Jump to content

Re: Wish List


Recommended Posts

My friends, after 40 battles, you will only whish to create the death star and blow the remaning 23 planets to hell, lol.

 

My issue is that after you fight those 40 battles, unless there is dynamic changing of the base placement, all you have to do is remember where the base is...and the next time you play, it won't take long at all because all you have to do is rush the base. There needs to be some form of base placement.

 

10) Base customization

 

Like I have said, I agree. It doesn't need to be on the scale of building every base on the spot, but the defender should have some knowledge of where the base is and set it up according to what works best for them as a player. Basically, just because the Dev's think that where they put the bases are a good idea, doesn't mean that works for everyone...and the limited nature of pre-set bases will undoubtably cause some players to become frustrated, and bored.

 

9) Hero Customization

 

Ahh, throwing in a little BFMEII I see. While I'm not sure how much it would add to the game, it would be nice to put a custom hero in there for the fun of it. Especially if that hero were a Jedi. Yes I know that in this timeline there are only three major Jedi, but it would still be cool.

 

8 ) More heroes/ Hero Death

 

I think right now they have that super long wait time for the heros to respawn. I dunno, I kinda like that they do...but they really should have an option that doesn't involve a mod. I think it would be a nice option to up the stakes a bit by making heros killable. As for more....I think that there are obviously a lot of heros that could be made...depends on if it shifts the balance too much with all those heros.

 

7) More units

 

This I agree on. I am already pretty tired of looking at the rebel tanks. I remember in SWGB there were probably less units, but because you had so many races to choose from it "felt" like you had more. I mean in the end they all pretty much do the same thing, but visually it's nice to have something different.

 

6) Persistant damage

 

You know my thoughts on this.

 

5) Can include troops in ranks from planets under your control (wookiees, sullust, mon cal...not jawas or ewoks). Maybe this would only be a rebel ability.

 

I would assume they would have this no? I mean we can control Jawas. I would like to see you be able to inlist them into the army and take them with you. It would be great to take luke to Kashyyyk and have him convince an army of Wookies, or Gungans, or something....to fight...it would throw a bit of suprise in the game when suddenly your IMP base is being attacked by something else!

 

4) 2+ player galactic conquest.

 

Indeed! My friends are already a tad upset that we all can't band together and take over the galaxy.

 

3) More sandbox play

 

I honestly don't know what this means.

 

2) More realism/ Using already established star wars history

 

Examples? The only realism I would like to see is less focus on weather, and more focus on troop reaction. Even if you look in the demo movies the troops will stand in one place and get stepped on by AT-AT's...I mean come on!

 

1) Diplomacy

 

I have honestly never used that in any RTS game I have played. But I think in this game it might help. Please expand your reasons why you think this would be good for the game.

Link to comment
Share on other sites

  • Replies 57
  • Created
  • Last Reply

Top Posters In This Topic

Quote

3) More sandbox play

 

I honestly don't know what this means.

 

Basically it means being able to do stuff that isn't restricted to what happened in the movie. It would allow for more a free play game that isn't restricted by the devs.

 

Example: Death Star. The devs have said that there will only be the one death star because there was only the one in ANH. More less restricted play would allow for you to construct more than one if you and the resources to build it.

 

Leia: Just because she didn't become a jedi in the movie, she was force sensitive and could become a jedi.

 

Yoda: Just because he didn't show up untill ESB, doesn't mean that he shouldn't show up till then. And just because he never left dagobah in the movies, doesn't mean he couldn't.

Link to comment
Share on other sites

My issue is that after you fight those 40 battles, unless there is dynamic changing of the base placement, all you have to do is remember where the base is...and the next time you play, it won't take long at all because all you have to do is rush the base. There needs to be some form of base placement.

 

I have honestly never used that in any RTS game I have played. But I think in this game it might help. Please expand your reasons why you think this would be good for the game.

 

OK, for the first statement what I mean is that it can be a good option to have quick battle if you don't want to control the battle and let the AI do it for you. After 40 battle we are going to get tired, after all we are all humans, with quick battle AI will fight for you and will give you the summary of the battle, for example: will tell you if you won and how many ships you lost.

 

With the second statement about diplomacy I refer to the fact that rushing to a planet and just taking it by dropping a squad of troops, it's going to get boring. They could introduce a diplomacy system that have hero involvement to take control of neutral planets, for example: if a planet you want is neutral you can send either palpatine or Mon mothna to negotiate with the government of that planet, if you are successful, the planet will pass to your control, if not it will remain neutral and then you can use your troops to take it by force.

