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Re: Making EAW ALOT Better


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First let me say, i love this game, i think it has alot of potential to be incredibly mind blowing however there are some points, Petroglyph should fix in a patch

 

1. Caps, give an option to increase them, battles are not epic at all.

 

2. Land Battles are tedious and boring. Unlock building units for Defenders to counter an increased cap and for the love god all that is good, ton down the AI! Its a pain in the arse to land and not one second after, i have waves of humans or Twi'leks rushing me in addition to the crazy rushing Rebel/Imperial/Pirate AI. If im playing on easy mode, this should not be occuring.

 

3. Give Rebel Capital ships like MonCals and Nebulons the ability to spawn X-wings and Y-wings, perhaps A-wings too on MonCals and give the Empire the ability to build TIEs seperately of Star Destroyers.

 

Now i know all of that can easily be fixed in a patch, it would completely make the game ALOT more fun to alot of people.

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worst ideas ever.

 

 

higher pop cap means bigger army wins not better player.

 

building units means rushing with a huge wave of units.

 

rebel cap ships building units has to be the worst, not only do rebs have +5 cap for this reason but with this they'd have free far superior units.

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1. The battles seem epic enough to me so I dont see why it needs changing. If it bothers you so much change it in the XML.

2.This is your opinion. I find land battles very enjoyable. Can't stop indeginous rushes?Get anti infantry units. I've demolished many rushes by simply building an anti-infantry turret and using the At-St barrage area ability. Or get some atrillery. I play it in medium and I dont have a problem with it so maybe you should try something else other than trying to out number the AI.

3.There is a reason rebel ships dont spawn fighers. Rebel fighers are much better than TIE's. It would cause massive balance problems. Build TIE's outside a Stardestroyer....Why? You want to give rebels free fighter/bomber units and make the Empire pay for theirs?Kind of ironic if you ask me.

 

*Not intended as a flame just not agreeing*

If you ask me you should do all those changes in the XML and see what problems it would cause yourself.

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I think that tweaking things to let the Empire increase its fighter garrison in addtion to whats on its stations is possibly a good counter to letting the couple reb ships spawn their own.  Personally I think only Nebs and Mon Cal cruisers should have hangers though, if the waves can be made respectable enough and spread out.

 

If the balance is still in the Rebel's favor here, let the Empire build a fighter besides the scout that can hyperspace with its fleets.

 

I'm not that creative when it comes to modding games in general, so maybe people who have can shed some light on the possible peformance issues.  It may be that the best mod would be to enhance the Empire's scout ship somewhat since it can already hyperspace with the fleet and is already deployed when the space map loads.

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I have no problem about the pop. cap.  I like it better when the one who knows how to use his units better then the guy with more.  Like someone said above.  You also have plenty to micromanage in a battle, too.

 

Land battles are easy for me, the planets infantry don't do much damage, but they will slow you doen if you don't move out fast.

 

Also the mon cals are powerful ships, put some corvette around them and they are safefrom fightres.

 

Play the game more;

the more you play, the more you understand the game.

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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worst ideas ever.

 

 

higher pop cap means bigger army wins not better player.

 

building units means rushing with a huge wave of units.

 

 

I don't think this would be a problem.

 

1) it takes skill to build a large army. You need to manage resources and defending them.

 

2) No pop cap wouldn't change how many units are sent. Just when they are sent. It would just be cutting out the middle man "reinforcement" and allowing for the eye candy of an epic fleet.

 

either way, I don't care what happens with the pop cap, just I think the whole "big army doesn't mean better player" argument is faulty.

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Well, the Pop Cap is very easy to modify, so if that is an issue to you, I'm sure there will be a mod out within a week that does that.

 

However, consider the actual reason the pop. cap is there. Although lessening the stress on your system is certainly one reason, there is another more important reason. Balance.

 

Starbases have been balanced around the unit cap. They are meant to be as powerful as they are, based on the current population cap. If you raised the population cap to say, 30, Starbases would have noticeably less impact on a battle. A level 5 Starbase is meant to be very powerful, considering the cost, and they are. If you are going to raise the population cap you will also have to increase the strength of Starbases proportionatly to maintain their importance in the game. Alternatively, you could simply lower the cost of producing them, as currently they are very expensive. However, if you could field 7 Star Destroyers at once, you could destroy a level 5 Starbase far more easily than they are supposed to be destroyed. As the game was designed, a level 5 Starbase sitting behind your forces is massive advantage, considering it does not count towards your pop. cap and has 3 Proton Torpedo launchers, a large array of turbolasers/ions, and spawns in 10 population worth of recurring Corvettes/Frigates, and fighters/bombers as well.

