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Re: Wish List


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I definitely wish for for atleast no galactic pop cap, I just reached it while playing and it is way to low.

 

I'm not quite able to defend all my planets safely, and only able to afford one partially completed attack fleet.

I have the resources to keep going but some invisible barrier is preventing me and it is disapointing.

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I wish for a "Hunt for enemies" for X-wings.  It great with TIEs that you don't have to micro manage what they attack, you select them and turn on "hunt for enemies."  I can handily it but it takes up some time, that I would like to use else where.  I know this would give the X-wings two abilities, but it's not that much and it could make space fights more interesting.  I know the x-wings are powerful, but the ability only helps th player, not the unit.

I must not fear

Fear is the mind-killer

Fear is the little death that brings total obliteration

I will face my fear

I will permit it to pass over me and through me

And when it has gone past, I will turn the inner eye to see its path

Where the fear has gone there will be nothing

Only I will remain

-- The Bene Gesserit Litany Against Fear

from the novel Dune by Frank Herbert

http://www.petroglyphgames.com/images/hierarchy_banner1.jpg

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I definitely wish for for atleast no galactic pop cap, I just reached it while playing and it is way to low.

 

I'm not quite able to defend all my planets safely, and only able to afford one partially completed attack fleet.

I have the resources to keep going but some invisible barrier is preventing me and it is disapointing.

 

I think thats not a good Idea. To remove pop-cap in galactic View, its way too easy to "camp" in your systems. Plus: It would be possible to create a real huge fleet (100+ ships) attacking a single system, crushing any defending fleet there.

 

Maybe adding a little more pop cap to some planets (from 5 to 10 of coreplanets for example) hould do the trick, some times your fleets are really stretched thin.

 

Or adding bonus pop to a player with much lesser systems than his enemy ... but do not remove that pop-cap. It's part of the strategy, that means, you have to decide how big your fleets will grow, how many groundtroops you have, where your fleets are defending. There is no need for a fleet orbiting each planet if you plan your strategy carefully.

 

=================

 

 

Something for MY wishlist ;)

 

Should be Point 9 or so:

 

Its possible to "camp" an enemy planet all the time, if he's separated from any other planets of his owner. Its even possible to camp a full cluster of planets, if there is no way for its owner to send reinforcements, because the only way to reach the planets is by going right through 4 enemy systems, each defended by a great fleet (25+).

 

Example: You got planets Yavin IV and Mon Calamari separated from the rest of Rebellion planets. There is no way for the rebellion to reach the planets, because both hyperspace-ways are leading to planets of the Empire, both defended by a good fleet. To CAMP Yavin IV and Mon Calamari just place a SINGLE ship (Tartan, Acclamator) in orbit - now the Rebellion is NOT able to build anything on that planets (at least space-stations).

 

I think thats just unfair. Either having a full sized blockade of a planet with a fleet or nothing. To prevent planet-camping with a single ship, add a little change for both sides to destroy that camping ship by sabotage. That should work with EVERY fleet and EVERY ship, but only in orbit of camped planets. That will speed up gameplay a little bit, because players have to decide to do just a fleet-crush-attack without blockading a planet for a longer time or try to attack the planet shortly after destroying its orbital defense.

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There should atleast be an option for no galactic pop. At the bery least have it raised. It is just not fun playing with this restirction. Maybe have it to where ground and space units count towards a different pop cap.

 

I'm not talking about building mega fleets here, but I am very sparsely spread out and really don't have an attack fleet.

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There should atleast be an option for no galactic pop. At the bery least have it raised. It is just not fun playing with this restirction. Maybe have it to where ground and space units count towards a different pop cap.

 

I'm not talking about building mega fleets here, but I am very sparsely spread out and really don't have an attack fleet.

 

You can just use planet.xml to edit all the planet extra pop count to increase it to 10 or hgher?

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I think thats not a good Idea. To remove pop-cap in galactic View, its way too easy to "camp" in your systems. Plus: It would be possible to create a real huge fleet (100+ ships) attacking a single system, crushing any defending fleet there.

 

Maybe adding a little more pop cap to some planets (from 5 to 10 of coreplanets for example) hould do the trick, some times your fleets are really stretched thin.

 

Or adding bonus pop to a player with much lesser systems than his enemy ... but do not remove that pop-cap. It's part of the strategy, that means, you have to decide how big your fleets will grow, how many groundtroops you have, where your fleets are defending. There is no need for a fleet orbiting each planet if you plan your strategy carefully.