Link to comment
Share on other sites

Ahh, throwing in a little BFMEII I see. While I'm not sure how much it would add to the game, it would be nice to put a custom hero in there for the fun of it. Especially if that hero were a Jedi. Yes I know that in this timeline there are only three major Jedi, but it would still be cool.

 

Eh actually got the idea from another RTS, but that example works too.

 

what I would like to see is kind of like the character creation for SWG, just a lot less detailed. You get to pick a species (humans, zabraks, twi'lek, wookiee...), pick male or female. change their color. Maybe fat or skinny. Things like that. Perhaps allow you to pick their special ability.

 

Now I'm not sure about making a jedi, too unbalancing and not canon. I can see a way of making this work. Maybe when look becomes a master jedi you could have the possibilty of creating an apprentice for him.

Link to comment
Share on other sites

With the second statement about diplomacy I refer to the fact that rushing to a planet and just taking it by dropping a squad of troops, it's going to get boring. They could introduce a diplomacy system that have hero involvement to take control of neutral planets, for example: if a planet you want is neutral you can send either palpatine or Mon mothna to negotiate with the government of that planet, if you are successful, the planet will pass to your control, if not it will remain neutral and then you can use your troops to take it by force.

 

I couldn't agree more with this statement.  Throw in a "cost" for the diplomatic mission, a timer for its completion, and a production boost to planets who "join" you willingly and the gameplay depth increases dramatically. 

Link to comment
Share on other sites

My top 10 wish list:

 

10) Base customization

- Well for Warcraft 3 I had the choice of choosing where I could star out or in C&C Generals. If I could move between 2 or more spaces it helped me in hiding.If the AI knows where you are even when hiding then well they need tweaking.

 

9) Hero Customization

- As in creating custom heroes such as BFME2 or just giving them experience points? Well seeing as how big the universe is it would be possible to get "hidden" characters out of the population and into your ranks.

 

8 ) More heroes/ Hero Death

- Would be nice to have an option to turn on/off the heroes but the timer seems reasonable. Once a hero dies it should get weaker and weaker that its slighly weaker then the weakest unit.

 

7) More units

- Seeing as how the universe is big and at how many prototypes the uh...galaxy made it would be nice controling somemore.

 

6) Persistant damage

- I think it was just the videos and demos way of showing the game in a offbeat way so we can be suprised by the real gameplay and not judge it from the demo.

 

5) Can include troops in ranks from planets under your control (wookiees, sullust, mon cal...not jawas or ewoks). Maybe this would only be a rebel ability.

- Well in the demo we all noticed how we could control the native race if they are friends with us but I that wookies would be a problem for the Wookies. Maybe if you help the wookies out someway you can get them to hate the Rebels?  ::)

 

4) 2+ player galactic conquest.

- This is a must even if its story mode since in a war theres always more then 2 factions or 2 sides at play. Pirates, natives, the neutral that just wants to be left alone but forced to fight side, and I could go on but wont. Well hopefully we can get Cain and his codes past the story option and just do it 3 or 4 sided way and maybe add a modded faction here and there but fairly far apart from each other and hard to get to (home planet).

 

3) More sandbox play

- Skirmish and able to build a custom city with a bit of diplomacy and I can just start fiddlign around like I have in battlegrounds  ;D I build a main city then a Heroes Fortress in a well protected and hidden area of the map, err ya well also able to attack your Empire and split in 2 causing a 4 sided war or more.

 

2) More realism/ Using already established star wars history

- Would be fun  ;D Waiting 6 hours just to get a Death Star built then wait 10 min to get your ships from one planet to another. Ah good old Rebellion  :P (note i'm not being sarcastic but I joked with the Deathstar time). And I do mean it since I get more joy out of seeing my Empire grow slowly and steadily then quickly and currupted.  ;D

 

1) Diplomacy

- Ah fun factor which always makes the AI all wacky. One minute the AI says peace then the next they want war and me to pay them in resources about 20 times in a row. I ignore them and their greedy ways and they start a war just because they cant get that amount of resources I have. Err woops off topic somewhat  :P Sorry, ya well joining up with natives and then able to use their pop to train them then put them in your military always adds an extra bang which would be helpful to you.

