SWR Staff - Executive Evaders99 Posted March 31, 2011 SWR Staff - Executive Posted March 31, 2011 This is solely hypothetical - but if you have to remove a ship (or ships), what would you remove? Discuss Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://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.
Lavo Posted March 31, 2011 Posted March 31, 2011 The Vong's frigate Carrier/Colonizer. That thing is so bloody OP it's not funny. Technically most of the Vong ships are OP, though that ship in particular is easily the worst. The CC-2200, for it's cost, it's extremely underpowered, and is useless for the AI to produce and waste resources on. The NR's Defender (forget exact ingame name) or Proficient. They are both have the exact same stats, however, the Proficient has Flak Burst and costs 4 credits and 1 crystal more. There really is no need to have both of these. Sins of a Galactic Empire staff.
soul0reaper Posted April 20, 2011 Posted April 20, 2011 Well choice can be good, you can probably make one just maybe 50% cheaper and half its stats or something. IMO the diversity in the mod is great, whether they matter and how its spread out is a different matter
Snowba11 Posted April 20, 2011 Posted April 20, 2011 The imperial torpedo sphere and replace it with another large round ship the imperials used whats its name again the death sun or something? I never use them at all also the imperial star destroyer command ship is it not more or less the same as the isdII ? I would love a victory SD somewhere in the imperial line up. And love to see them have another beastie super capital somewhere also. One other springs to mind corellian corvettes does anyone ever make them? I only use heavy corvettes for scouting. Its a shame with them being in the movie possibly make them just diplomacy ships once diplomacy is added into the mod but for now they seem useless.
SWR Staff - Executive Evaders99 Posted April 21, 2011 Author SWR Staff - Executive Posted April 21, 2011 This will be said for the millionth time, but the Death Star won't be in the game until we get a proper "destroy planet" function. That being said, even as a battle station, I think it would be absurdly powerful and hard to balance properly. As this is mod is more about mass-produced military ships than superweapons, I really don't expect to see it in-game. Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://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.
wbino Posted April 21, 2011 Posted April 21, 2011 Could'nt the Novalith be modded into a Death Star? it might not be permanent destruction but the effect would be the same. And in Nova's planet mod didn't he have a Deadly Secret planet that was permanently a drain on the planet? If these could be combined.............
Snowba11 Posted April 21, 2011 Posted April 21, 2011 Yeah I undertand the constraints of putting it in the game tbh but we can dream. If it had the ability to sy once evrry few minutes strike and basically wipe anything out or wipe a planet down to 0's that would be great. The biggest task would be including some sort of ability so it can be destroyed somehow.
Lavo Posted April 22, 2011 Posted April 22, 2011 Could'nt the Novalith be modded into a Death Star? it might not be permanent destruction but the effect would be the same. And in Nova's planet mod didn't he have a Deadly Secret planet that was permanently a drain on the planet? If these could be combined.............That was from Sins Plus, not Nova's planet mod, it was a planet characteristic. Certainly, it's possible to make a Death Star tactical structure similar to the Novalith that does 1 million damage and makes the planet uncolonizable for an indefinite amount of time, effectively destroying it, however this would severely unbalance the mod. In addition, there's the fact that there is no way to "limit" the amount of Death Stars a player has, nor display a notification that player X is building one. The reason the Death Star isn't added to the mod isn't due to feasibility, it's due to balance and gameplay, and the Death Star simply does not fit in SoGE structure and style, as Evaders noted. Sins of a Galactic Empire staff.
soul0reaper Posted April 27, 2011 Posted April 27, 2011 If you can make a heavy choke, in normal sins a tec player can go novalith happy late game and decimate players. The same would happen with the death star.
Lavo Posted April 27, 2011 Posted April 27, 2011 If you can make a heavy choke, in normal sins a tec player can go novalith happy late game and decimate players. The same would happen with the death star.What do you mean by a "heavy choke". As well, Novalith spamming is something to avoid, not duplicate. As it is, the Imperials have a great planet killer, the Torpedo Sphere. I realize many are probably thinking that it's a useless capital ship, but this is false. It's Planetary Shield Breach ability, when fully upgraded, can do 39 000 instant damage to a planet, provided the owner has done no Defense research and has no shield generators, and 29 900 provided the person has maxed out the proper defense techs and has no shield generators. As a bonus, when maxed out, the Study Target ability can deal 4005 damage directly to the hull of a ship, before armour bonuses are applied of course. To put this in perspective, the ISD Command, Providence, Lucrehulk, Venator, Procurator, Nebula SD, MC90, and MC80 have 4000 hull (and varying armour counts). Sins of a Galactic Empire staff.
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