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NMA Project- Reality of Rebellion


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Well, I'm trying to portray the way in which an infrastructure is actually set up. Loronar's Shipyards are different from most of the others in that they are set up more along the lines of a true factory in space. When you build a Strike Cruiser you'll get Three Strike class ships instead of one. Only two designs are produced by the Ship Factory the Loronar Strike Cruiser and the Belarus Strike Cruiser whereas with other major Shipbuilders one factory can produce a much larger number of different designs.

 

The reverse unfortunately will be true on the ground. You'll be forced to construct factories for individual lines of weapon systems. A Factory for E-11s, a factory for EE-3s, a factory for A280s... Thus you'll be forced to decide what line of equipment is most worth the expenditure of development, much like how a real government would have to decide what to build in a time of war.

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I don't care. I'll buy the complexity.

 

Get enough publicity about this Stellar, and your game is going to grow a fanatic cult following, like Rebellion sorta did (except with tolerable graphics!)

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Well here's another Tech Tree... The Blastech Corporation Technology Tree.

 

http://img.photobucket.com/albums/v436/StellarMagic01/BlastechCorporation.jpg

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Hmm... I've been thinking that maybe the corporation tech trees are too complicated. What do you guys think?

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Well, people like me eat that shit up. But yeah, the corporation tree concept is solid...but a little simplification might be in order.

 

Question about your Blastech tree: why is the E-11 (the commonest of the common military rifle) so high on the tech tree? You'd think that that would be one of the first technologies you could purchase.

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The Blastech E-11 was just coming into imperial service before ANH. Most of the Imperial arms used before the E-11 are from the DC series. Other weapons like the EE-3 and A280s are older then the E-11.

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Okay, I've simplified and streamlined Blastech's Tech Tree.

 

http://img.photobucket.com/albums/v436/StellarMagic01/BlastechCorporation2.jpg

You'll notice that some designs no longer are listed. These (The DC-17m and DC-15s) will be available upon the construction of the weapons factory. Also some designs require specific technologies before being researched.

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Update, I've finished the symbology system that I'll be using in the mod.

 

http://img.photobucket.com/albums/v436/StellarMagic01/V-wingDisplay.jpg

 

You may note that Mandalorians and mercenaries will be available to both sides of the conflict. I'll set it up so that mandalorians are very expensive and require a level 5 base before even the start of their tech tree will open up.

 

Mercenaries will be available at the lowest level bases once a mercenary recruitment center is constructed. Mercenaries will be very expensive to produce but will be produced within an extremely short period of time.

 

All sides have at least secen different versions. As you move from left to right the training level increaes until you reach the last column which is just clones.

 

So, what do you guys think.

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Can I ask what the difference is between the top row V-wing and bottom row one is?

 

In any case the actual ranks symbols look good. I'm not too sure about the non-glowlike symbol for second to last rank. Comapared to all the other ranks it looks a little bland. I know it's part of the last two ranks system, but it would probably look better with another symbol. This is just my opinion though. All the others I think are great, even the glowing one.

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I'd just like to say that everything i've seen so far about this is extremely interesting. I'd certainly jump on this mod as fast as I could. Most of it also makes sense to me and I think it would make for some interesting games. I'm still a little fuzzy about some things, but that's mostly because the base game isn't even out yet. Things will probably clear up atleast once the demo is out.

 

Keep up the good work, can't wait to see how this turns out!

Emotion, yet peace.

Ignorance, yet knowledge.

Passion, yet serenity.

Chaos, yet harmony.

Death, yet the Force.

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The top row is imperial V-wing, the bottom row is rebel V-wings.

 

In any case the actual ranks symbols look good. I'm not too sure about the non-glowlike symbol for second to last rank. Comapared to all the other ranks it looks a little bland. I know it's part of the last two ranks system, but it would probably look better with another symbol. This is just my opinion though. All the others I think are great, even the glowing one.

 

The second to last rank is a Kamino Clone and the last rank is a Spaarti Clone. I wanted the two types of clones to look alike.