 

Also replied to "crazylegsmurphy" on this. My ideas maybe there I hope but hopefully you'll read it the way me and you guys want it since the meaning was supposed to be split  :)

Link to comment
Share on other sites

slightly off topic in a way but i have a question / comment

 

"unless there is dynamic changing of the base placement, all you have to do is remember where the base is...and the next time you play,"

 

Wont it be slightly diferent ? because arn't buildings placed in order that they are placed in the slots?so if you build a baracks on  planet with 4 planet slots and you build it in the first slot  would it be in a difrent location than if you placed it in slot 4? or is buildings always same place ?

 

has this been confermd not to hapeen yet?

altho it seems like it dosint hapen ...... (the system above would be beter than nothing :) )

Link to comment
Share on other sites

Several things i would like to see:

 

1. Selective starting forces - I want to choose what ships start the battle, the whole method the Dev's gave is worthless with instant repair.

 

2. Selective retreating forces - With the fact that all ships don't move or return fire, would be nice to have the ability to have the option of having only certain ships retreat and the rest covering.  Example having all your fighters covering the retreat of Home One, and then once home one is gone having whats left of the fighters retreat.

 

3. Withdrawn forces - So you have the reinforcement box where you can select forces to come in to the battle, basically just the opposite, you select the ship or ships and you drag them into this box and they withdraw from the battle, you can recall them back in if all the ships in your reinforcement box are gone but they will have the same damage as when they left.

 

4. Auto-Destruct - if they can't do 3, the ability to destroy your own forces...this way in multiplayer the enemy won't just target the weapons and then leave that ship alone, so you can't bring in another ship...heck maybe implement kamikaze ability ;D the ability to select ships to ram other ships...just imagine the possibilities ;D ;D

 

5. Experience - The fact that all units are persistant, i don't know how they could have left out this

 

6. Time progression - would love to see time still progress during land or space battles, so if you have defending a planet and you see the enemy coming to attack, you can send a fleet to that planet, once the battle begins the reinforcement fleet continues to travel(at a much slower rate). This way all you have to do is hold off a certain amount of time before this other fleet arrives.

 

7. Customization - Alright this would never happen, but i can dream....so once a ship reaches a certain experience level(a rather high one) you have the ability to upgrade it...such as a stronger hull, or sheilds, faster engines, more guns, more powerful guns, etc...now you wouldn't be able to upgrade all of them...maybe just one or two, and not both at the same time but have certain points in the experience where you would have this option, but make it high so this won't happen to every ship.

 

Alright so 5, 6, and 7 will prolly never happen but would love to see the others happen.

Link to comment
Share on other sites

9) Hero Customization

- As in creating custom heroes such as BFME2 or just giving them experience points? Well seeing as how big the universe is it would be possible to get "hidden" characters out of the population and into your ranks.

 

Meant creating a hero, but experience points would be nice too. For the force sentsitive characters this is a must.

 

Now I'm not sure about making a jedi, too unbalancing and not canon. I can see a way of making this work. Maybe when look becomes a master jedi you could have the possibilty of creating an apprentice for him.

 

quoting myself here, but if they did make this possible, than mara could become a jedi master too, and perhaps she could train a dark jedi apprentice.

Maybe if you help the wookies out someway you can get them to hate the Rebels?

 

You have too remember that the wookiees were originally the republics/early empire's allies. It wasn't till they were exploited that they helped the rebellion. Don't see why if you didn't exploit them they would turn against you.

 

Hmm instead of a diplomat the empire could have a propaganist. One you could use for species like nogohri to make them your soldiers and assassins.

Link to comment
Share on other sites

They should add a "Give Dorkthehunter a Cookie" button. That'd be sweet!

Anywho....I really want hero customization(along with cookies, or muffins)That would be really really super de-duper fun! I also want the Hapans!!! Oh yeah!! Battle Dragons rock!!! Whoot!(i'm excited can't you tell?)

Protecting the world from those who have an IQ higher than 30! Huzzah!

 

Trust me...I'm a professional.

 

Some other members and I are trying to be superheroes and save the forums. But we can't do it on our own. We need your help! Join us!

 

http://img504.imageshack.us/img504/5380/pffuserbar2modnp0.jpg

Link to comment
Share on other sites

GIR's wishlist  ;D

 

1. realistic

2. more innovating (maybe it was just the demo but the demo was BORING :o)

3. time line that makes sense

4. actual tactics involved (that could have just been the demo too)

Link to comment
Share on other sites

That would be really really super de-duper fun! I also want the Hapans!!! Oh yeah!! Battle Dragons rock!!! Whoot!(i'm excited can't you tell?)

