keraunos Posted March 21, 2006 Posted March 21, 2006 I've comed to quick thought - why some diffrent mods use various numbers to depict number of fighters carried by ships. Many of these mods aim at "SW realism". But the point is that we know how many fighters each starship carried. Why not to use these numbers and try to balance strenght and weakness of both sides? All I mean is that both forces can win in SW world - that's why it's so good for strategic game. I like Zahn approach to SW world; there is much more realism and logic, side does not lose becouse it's bad but becouse it made some bad strategic mistakes. I miss this approach, and many mods unfortunately lack it - Imperial superiority often comes from endless masses, not general toughness of Imperial SDs. Also one of the most important things is that they should be very vulnerable to small Y-Wings (which they are), but also Rebellion should be able to keep it's Y-Wings flying long enought to make a diffrence. I want to advertise you great MistenTH's mod (Star Wars space realism), and also my modification . But also begin a discussion on numbers, strenghts and weaknesses of both sides that could be better depicted in mods
rebel5555 Posted March 21, 2006 Posted March 21, 2006 Well I guess a weakness for the rebels is that their ships in the origianl game didn't come with fighters.A weakness for the Empire is that there fighter craft are easy pickens for rebel fighters and the empire lacks an good anti-fighter and ant-bomber "With all my devotion to the Union and the feeling of loyalty and duty of an American citizen, I have not been able to make up my mind to raise my hand against my relatives, my children, my home. I have therefore resigned my commission in the Army, and save in defense of my native State, with the sincere hope that my poor services may never be needed, I hope I may never be called on to draw my sword....."Robert E. Leehttp://img141.imageshack.us/img141/9910/ak47cat1502op0sa.gif
Mikan Cyclone Posted March 21, 2006 Posted March 21, 2006 Rebels really have no weakness when it comes to fighters. They all have insanely strong shields, and can even destroy Tartan's before the Tartan can kill three of them! That's why the Rebels are evil. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
VileMrrrgh Posted March 21, 2006 Posted March 21, 2006 I don't know about you guys but my aquadron of fighters get chewed up by the tartans....
Phez Posted March 21, 2006 Posted March 21, 2006 I agree with keraunos. I see the problem as: yes star destroyers are pretty, but I find I'm usually better off with many smaller craft like corvettes + fighters. Corvettes kill fighters, fighters kill capital ships, and overwhelming frigates is easy when you're just pumping corvettes and fighters. Plus - capital ships are slow. It would be really neat if they could hyperspace across the board somehow, perhaps hyper out, then appear in reinforcements so you could hyper them back in... As Imperials, it is easy to use Acclamators and fighters the same way.The default Nebulon B is worthless Rogue Squadron is overpowered w/ Lucky Shot... In skirmish, a capital ship with all it's hardpoints shot off costs your enemy reinforcement points and is useless. I am attempting to increase the power of the largest capital ships. I intend on giving them more hardpoints, so they are useful until completely destroyed. I also removed shield penetration from concussion missiles. I increased (by half) the hitpoints on shield hardpoints, and I'd love to work out a way of repairing shields (like if your station's shields are destroyed, but then you upgrade the station, the shield generator might be back, but you still have no shields.) eh Phez
MistenTH Posted March 22, 2006 Posted March 22, 2006 Capital ships with most of its hardpoints destroyed are considered 'dead' and the pop cap is freed. Meaning if you don't kill it you will see more hostile ships flying around. Hardpoints can be repaired - In skirmish kill a hardpoint. After some time you can repair it. Can't figure out the code for it. EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
swgbex Posted March 22, 2006 Posted March 22, 2006 Ive searched for it.. never found it it happens in skirmish when they blow up lots of ur hardpoints.. then u upgrade ur station u can right click on the hardpoints and they repair http://www.swgbex.com/sig.jpgHehe IA 2 venator
maxpublic Posted March 22, 2006 Posted March 22, 2006 The problem is that everything blows up waaaay too fast. And that's solvable by either a) reducing weapon damage for all units by some factor, or b) leaving weapons alone and increasing shields/health for all units by some factor. The faster everything goes, the less tactical decision-making there is in the game, other than "amass a huge force and throw it at the enemy". Me, I've opted to completely rebuild every unit throughout the entire game, then use my new-and-supposedly-improved units as the basis for lengthening battles. That is, I'll increase health/shields until I can reasonably expect a Star Destroyer to last several minutes under withering fire, and for Y-Wings to have a decent chance to make a pass or two over a target without being completely obliterated on the way in. The longer the battles are extended the more tactics come into play, favoring the smart gamer over the twitch gamer. If you can semi-leisurely redirect your units to various targets without having to have the reflexes of a spastic 13-year-old then brains will rule the battlefield, and old guys will kick the asses of snot-nosed kids. Sounds good to me. For fighters, this approach would allow you to actually use the wings instead of just watching them wink out in droves in pretty technicolor patterns. Although what good this will do you with the current reinforcement system I don't know.... Max
keraunos Posted March 22, 2006 Author Posted March 22, 2006 Well I guess a weakness for the rebels is that their ships in the origianl game didn't come with fighters.A weakness for the Empire is that there fighter craft are easy pickens for rebel fighters and the empire lacks an good anti-fighter and ant-bomber Rebels really have no weakness when it comes to fighters. They all have insanely strong shields, and can even destroy Tartan's before the Tartan can kill three of them! That's why the Rebels are evil. Try using combo of 4 Vics and 4 Tartans.. or 3 ISD and 4 Tartans. Enemy fighters/bombers can't do a thing, they simply get chewed up. And then your spawned light ships can destroy most enemy capitals, while SDs will destroy corvettes. Far too easy as your enemy can't destroy your heaviest ships (unless he'll bring some MCs) That's why I think:1) fighters/bombers should be improved both in quality (bigger HPs/shields - esp true for rebels) and in quantity (decreasing pop capacity to 0.5)2) corvettes should be weakened - is there any other ship that can destroy his enemy in like 3-4 seconds?3) ISD should have stronger shields - to encourage Rebellion to use Y-Wings (in campaign I rarely used them - replacing lost squadrons after each battle is resource- and time-consuming; it's very easy to lose them).
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now