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Ok, I get the difference between V-wings now. One's Empire one's Rebel. Probably should have worked that out on my own before now... :wink:

 

My new question is what the blue triforce like logo in the top right hand corner of each icon is for. It seems lighter for the fully upgraded Imperial one (I assume the top row is Imperial) and Madalorians than it does for every other unit. I can figure out the purpose for every other symbol but this one.

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The brightness isn't intentional. The blue logo is the symbol for the Kuat Drive Yards, the color denotes which subsidiary produces the vehicle which in this case is Kuat Systems Engineering.

 

The Manufacturer logo only appears on units that you have to build the equipment for (Unlike the Mercenaries who come with their own equipment).

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Guest JediIgor

I don't know about real-life factories, but I am hoping that once a weapon is researched on one planet, you don't need to re-research on another planet. That would be just *blah.*

 

Also, Mandalorians ?? Weren't they thought to be extinct until Boba Fett and his crew shows up in one of the last NJO books? But that's way after ANH.

 

Everything else looks pretty good and I'm shaking with anticipation :).

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The SW Wiki has documented at least one individual who led a team of Mandalorians in the GCW. From way back in the Marvel SW era.
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I think JI that once the mod gets really going that I'll make it VERY hard to obtain Mandalorians. I'll probably make it so that you're more likely to stumble upon the Katana Fleet by accident as you'll be to have a large number of Mandalorians at your command.

 

As to the question of re-researching a design, I'd like to have it as you've put it, but that may not be possible depending upon the design of the engine.

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Guest JediIgor
If it's really unlikely, wouldn't you be just as well off not coding it? There is a reason games don't have random catastrophes and that's because those are as unlikely as you finding a team of Mandaloarians :).
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Well, I said unlikely, not necessarily difficult. You could relatively easily get one or two formations of Mandalorian Warriors, but you're not going to have the resources or time to build a fleet of 200 Mandalorian Formations.

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Is RoR going to mod it so that the bodies of infantry that are killed remain on the ground and do not dissapear?

 

If so, are there going to be any other changes to unit destruction graphics?

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Well It'll come down to just how much my machine can bear, anyway. If my machine tries to kill me if I do as you suggest I won't have it in.

 

I know I will change the weapons effects once I get the proper tools for it. Expect blaster cannons to do alot more then shoot sparks. :wink:

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  • 3 weeks later...

Are you yelling at me?

 

No, I don't think this mod will have a dedicated server, and I'll tell you why.

 

A dedicated server is good for Skirmish games, but this mod is not designed with skirmish gaming in mind. I may eventually make a number of maps for skirmishing, but since this is a realism mod... DO YOU KNOW HOW LONG IT TAKES TO BUILD AN ISD IN REAL TIME! I'm talking YEARS!

 

This mod will be meant primarily for 1 vs. 1 Galactic Conquest games where most of the time games are prearranged and connected by direct IP instead of through a server. I'll have a time compression factor for the relative speeds of both side's build and travel times in Galactic Conquest. Probably on the order of 1 second will equal 1 hour. Which means that building Starships will take a long time. 1 game year will end up equalling about 2 hours twenty-six minutes in the Strategic mode.

 

While this mod will probably be primarily 1 v 1 multiplayer in nature I'd expect it to be used as a game between known friends that play with each other regularly. It could well take weeks of playing before someone triumphs over another if they know what they're doing.

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Well, I'm trying to portray the way in which an infrastructure is actually set up. Loronar's Shipyards are different from most of the others in that they are set up more along the lines of a true factory in space. When you build a Strike Cruiser you'll get Three Strike class ships instead of one. Only two designs are produced by the Ship Factory the Loronar Strike Cruiser and the Belarus Strike Cruiser whereas with other major Shipbuilders one factory can produce a much larger number of different designs.

 

The reverse unfortunately will be true on the ground. You'll be forced to construct factories for individual lines of weapon systems. A Factory for E-11s, a factory for EE-3s, a factory for A280s... Thus you'll be forced to decide what line of equipment is most worth the expenditure of development, much like how a real government would have to decide what to build in a time of war.

 

 

So you get 6 Coreillain corvettes when you build them? Just leave vehicles and ships as 1 unit and infrantry/fighters as a sqaud.

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