 

The Hapans will probably be in an expansion, if not they will be in an expansion. If they do get in tho I hope they have a system of diplomacy where that if you get them to fight for you, you can control some of their fleets.

Link to comment
Share on other sites

My wishlist... is actually a wish item.

Simultaneous ground and space battle with lots of interaction between them.  I would imagine it would be hard to coordinate everything (though that also might make it a lot more fun).

Three layers:

1. Deep space: space station, most space combat

2. Atmosphere: Move transports here to deploy, some ships can enter to attack ground units and other atmosphere units.

3. Ground: remove the check points and instead allow enemy to land units anywhere.  Transports take a little while to land so are very vulnerable to anti-air and atmosphere units.  A quick thinking defender also has time to move units to counter the drop.

 

 

Oh, make that two things.  Even more importantly, hard code restrictions preventing the addition of "Give Dorkthehunter a ".  Seriously though, I'm not giving up my homebaked cookies for anything, and I don't appreciate any attempts to get me to do so ;)

Zing!
Link to comment
Share on other sites

My wish list for the Expansion as I doubt it would be included in a patch or added in a mod:

 

1. Diplomacy-  If the Devs want to limit it to a mission that Mon Montha and the Emperor can conduct for simplicity's sake, I would still be overjoyed.  However it needs to cost money, take some time to complete, have a reasonable chance of failure, and most importantly provide a bonus to planets the player "converts" peacefully.  I think this would add a bit more depth to the Galactic map portion of the game as well as more faithful the the Star Wars Universe.  Invading or orbiting/blockading planets never makes the population happy or eager to produce for you, especially if you are a "rebellion"

 

2.  Persistant Damage-  Once again this feature can certainly be simplified if the Devs want to shoot for simplicity.  Ships/starbases should repair quickly on their own if in orbit around a friendly planet, those in a hostile system should have slower rate of repair.  This way the player does not have to worry about devoting time to repairing ships as they will do so on their own.  However, it would allow the AI or other players to follow up an unsuccessful attack on a  weakend enemy and conduct "raiding" operations.  Finally, force the player to pay a small cost to restock their ISDs and space stations with fighters after a battle on the summery screen.  A simple "reinforce for $$$" button would do the trick.  If the player chooses not to, have the garrisons repair themselves like mentioned above.

 

3.  Unit experience-  This is a no brainier and since it would require no additional player interaction makes me wonder why it was not included in EAW.  Units should SLOWLY gain exp which would equate to better accuracy and a higher percent chance to evade enemy fire.  No weapon bonuses etc, as that could unbalance the game.  Unit exp makes the player feel more attached to his units and increases immersion into the game.

 

4.  Killable Heroes-  The player should have the option to play with Hero deaths on or off.  Some hero's like Luke and the droids need to be Immortal as they serve a game play function, however, the rest should be expendable.  Additionally, I'm not really sure if the problem is with respawing in general, but it truly makes no sense to have them respawn with their ships etc. 

 

Case in point, when I first played the *modified* demo I sent the Homeone and a large fleet into action.  During the battle, the Homeone was severely damaged by the empires planet defense gun which sent me into a panic since I thought I would lose it forever.  Had I had the option to withdraw in the demo, I would have immediately done so to save that ship.  However, since I could not, I watched in horror as a group of tie bombers finished her off.  Although I won the battle I immediately started to ponder how the loss of such a powerful ship would impact the rest of my campain.  However when entering the strategic map I noticed a ticker counting down to Akbar's return.  Instead of being happy I found myself ticked off as it completely ruined the the *feel* of the game.  Even worse when Akbar made his reserection he had a shiny brand new FREE Homeone to command even though I left its bombed out shell in orbit. 

 

Hence as a player I feel no consequence from throwing my "hero" units into pitched battles.  Additionally a large portion of strategy is taken away since the player does not have to weigh choices or react to the huge loss of a hero unit.  While it is fun to win a game, there is no need to replay something that you can't lose.  As a gamer some of my most enjoyable experiences have come from rebounding from a terrible loss, or *gasp* fighting a losing battle to the end because I have made some stupid decisions.  While I understand that some hero's are needed to preform a gameplay mechanic, R-2D2 for research and Luke for the Death Star run, there is no excuse for the immortality of the others.  Barring an overhall of the research mechanics, even these obstacles can easily be overcome. For example, R-2D2 does not need to be involved in planet invasions,thus he is not exposed to harm. As for Luke, let him respawn but without rouge squadron.

