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Population Caps


jedi mike
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Don't get me started, I could give you a whole list...

 

Small Galaxy... 43 Planets? Thats maybe half a sector, not a galaxy.

Well, depends what sector you're comparing to.

 

The Sector Naboo is in (the Sector Palpatine, and later Amidala, was representative for in the Senate) had only 36 full member systems.

The Sector Valorium comes from has over a 1000.

That does not include various uninhabited planets and moons, and colonies, aswell as gasgiants etc, under the various member systems' control ofcourse.

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The number of planets is good another 10 or 20 would be nice though.

 

Diplomacy and unit experience I don't think are that huge of factors at least not for me.

 

He is right about the ships, though; I think someone even said something to the effect of a lot of units make the game LESS FUN? That's idiotic and contrary to any other thinking human being's mental processes. More units make the game fun because fleets are more diverse and it means you can't just spam Star destroyers or Mon Cal cruisers. Which if they are the standard ships means they are less powerful or they aren't as special as they should be. You wouldn't station a bunch of star destroyers to protect planets that aren't strategically important or exactly critical to your war effort. You build your early fleets around a couple of star destroyers with dreadnaughts and fleet carriers then later have like 10 destroyers to have bigger fleets when you have a larger industrial base.

 

I'm glad the game will be so moddable so people can fix a lot of the inadquecies that are starting to pop up. Blame whoever you want for them Lucasarts, Petroglyth, or god doesn't matter because we will be able to fix them or at least most of them.

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You guys know I'm only teasing. :D I look forward to seeing what the mod community does and I look forward in helping to support and foster its growth. 8)

 

Delphi, being as someone who is involved in the game's creation and witnessing the reasons for why certain decisions are taken, do you honestly feel that some of what the moderating teams are planning, might be a case of biting off more than they could chew?

 

I wonder just how much of a reduction in performance things like heightening the population caps or planetary building slots would lead to, in terms of game mechanics or whether it is more due to attempts at making the gameplay experience more challenging ("This will force players to be more inventive," versus; "More than X number of Star Destroyers seem to make things crawl when all those TIEs go swarming around").

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the mass of changes the modders are proposing is quite unerving to me i really wouldnt want to mess with my copy that much but if as stated there is a way to switch between mods and the original game that wouldnt be a problem.
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I wonder just how much of a reduction in performance things like heightening the population caps or planetary building slots would lead to

 

Depends on your system.

 

gona use BFME1 as an example it shiped with a 700 or a 750 pop cap for evil but mods boosted it anywhere from 1500-15000 i was able to use the highest with high settings without any problem, others had problems with the 700popcap.

 

EAW will be no diffrent.

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You guys know I'm only teasing. :D I look forward to seeing what the mod community does and I look forward in helping to support and foster its growth. 8)

 

I certainly hope that LEC allows you to have a mod community to work with. We are all still wondering how much LEC will do to stifle mod efforts.

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Well have anyone played Haegemonia? That games has bad a** graphics, really cool music and excellent sounds, but if you play it you will find out that all of that means nothing since the population is set to 5...

 

So 1 squadron of 6 fighters take 1 pop, or 2 cruisers take 1, but seeing how battleships owns all and only takes 1 pop, there is no point in producing anything else.

 

And also in Homeworld 2, there is no point in making anything but battleships. So the battles always consists of 25 battleships. Now the thought they had for population was a good idea:

 

That’s my fear that when the games gonna come it won’t be worth building small ships if you can't mass them to attack a fleet of lets say star destroyers. Unless the game is balanced so the cost of the smaller ships offset the fact there is a pop limit the game is going to devolve into a race for only a star destroyer fleet or mon cals. If a fleet of corvettes can only take out one star destroyer in a fleet of star destroyers then the cost of a fleet of corvettes are going to need to be less that one star destroyer to make it cost effective to throw it at the Imperial navy. (I don't know the cost or anything I'm using this as a hypothetical situation and I know I am over simplifying because you shouldn't have a fleet of corvettes go one on one with a fleet of star destroyers really it should be a fleet of mixed small ships.) A pop cap favors more powerful ships and that really takes out the "realism" in a star wars universe. You won't get a feeling of overwhelming imperial power which force the rebels to decide whether or not to stay and sacrifice low cost ships to destroy an expensive imperial ship i.e. attack it with a large number of star fighters. And the limit on rebel star fighters puts the rebels in a vice because you can't amass a fleet of star fighters to raid system defenses throwing away extremely low cost things just to knock out 1 or 2 more expensive ships..

 

My hope for this game was that we get a ground and space balance that reversed i.e. the Empire has a powerful navy but with the a lot of really over priced quality units while the rebels have a lot of cheap disposable units in space but can be used in a mass attack. I.e. being able to assemble a mass of fighter squadrons which can take out a star destroyer like a couple squadrons of x-wings escorting several squadrons of Y-wings, while on the ground it is reversed that the empire has a lot of cheap disposable unites and the rebels have the quality expensive units so the Empire has to throw wave upon wave of troops to take a rebel base. I wanted this game to feel like the battle for battles to feel like on Hoth. The empire comes out with this massive fleet of star destroyers the rebels can’t match on a ship to ship basis but they manage to take out a couple, and then on the ground just wave upon wave of walkers and Imperial ground units decent on the rebel base and the rebels need to hold the defensive line as long as possible funneling units to fill the gap, that’s why I was exited to hear about the Rebel artillery because that was perfect for how I wanted the game to feel.

 

Don’t get me wrong I’m not saying I’m not excited for the game I’m just basically saying when I first herd of this game this is what this game it was what I envisioned that the perfect star wars RTS would be and now that I know more I still sounds helluvalotta fun its just not the perfect game I envisioned but then again that just my perfect game everyone has their own. I and I know no one gonna read a long rant but oh well I’m not gonna make 20 posts like some people do.

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