 

If I were to make some changes:

 

1) Reduce the strength of Corvettes vs Fighters. They are meant to be anti-fighter, I realize, but right now, 4 Corvettes can stop a virtually unlimited number of Fighters. The other option is to simply make Corvettes easier to kill. Frigates, which are supposed to be the counter to Corvettes, still take quite awhile to destroy a Corvette, especially in comparison with how long it takes a Corvette to destroy a huge number of fighters. You could accomplish this by either lowering the overall hull/shields of Corvettes or by increasing the accuracy of turbolasers against them. I'd also prefer to see a little more fighter vs fighter action in the game, but as it stands, Corvettes are so devastating against fighters that using anything else against them is senseless.

 

2) More ships. Honestly, right now the Fighter/Corvette/Frigate1/Frigate2/ArtilleryFrigate/Battleship progression is lacking. I'd prefer a Destroyer and Dreadnaught, and possibly Command (although the Dreadnaught could fulfill this role) and Carrier class to be added, at the very least.

 

3) Unit experience. I realize this is not something you can do with mods, but it would go a long way towards making the game cooler.

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If I were to make some changes:

 

1) Reduce the strength of Corvettes vs Fighters. They are meant to be anti-fighter, I realize, but right now, 4 Corvettes can stop a virtually unlimited number of Fighters. The other option is to simply make Corvettes easier to kill. Frigates, which are supposed to be the counter to Corvettes, still take quite awhile to destroy a Corvette, especially in comparison with how long it takes a Corvette to destroy a huge number of fighters. You could accomplish this by either lowering the overall hull/shields of Corvettes or by increasing the accuracy of turbolasers against them. I'd also prefer to see a little more fighter vs fighter action in the game, but as it stands, Corvettes are so devastating against fighters that using anything else against them is senseless.

 

2) More ships. Honestly, right now the Fighter/Corvette/Frigate1/Frigate2/ArtilleryFrigate/Battleship progression is lacking. I'd prefer a Destroyer and Dreadnaught, and possibly Command (although the Dreadnaught could fulfill this role) and Carrier class to be added, at the very least.

 

3) Unit experience. I realize this is not something you can do with mods, but it would go a long way towards making the game cooler.

 

Corvettes are powerful against fighters. I kept my fighters away at the start becasue of the corvette rush the empire AI does some times.  Fighters are dead if they get close to any enemy corvettes.

 

I can see the need for more vehicle,  maybe more strang vehicles that don't fit the rock/paper/scissior.  But they would still have weaknesses.

 

I see why thay left experience out,  I new fleet would be at a huge disadvantage to a veteran or elite experience.

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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Actually looking at this thread the idea of experience isn't a bad one if its applied to capital ships. I know for one thing it might give players the brain wave of looking after their ships more than just sending them it. Especially where the likes of the Mon cals are concerned. I do, however, think a couple of things need to be addressed. Limitations of missile based weapons would be useful, especially on the ywing (with enough of them its easy to take out a capital ships hardpoints). Also specaking of weapons the xwing is missing its proton launchers.

 

I certainly will be looking to expand the units myself when the necessary tools are released (such as the bwing).

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higher pop cap means bigger army wins not better player.

 

But you have to have skill to get to the position where you have a lot more units than the enemy. I think its stupid that fleet sizes are so limited. And remember that even if your enemy's fleet is much bigger than yours, and you're the better player, you can still cause him severe losses and retreat.

It bring upon us more of famine, death and war,

you know religion has a lot to answer for.

 

-Steve Harris, Iron Maiden

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Hehe ive beaten Two Mon Cals with just a Victory and 2 or 3 Acclamators. Strategy is very important in this game, and personally i like the pop cap as it is because if you bring them all in at once you miss the chance to jump a Mon Cal with three Victorys coming out of hyperspace.
http://img20.imageshack.us/img20/3488/zersigef1.jpg
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First let me say, i love this game, i think it has alot of potential to be incredibly mind blowing however there are some points, Petroglyph should fix in a patch

 

1. Caps, give an option to increase them, battles are not epic at all.

 

2. Land Battles are tedious and boring. Unlock building units for Defenders to counter an increased cap and for the love god all that is good, ton down the AI! Its a pain in the (censored) to land and not one second after, i have waves of humans or Twi'leks rushing me in addition to the crazy rushing Rebel/Imperial/Pirate AI. If im playing on easy mode, this should not be occuring.

 

3. Give Rebel Capital ships like MonCals and Nebulons the ability to spawn X-wings and Y-wings, perhaps A-wings too on MonCals and give the Empire the ability to build TIEs seperately of Star Destroyers.

 

Now i know all of that can easily be fixed in a patch, it would completely make the game ALOT more fun to alot of people.

 

I agree. When you zoom out and see your rag-tag army it's really hard to get a sense that this is going to turn into some amazing battle. Not only that, but, wow...how many times did I just want the land battles to just end!!

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