 

 

5. Chance of failure- I think it would be a nice game feature if there was not a 100% success rate on all agent missions.  The droids shouldn't always get the blueprint you send them after, Solo shouldn't always steal credits, and if diplomacy is added a planet shouldn't be head over heals to join every time.  I'm not talk a high percent of failure, more like 5%-10%, but just enough to throw some randomness and realness into the game. 

 

6.  Bases-  I actually like how this works; however, I would like to be able to zoom onto the planet map when in Galactic mode in order to place my garrisons and my turrets and walls where I want them.  While I understand this would be a gameplay problem for Multiplayer, many of us are buying EAW for the singleplayer experience. 

 

Therefore, why not allow the player to choose from three or four base configurations "choose from a digram" after they take control of a planet?

 

Minor issues that could be addressed:

 

Renaming ships in game.

 

A Hardcore or Realistic Setting option in the option menu which would allow:

 

1. Slower Build times and Space Travel

2. Killable Heroes

3. Persistant Damage

4. Chance of Mission Failure

5. Cost to resupply units who freespawn other units.

 

By making it an option setting, both casual RTS fans and those of us who prefer games with more depth are happy ;D

Link to comment
Share on other sites

Diplomacy

 

Persistant Damage would be nice but something i can live without

 

Unit experience oh god yes.

 

Would also like to see tank ATST suqads stay linked as squads when they hit the ground and not become single units.

 

 

something i do not wish to see is a free or more base building, this is something BFME2 has done and i wont be buying the game as i much more enjoyed the limted building in bfme1.

Link to comment
Share on other sites

I would also like to see XP involed as well.

It made me want to save veteran units and makes the player focus more on tatics.

-Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.

J.R.R. Tolkien, The Lord Of the Rings

-Success is how high you bounce when you hit bottom.

General George Patton Jr

-Cool game being made a high school student, I recommend checking it out. 

http://www.spacedoutgame.com/

Matt Castle

MCAS1937@yahoo.com

http://kevan.org/brain.cgi?Matt%20Castle

Link to comment
Share on other sites

1. Diplomacy-  If the Devs want to limit it to a mission that Mon Montha and the Emperor can conduct for simplicity's sake, I would still be overjoyed.  However it needs to cost money, take some time to complete, have a reasonable chance of failure, and most importantly provide a bonus to planets the player "converts" peacefully.  I think this would add a bit more depth to the Galactic map portion of the game as well as more faithful the the Star Wars Universe.  Invading or orbiting/blockading planets never makes the population happy or eager to produce for you, especially if you are a "rebellion"

 

 

3.  Unit experience-  This is a no brainier and since it would require no additional player interaction makes me wonder why it was not included in EAW.  Units should SLOWLY gain exp which would equate to better accuracy and a higher percent chance to evade enemy fire.  No weapon bonuses etc, as that could unbalance the game.  Unit exp makes the player feel more attached to his units and increases immersion into the game.

 

 

Definitely like these two ideas. The part about using diplomacy to get more of a bonus out of planets sounds both realistic and fun. Would really like to see this in game.

 

I like your ideas for unit experience as well. Would definitely make since, it would make the game more fun, and definitely attach myself more to the game.

Link to comment
Share on other sites

Sorry for the double post, but do you know what else would be interesting?

 

Almost total destructable environments. Especially on the city planets and ones with a lot of wildlife. Would love to fire some rockets at some of those tall buildings and watch them crumble.

 

Sure it would be nice eye candy, but could also have some big diplomatic consequences.

 

If you are defending the planet and you accidentally destroy some stuff the population can start to lose favor. If you are attacking and destroy stuff this could negatively affect you, but it would also negatively affect the defender who is not doing a good job of defending.

 

Also if you kill harmless creatures it would negatively affect you, if you kill dangerous one, it would positively affect you.

Edited by Nevets
Link to comment
Share on other sites

6.  Bases-  I actually like how this works; however, I would like to be able to zoom onto the planet map when in Galactic mode in order to place my garrisons and my turrets and walls where I want them.  While I understand this would be a gameplay problem for Multiplayer, many of us are buying EAW for the singleplayer experience.

 

Therefore, why not allow the player to choose from three or four base configurations "choose from a digram" after they take control of a planet?

 

Minor issues that could be addressed:

 

Renaming ships in game.

