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random suggestions that will never probably get implemented


EvilleJedi
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Bombers seem to have become very powerfull again, and the AI seems to be having problems building enough anti-fighter ships (not to mention that most non-fighter anti-fighter ships suck) I thought maybe something could be done to give the AI (and the players) an automatic or semi-automatic helping hand in fighting off those pesky bombers.

An idea I had was that maybe a script could be devised that automaticaly spawned and launched fighters to defend large capital ships like SDs and MonCals.

The difference between this and simply upping the abilities of the capships PD guns is that having them spawn defensive fighters every once in a while can still be effectivly countered by defending bombers with fighters, whereas better PD guns would likely either not help enough or make bombers useless again.

 

Another crazy random suggesting would be that carriers (who currently serve no purpose what so ever) could spawn bombers as well, to aid them in battle against enemy capships, anyway, just a random idea, the breathtaking amount of hard work it would take scripting this means that it will prolly never get implemented...

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-The New Republic should be able to build Executor-class SSD once in the Dark Empire, Pre-NJO and NJO eras. They had captured the Guardian and the Lusankya from the Empire, and used them against the Yuuzhan-Vong. Maybe a little too much to ask, but just thought of it.

-Loved the SuperLaser on the Imperial Sovereign SSD. Hope you'll bring it back.

-The big fat Cruiser for the Alliance that you build at the X-11 shipyards...kind of useless. Can you get rid of it?

-Create ships actually capable of capturing a vessel for the Empire. The Assault shuttles and transports suck.

-A system that allows you to name your Destroyers and Cruisers in the game!! Would be really cool!

-Death Star?

-Since the Empire relied on numbers to win fighter battles, could you increase the number of TIEs in one squadron from 6 to 9?

-Is it possible to create relevant Star Wars insignias and make them show up on some of the ships?

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  • SWR Staff - Executive

could always implement a variation of the fighter spawning mode that specifically spawns defense fighters from large capitals and bombers from carriers?

 

larger squads mean changing all of the docking formations, a difficult proposition

naming ships = effectively impossible

 

insignias, possible , but a crapload of work, so probably not

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Mod the color/badge system so that you can use it in-game, for example play a wannabe empire with the red republic stripes and insigna

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ability to disable ships at least temporally

 

shipyards large enough to hold a SSD inside (id love to see a SSD get built inside a shipyard and/or see it get deployed form one.

 

eclipse (love to see this) I and II

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I know you mst get annoyed with this, but what about Hero units? Here's some suggestions:

-Rogue Squadron (An X-Wing squadron that has more hitpoints than the rest, but much more expensive)

-Twin Suns Squadron (Same thing, only available in NJO time period)

-128th Interceptor Squadron (Empire, but same concept)

 

For larger ships

-Errant Venture, which is a Red Star Destroyer, and would be owned by the Militia (Available Post ROTJ)

-Ralroost, a Bothan Assault Cruiser (unless you plan to include them in a further version)

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i got another few

 

abillity to have hardpoint that get destroyed actwilly blow up and the ruins stay on the ship

 

ship sheilds would be really nice

 

and of corce hardpoint effects when they die (whitch works already for a lot but not all)

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  • SWR Staff - Executive

Ship shields

 

Won't be re-added as it will lower framerates. The current system is comparable without adding significant overhead.

 

hero units

 

Address here

http://warlords.swrebellion.com/wp/?page_id=2

The short of it, it won't be added except perhaps for single player campaigns

Evaders99

http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmaster

http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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  • 3 months later...
I know this may sound like me bitching or the like, but do you think it is possible for targeting of different classes of ships.  For example if you have a squadran of ISD IIs and the AI has only one Mon Cal but huge amounts of frigates do you think you can set it up where you can target the frigates.  What I was thinking was if you hit shift then right click the mouse. Under the orders menu you can put target frigates, capital ships, fighters or corvettes.  This way when you have a huge fleet and highlight an opponents fleet those ships  that you number will only target the nearest type of ship ie frigates, capital ships, corvettes and fighters.  This will prevent the player from trying to micro manage a fleet as intensively and would make it more realistic because you can pin class of ships against class of ships.  ISDs attacking Mon Cals, Corellian Missle Frigates to VSDs, Tie Ds to XWingJs and SSDs to Strident Star Defenders. Thanks...its just a suggestion.
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Aww man, it was an idea.  That kinda sucks that its not dynamic would make the game more fun.  Only way I might see that its possible if you have an option mode in the begining for it.  Or would you have to rewrite all the scripts. If you have to do that don't worry about that...PS awesome game...Why can't LuscasArts come up with a game like this...seriously
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Hey EJ, do you have any plans in including shipyard facilities with the coresponding planets? Here is what I mean: In EaW, whenever the player fought space battles at Kuat, Mon Cal or Fondor, there was always large shipbuilding structures. I thought it was pretty original. Any plans on creating something similar with the Warlords maps?
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  • 3 weeks later...
Naming ships is possible with pings: the game script identifies newly built ships, checks in a file for a name, puts a ping on it that shows the name, et voilà. I do not know if the feature is worth the impact on game rule efficiency and rendering.
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  • 2 months later...

Ship shields

 

Won't be re-added as it will lower framerates. The current system is comparable without adding significant overhead.

