seriously talk about it. I have started a thread for it in the 'Ideas for Rebellion 2' thread.
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No. First of all, get as much input as you can. It helps to have a lot of people who say what they'd like to see. Just don't let them have too much influence on you. Next, write down as many of those ideas as you can remember. Writing down something always helps. THEN talk about that list of ideas with the people who are in the project to determine what of those ideas can be used. It will be something like "No. No. What the?-No. Hey, that's good. No. Are you kidding? NONONO!" and so on. What remains is used further.

Well, this is how I'd make it.

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Yes you could set a up a meeting time thing with an agenda where you discuss everything bit by bit and make decisions together. I think we would have to decide first on what sort of game we are going to make, though, what the focus is going to be.

 

I think it should be a two sided, character driven game, a tactical version of knights of the old republic maybe, with space combat but I am sure there are people with other ideas about that.

 

When I said we have to be modest I meant we have to considder what resources we have available and we shouldn't throw away the things about Rebellion that are really good. Maybe we should figure out which things make Rebellion good and try to build on those concepts.

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One Idea I had was to say that (as example) a character with strong R&D capacities could train another character to give him more experiance in that domain.

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Yes, only if he has the special skill called 'teaching', and if the student is not '.. too old to begin the training'. :P

 

I think having some randomly created characters would be cool too. Then these characters could actually infiltrate the enemy pretending to be Imperial, or Rebels by letting themselves be 'recruited' by the other side. Maybe you could spawn these randomly created characters somehow from the training centre instead of the 'spies', 'infiltrators' or whatever.

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Imagine that you receive information from informators and then the informator asked if he could join your side as a character all together :P

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The way you people explain everything is great, but you have to have experienced people to make games like this. Like Trev said, its going to take 2-4 years to make a game of this magnatude. I hope i'm still alive when you get this thing done. :?
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Imagine that you receive information from informators and then the informator asked if he could join your side as a character all together :P

 

Also enemy Chars should provide you with information of the system they were last stationed. The Capture of enemy starships could provide similar information as well, perhaps just referring to fleet strength in a particular sector.

 

Also you could have facilities that provide a certain scientific or intelligence output that can be augmented if a certain char is on mission there, like Ackbar would boost research and cracken would boost intelligence.

 

Espionage should be a permanent mission, unless you cancel it.

 

Trade Routes, that give you refined materials/credits...

 

Planet-specific facilities. Kuat - Drive Yards [speeds starship construction]

Coruscant - Library [Faster Research]

Mos Eisley [better intelligence]...

 

There's lot of useful info in the Reb II forum, Gleem, look around and take notes.

:)

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The way you people explain everything is great, but you have to have experienced people to make games like this. Like Trev said, its going to take 2-4 years to make a game of this magnatude. I hope i'm still alive when you get this thing done. :?

If you help you may still be alive :D

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What the heck am I going to do, I'm no computer programmer, I'm just a dummy that plays the game. :?
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I am useless at it as well :) but I am going to try and find some cards who could look good in the game.

I've got an idea. I will look for the Rebels. And you can look for the Imperials (make it about fifty cards). I will post a list on the 6 june.

NOTE

I am going to be absent for a week of school duties :(

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