 

A Hardcore or Realistic Setting option in the option menu which would allow:

 

1. Slower Build times and Space Travel

2. Killable Heroes

3. Persistant Damage

4. Chance of Mission Failure

5. Cost to resupply units who freespawn other units.

 

By making it an option setting, both casual RTS fans and those of us who prefer games with more depth are happy Grin

***

i totaly agree with this, you should be able to defend your base how you want it, if you got the map of tatooine for example you got in total 3 entrances 2 att he botom split in 2 by a rockformation and the op by a mor smaller entrance, you should be able to place turrets there to inprove defending. This should also encourage the attacker to choose his forces more carefully, because the defender is a much stronger doing his thing

it realy sucks you cant choose where to place your defending turrets.

maybe you can use the standard maps, and edit them, so you can use the build pads to reach the sam thing?

Link to comment
Share on other sites

All very good suggestions, thanks!  ;D

 

Interesting to see the idea about base customization.

 

You guys are aware there are penalties in place for retreat?  When initiated, the player on the retreat will take 4x damage, also ships can't be moved during this process. There a lot more too it, but I thought this would help.

 

Instant repair?  I know many of you hard core have issues, but if you have a company of 40 plus people who developed the game and love the idea vs repair overtime and 100's of focus testers from the hardcore to casual that voted IR; it's a bit hard to argue. Honestly, there are about 10 other things I'd like to see in the game before we go back and visit this as a game idea. Who's to say we won't? I just want my 10 other things first.  :o

 

Delphih here's my question.

 

Did you say put up a poll on this forum, if it was around then, when you were thinking of adding/dropping persistent damage? Looking at the posts it seem a number of people, me included, think that persistent damage is a fairly major thing. You could get gamers reaction to the idea and then if enough people wanted it you could investiagte further. Ask people how they would like it to work ect.... It seems like you guys are pretty good about answering questions so I'm curious about how you involve all gamers during the dev process.

 

Second question

Will the persistent damage be in the expansion, its early to talk expansion I guess. If not how loud will people have to yell to get it put it ;D.

Link to comment
Share on other sites

Here are two small things I would like added:

 

1. The ability to attack mutilple units at once in via the homeworld 2 style.

If I have lets say four x-wing squads imbound I should be able to drag a box around them and issue an attack order against all four. I belive holding Crtl and dragging the box was who it was done in HW2. This sould also apply to other orders like guard. I hate only being able to guard one AT-ST when I have 12 I want to guard them all so same Crtl-drag command, please.

 

2. The ability to queue orders via Total Annihilation

Say I want my TIE bombers to systemically destroy all the tubro lasers on a Mol Cal I don't want to keep reissuing orders especially in the middle of a hectic battle so why not allow be to click on each laser have each order stack in a queue and then just let the TIE do its thing. Alternatively we could have standing orders like "disarm ship - turbo lasers" then click on the Mon Cal and the TIE bombers then destroy all the turbo lasers.

Link to comment
Share on other sites

I'd like to see a more spaced out Galaxy Map and some more planets like Bilbringi added, i'd also like to see the Bothan assualt Cruiser added and the Mark 2 ISD along with the Vong Crisis made as a Patch.

http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpg

http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg

 

I Support the Resistance!

Link to comment
Share on other sites

I did it. Finally I got myself registered on this forum. Do not bash me for my ... lets say "interesting" English" ;)

 

Huge wishlist:

 

1. Tweak down that MPTL plz. It does too much damage against ANYTHING (including AT-ATs) and as an Empire-Player, you got nothing to destroy them (Speederbikes are crushable by MPTLs and do way too less damage, AT-STs and M2-Tanks are easily destroyed by a single salvo, AT-ATs are no "God-Units" against that artillery.

 

The Rebellion-AI is something doing I call "Missile-Spamming". 5 or 6 MPTLs are able to spoil ANY army right at the first reinforcement-point. Plus: Its a garrison-Unit. That AI is spamming all the planets with at least 2 or 3 heavy facs ... means each fac is spawning one or two MPTLs at the same time. Please tweak that down a littlebit, thanks :) Or at least: remove that MPTL as garrison-unit.

--

 

2. Same for Marauder and Broadside Cruiser: Your AI builds LOTS of 'em, spoiling every good fighter-attack. They're invented for destroying stations. NOT for killing enemy fighters. You've got Corvettes for that kind of work. Please reduce Missile-Damage to almost nothing against Fighters. And if you really want Marauders and Broadside Cruisers killing fighters, attach 2 light lasers.