 

hero units

 

Address here

http://warlords.swrebellion.com/wp/?page_id=2

The short of it, it won't be added except perhaps for single player campaigns

 

I'm actually getting lower framrates with the newer versions, the shipdeath explosions especially slow my game to a crawl.  And then there's the torpedo sphere....how many torps does it shoot, for the record?

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  • SWR Staff - Executive
what video card? the new ship explosions are a lot more overhead on the vid card, make sure you don't have dynamic lod set to off, it will render all of the particles regardless of the framerate.
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I've got a radeon X550 256 MB card, I don't remember the vendor.

[rant] It's not very high end, I'm using it as a temporary card until I can afford something better, after my previous Radeon X1800 XTX burned out, and the (2!)  Nvidia 7800's before that both had memory errors.  This happened last summer when I was building my computer, you think the graphics card manufacturers would have higher quality control for their high end, $500 usd+ cards.  The $90 card I'm using now has given me absolutely zero problems, go figure. [/rant]

 

*edit* I don't see an option for Dynamic LOD, I have shadows off, and dynamic lighting on low, and geometry scaling on in the video options menu, and NLIPS off in the gameplay menu.

 

*another edit*  a feature I would like to see is the ability to repair ion damage, I like to use ion platforms to zap ships, then capture them.  Sometimes they never come back online.

Edited by overeditor
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  • 2 weeks later...
If you want a new game strategy, I was thinking you could use the space stations that were available in v.45.  You could make it so the rebels/empire has to protect the station from pirates/rebels/empire until it is evacuated.  This would make it possible for the player to have a reason to build the different types of transport vessels.  You can have a counter that tells you how many people have been evacuated and have a nav bouy a distance away for the transports to go to so they can hyperspace out of the area.  The protector person would be given more RU units in the begining so they can build transports and escort ships while the aggressor is placed far away and given a small amount to start with but can build mining ships for getting RU units.  Or you can have each side have a set amount of RUs in the begining and can hyperspace all their units in with nav bouys and have a set amount of transport craft to use to evacuate the base.  To win you will have to have 75% of your transports reach the nav bouy or a time limit to have the space station survive. Ships like the SSDs and ESDs would not be playable due to that fact they could take out a whole entire fleet by themselves.  By doing this it allows you to have a reason to use the corvette, transport and shuttle crafts and add a different strategy to the game.  Thanks
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i think shields being back in on all ships for .6 would be great, or at least seperate .big's, one that had shields, and one that didnt. i never noticed much of a difference in slowdown between .45 and .6, and i know that my ISD's are useless as soon as any sort or missile ships engages them, as all sub systems get fried instanstly. 1 laser barrage, and then i have to hyper them out to repair. just about full health left, but nothing to shoot. maybe a way around this without putting shields back would be to increase the sub-system HP? id still prefer shields, made for some amazing long slugging matches between the bigger cruisers and destroyers

 

someone mentioned something about taking "the big fat ship" that comes from the reb cruiser yard out? i assume you meant the mon remonda, since its not nearly as heavy hitting as just about any other cruisers on either side. the mon remonda is great to use a shield for high damage-low armor ships. for example, you put together a fleet with 4 nebula or rejuvenator destroyers, both with lots of missiles, but not nearly enough armor to stand toe to toe with any cruiser, and the mon remonda, and hype them in somewhere to attack a fleet. everything will concentrate its initial fire on the mon remonda until one of the destroyers starts to out-damage the cruiser. the mon remonda is a tank, and can take multiple volleys from almost any 10 cap ships before you have to retreat. 1v1, though, your right, the mon remonda is useless. it has some missiles, and some decent damage batteries, but just cant put out the damage that other cruisers can.

 

i do have to say, i like having all the s-foils on fighters locked open now. it was very buggy before when they were animated. kind of funky seeing a folded up b-wing spewing reb a blue from 4 empty points in space.

 

i also like the idea of having the SSD's buildable by the rebs, in the later era's, since they did in fact capture at least 2, and as it stands now, there is thing for cruisers or super caps (as far as i know) on the reb side that can stand against one for any length of time.

 

as far as this release in general, its amazing. i play it non-stop, great job

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  • SWR Staff - Executive
I think Eville will have to completely redo every ship for shields again... it would just double his workload. I doubt things are going to change again, so you're pretty much stuck with it

Evaders99

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http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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i never noticed much of a difference in slowdown between .45 and .6,

 

That's the thing, v0.6 has better damage effects, much more detailed ships and better explosions. If yo had shields now it would grind your comp to a hold, besides they had a bug of shots actually going thru the entire ship and emerging on the other side and continuing on it's path. Shields are compensated by having a high health recharge rate on the first quoter or so.

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it still doesnt do a thing to protect the subsystems. a mon cal cruiser may have 95% of its health after a hell of a beating, but its still as useless as the wreckage it produces if all its systems are fried from the first missile salvo. less useful actually, because you cant retire it and get some money, since it wont move
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  • SWR Staff - Executive
the trade off was to remove shields (because they were buggy AND slow, it was a nightmare, they are not coming back) the shield regen goes to the hull, the turrets were removed as subsystems sho the ship could still shoot, but the other subs were added, any of the non-converted 0.45 ship in oldship.big still have the subsystem turrets, those are the ones that have the problem.
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