 

=================

 

 

Something for MY wishlist ;)

 

Should be Point 9 or so:

 

Its possible to "camp" an enemy planet all the time, if he's separated from any other planets of his owner. Its even possible to camp a full cluster of planets, if there is no way for its owner to send reinforcements, because the only way to reach the planets is by going right through 4 enemy systems, each defended by a great fleet (25+).

 

Example: You got planets Yavin IV and Mon Calamari separated from the rest of Rebellion planets. There is no way for the rebellion to reach the planets, because both hyperspace-ways are leading to planets of the Empire, both defended by a good fleet. To CAMP Yavin IV and Mon Calamari just place a SINGLE ship (Tartan, Acclamator) in orbit - now the Rebellion is NOT able to build anything on that planets (at least space-stations).

 

I think thats just unfair. Either having a full sized blockade of a planet with a fleet or nothing. To prevent planet-camping with a single ship, add a little change for both sides to destroy that camping ship by sabotage. That should work with EVERY fleet and EVERY ship, but only in orbit of camped planets. That will speed up gameplay a little bit, because players have to decide to do just a fleet-crush-attack without blockading a planet for a longer time or try to attack the planet shortly after destroying its orbital defense.

 

well, that could be solved more or less.. Give the shuttlecraft a powerfull laser with a high attack damage... That way you can tease the player constanly to get him, to eather attack your planet or pul his forces back.

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Wishlist III (about AI)

 

Should be point 10 or so, hope someone of Petroglyph is reading this ;)

 

 

- AI is doing sometimes stupid things. For example: Its building dozens of Tartans and maybe 2 or 3 Broadside Cruisers, but no bigger ships. This type of fleet may good in wrecking enemy fleets with only Corvettes and Fighters, it will loose almost instantly against a fleet with Frigates or bigger.

 

It seems, difficulty of AI is NOT the problem. Its a general problem. Our AI should build up mixed forces with priority on bigger ships like VSDs or Acclamators. Or as for Reb-AI: On Neb Bs or Assault Frigs.

 

- AI is cheating, even on medium settings. Especially Tech-Cheating: If you start at Tech 1, AI gots allready Tech 5. Or, for Reb-AI, it doesnt need to steal Techs to increase its Tech-Level. That "feature" should be removed, that means, AI has to steal / explore new Tech. AI is cheating really bad at hard difficulty, cheating money, pop-cap AND tech.

 

- At least Reb AI is overusing some units, most heavy tanks and MPTL. Same here as for Tartans / Corvettes, should be reduced to allow more mixed forces.

 

- Pirate AI is way too passive. It should try to raid planets in the neighborhood, but only on Med or Hard Settings. There should be an option to remove pirates from Galactic Conquest too.

 

- AI is sometimes too aggressive when defending a planet: I landed and 4 secs later, I've to fight ANY enemy forces of that planet at my reinforcement point. Its sometimes fun, but a little stupid I think.

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Many of peoples' "wishes" incidentally reflect exactly what occured in SW: Rebellion. Some of this is good. Some is not.

 

Diplomacy: Nice, but makes the game much slower. Destroying stuff is faster. Although, I am a bit sick of losing lots of ships to huge pirate fleets. Pirates shouldn't be so common, methinks.

Persistant damage: Might not work too well in EAW, due to the fact that ships get damaged more easily, and the unit cap in space battles.

Uber-unit cap: Pathfinding and memory are currently an issue. Whilst the 50+ vs 50+ capital ship battles you saw in Rebellion were interesting, they took some of the tactics away from battles. Ie: click, attack, wait.

More units: Admittedly, I'd like to see B-wings and TIE Interceptors. Other than that, I think excess units would confuse things. If people really demand a SSD, I would like Piett to simply be swapped for it, and make Home One bigger. But only if pathfinding is fixed; I spent 10 minutes in a skirmish today trying to get Piett to turn around and attack something.

Base customisation: For the sake of realism, an invading force can just fly over the top and see where the base is. Stealth is basically impossible.

Heroes: I think heroes work fine. Fleet/Field Commanders take the place of the Rebellion-esque hero commanders.

Death Star: I miss blowing up ships. Really miss blowing up ships. I also miss being able to send ANY fighter squadron on a trench run. Comparing to Rebellion, it's harder to destroy, but you can only build one. Fair enough. Besides, the Empire isn't going to commit resources to building more than one at a time.

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