--

 

3. Please add persistent damage to ships (or include some kind of option to switch on and off "realism-mode") and add some kind of "hull-hardpoint" to each ship with destructible hardpoints. Its hard to believe that my badly damaged Stardestroyer gets killed by destroying the last "surviving" laser. Add some light weaponry that can not be separate destroyed like you did it with corvettes if you don't want to have a fully crippled ship with just the hull-hardpoint left.

 

Persistent damage means: A damaged ship will be damaged until you've get it to your next shipyard or you have to wait for a much longer time.

 

Example - A Stardestroyer has been damaged: Its Engines are gone, so it's no longer able to hyperjump. Its in orbit around:

 

- A planet of yours with a Level 4 or 5 shipyard. It takes only a half day to repair that ship.

- A planet of yours with a Level 3 or less shipyard. It takes a full day to repair that ship.

- A planet of yours without a shipyard. It takes a day and a half to repair it.

- A neutral planet. Time is doubled up (3 days)

- An enemy planet. Time is doubled up again (6 days).

 

Smaller ships are being repaired faster.

 

Now you have to separate your damaged ships from the good ones (like in Rebellion) to hyperjump to another planet. Or you have to maintain position, defending your crippled ships against attacking forces. Its a good idea to reduce gamespeed a little bit, because you have to choose your battles carefully if you dont wanna have a Phyrrus-victory.

 

But - that idea is nothing without my next suggestion (4.).

--

 

4. Add Assault-Transports or some other kind of capturing-unit. You know, that Rebellion in Star Wars was building up its fleet by stealing or capturing enemy ships. Only a few are NOT stolen (Mon Cals for example), Rebs didn't had that huge economy like the Empire.

 

Capturing Ships with special transports while in Space-Combat would add a new tactical deepness to EaW, you can steal a VSD or ISD with a couple of transports if you want. Okay, for an ISD you need a small fleet of Assault-Transports ... ;)

 

If you (as a Reb) can cripple enemy ships (because damage is now persistent), you can capture them later after the battle has been won / or even lost, if you have to retreat. Rebs are raiding really often, they never had a fleet equal to the size or strength of the Empire-fleet.

--

 

5. There are really good ships in our Star Wars-Universe. For example that Lancer-Frigate. Its an anti-fighter-frigate, a really small and weak ship, but doing horrible damage to fighters. It may not be able to destroy any other frigate, but it's strong enough to take out any corvette. Why are they not ingame ? That Tartan-Cruiser is good, but there should be the Lancer-Frigate instead of the Tartan.

Same for the Assault-Frigate: Why not using that special Assault-Frigate based on an old Dreadnaught ?

 

Balancing a RTS-Game may be difficult, but it doesn't mean to give any factions almost the same types of units. Why not having the Rebs using more specialized Corvettes than Frigates ? The Imperials wouldn't even use any corvette if they had that Lancer-Frigate, because small ships are weak ships. Imperials trust on their BIG ships, they even built even bigger ships than the Executor SSD.

 

(btw: that grammar looks funny ;))

--

 

6. I liked that hero-system in SW:Rebellion. You could add heroes to different ships and give them different jobs (General for Troops, Commander for Fighterwings and Admiral for Fleets). Badly enough, EaW ships only with a few heroes, strictly attached to their jobs. You can't use Darth Vader as an Admiral, and there is no real way to use Veers as a General for example.

 

Maybe its possible to add some of these features to EaW. I want to have more recruitable heroes like Thrawn, Grommel and so on. I would like to see an option to assign them to different ships increasing the power of that specific ship in some way (for example: Admiral Ackbar is NOT attached to his Home One [you have to build it separate as a special ship] and have to commandeer another Mon Cal Cruiser - increasing its shieldrechargerate and firedamage plus adding his special abilities.) If your hero has lost his ship, there is a minor chance that he got killed. If you've lost that battle, your hero will be captured and you have to rescue him. If you've won the battle, you will get your hero back, but you have to assign him to another ship. Its all in SW:Rebellion and I want to have it back in EaW, our "Rebellion-Remake" ;)

--

 

7. You should be able to add a custom hero (maybe yourself as a Star Wars Admiral ;)) to the game. It would be a deeper experience to have your custom hero leading a battle, commanding a huge battleship or trying to get not crushed by an AT-AT ;) There should be the same rules as for other heroes (point 6).

--

 

8. Naming Ships, Experience and Battle-Logs. Yeah its possible to name them if you're editing the shipname-files. There is only one problem: Names are randomly picked and there is no way to have your flagship named "Enterprise" or "Vanguard", except you're building dozens of ships until you've got the correctly named one.

Ships are persistent, Names are it too. Why not use that fact for adding some kind of experience-system (yeah its already discused here) and more interesting: a Battle-Log for each ship ?

 

I want to know which ship in my fleet has killed what enemy ships. Is my Flagship of the Seventh Fleet a real big bad shipwrecker? Or does it only minor damage in that last battle ? How many fighers have been killed by my Corvette named "Sparrow" ? How many enemy Ships had been destroyed by my Elite-Squadron "Gold" (Y-Wings) ?

 

It would add some real cool experience to EaW, I don't wanna miss it. And yes, its necessary for that "stupid" thingy called "atmospheric  game experience" :)

--

 

 

Okay, thats it (at the moment). Some of my wishes are a little too specific and will NEVER be added to that game (not per patch, add-on or mod), but I think they're nice-to-have.

Link to comment
Share on other sites

8. Naming Ships, Experience and Battle-Logs. Yeah its possible to name them if you're editing the shipname-files. There is only one problem: Names are randomly picked and there is no way to have your flagship named "Enterprise" or "Vanguard", except you're building dozens of ships until you've got the correctly named one.

Ships are persistent, Names are it too. Why not use that fact for adding some kind of experience-system (yeah its already discused here) and more interesting: a Battle-Log for each ship ?

 

I want to know which ship in my fleet has killed what enemy ships. Is my Flagship of the Seventh Fleet a real big bad shipwrecker? Or does it only minor damage in that last battle ? How many fighers have been killed by my Corvette named "Sparrow" ? How many enemy Ships had been destroyed by my Elite-Squadron "Gold" (Y-Wings) ?

 

It would add some real cool experience to EaW, I don't wanna miss it. And yes, its necessary for that "stupid" thingy called "atmospheric  game experience.

 

I second all of your points, especially this one.  While I mentioned it in my "wish list"  your post makes a better point of its importance.  Hopefully if enough people ask for it, we could see it in an expansion.

Link to comment
Share on other sites

About that Point Nr. 8:

 

I think its a good Idea to have following solution:

 

1. You can name EACH ship (including fighter-wings) with a very unique name. If you don't name your ship, a random choosen one will be used instead. You can name your ship while building it, just right-click at that build-icon (blue side) and choose the option "name ship".

 

2. To (re)name a specific ship in a fleet, just right-click at the stacked ships (for example Victory Stardestroyer x3) and a pulldown-list will popup, allowing you to choose that ship you want to rename: left-click it and a new window will pop up, allowing you to change the name and do other nice things.

 

3. Each ship gots its own logfile. To access that logfile just right-click a stack of ships and choose a ship, left click it and you will get that new window. Not only there you can rename it, you can have a look at his log too. It looks maybe just in my following "quote":

 

Ship-Log of VSD* Yager

 

Captain: None**

_____________________________

Day 17: Build at Kuat

Day 17: Joined 6th Fleet

Day 18: Relocated to Alderaan

Day 24: Left 6th Fleet

Day 24: Joined 7th Fleet

Day 26: Defended Alderaan against Rebel Forces

|--> Begin of 1st Battle of Alderaan

|--> Destroyed NebFrg* Defender

|--> Destroyed CorCrv* Hermes

|--> Destroyed CorCrv* Freedom

|--> End of 1st Battle of Alderaan

Day 29: Left 7th Fleet

Day 29: Relocated to Kuat

Day 30: Joined 4th Fleet

Day 32: Attacked Naboo

|--> Beginn of 2nd Battle of Naboo

|--> Destroyed CorGbt* Saber

|--> Destroyed NebFrg* Sunderer

|--> End of 2nd Battle of Naboo

_____________________________

 

Overview:

 

Active for 15 days.

Joined 2 Battles

 

Nebulon B Frigates destroyed: 2

Corellian Corvettes destroyed: 2

Corellian Gunboats destroyed: 1

_____________________________

 

* Legend:

VSD = Victory Stardestroyer

NebFrg = Nebulon B Frigate

CorCrv = Corellian Corvette

CorGbt = Corellian Gunboat

 

** Insert Hero here.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share


Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...