SWR Staff - Executive Evaders99 Posted October 14, 2012 SWR Staff - Executive Posted October 14, 2012 The next public release for Sins of a Galactic Empire, the Star Wars total conversion mod for Sins of a Solar Empire: Rebellion. Check it out, downloads on our Moddb page While none of the developers get paid, our SWRebellion server helps host our website, subversion repository, bug tracker, and other development tools. Consider donating to our Paypal (Paypal donate button is in middle-right of the page) Esp thanks to Lavo for bringing it all together! 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.
tlmiller Posted April 16, 2013 Posted April 16, 2013 Quick question on the mod. Started playing the latest update the other day. So far just played a couple games as the Empire. Planning on playing some as the Republic when I get back from vacation, but anyway... 1. For the Empire, shouldn't the Vic-II/Vindicator/Galdiator have 2 fighters, not 1 as it currently does? Canonically they have 2 Squadrons, 1/3 the fighter complement of an ISD-II (24 vs. 72), which in the mod has 6 squadrons. So should have 2 squadrons.
tlmiller Posted April 19, 2013 Posted April 19, 2013 Same question for the Republic. How come the Venators are being jipped out of their fighters. Canonically they had over 400 total fighters vs. the 72 of the ISD/ISD-II (over 450% advantage), yet they have only 8 vs. 6 (33% advantage)? Even if you ignored 1 of the 2 types of fighters they had, they still had over 220 total fighters (still over a 200% advantage).
Lavo Posted April 19, 2013 Posted April 19, 2013 The VSD/Gladiator currently have a single squadron for balance reasons; I'm taking another look at those two, and the Vindicator in particular, after exams as the Escort Carrier revelation made me realize how much I overvalued fighters. The Venator is an odd case. To be entirely honest, it's listed fighter capacity is higher than the Viscount's (as per those Wizards stats), making me unsure of how to balance it out properly. Currently the current stats are made such that it's a warship that can actually harm other ships in a fight and has a large fighter compliment (bested only by the Lucrehulk and supercaps). Though once supercaps (excluding the Executor/Viscount/World Ship, which will possibly get their fighter counts boosted and supply cost adjusted) get revised, which is my big post-exam project, I will take a second look at the Venator as a whole; there's a chance I will greatly weaken it's weapons, but highly boost it's fighter count and supply cost. Another issue is that, unlike EaW, you cannot restrict ships to have specific fighter counts; this is a particular problem on the Jedi Venator which has Jedi Eta-2 squadrons, having greater fighter counts on that ship would make it extremely OP, some would argue that it's OP as it is. Further, a big point, completely unrelated to balance, is game lag. Fighters and trade ships are the worst offenders for late game lag in Sins, making me wish to limit their numbers to reasonable amounts, even if this isn't entirely canonical. In short, you bring up very legitimate questions, but I'm fully booked until May comes around, and can't give time to look at them until then. Sins of a Galactic Empire staff.
tlmiller Posted April 19, 2013 Posted April 19, 2013 I wouldn't suggest weakening their weapons systems (their batteries are stated to be capable of similar output to an ISD-I), but rather weaken their hull and shields. Make it so they've got lots of fighters/bombers, and can provide a good punch if you move them into battle, but are a bit "glass-hulled" and won't last long when going against other large capital ships. OH, 1 thing I forgot. When you start looking at things, any plans on making the Procurator the correct size? I like the ship in game, but it's canon size is 2500 meters, more than DOUBLE the size of a Venator (and over 1/2 the size of a Praetor mk1 (4000 meters)). I actually agree with having it at it's current (moderately weak) stats due to the fact that at the time of the Clone Wars, it's already a 2 CENTURY old design, but would like to see it correctly sized if possible.
Lavo Posted April 21, 2013 Posted April 21, 2013 I wouldn't suggest weakening their weapons systems (their batteries are stated to be capable of similar output to an ISD-I), but rather weaken their hull and shields. Make it so they've got lots of fighters/bombers, and can provide a good punch if you move them into battle, but are a bit "glass-hulled" and won't last long when going against other large capital ships.I flat out refuse to weaken it's health. The Venator had hull and shielding equal to the VSD-I, and that ship was by no means a glass cannon. Further, this would mean the capital Venators would not be able to go into battle and use their support abilities on the fleet, which would make them utterly useless. Additionally, the AI would not understand this and keep sending in Venators to their deaths. Also, the Venator's 8 main cannons were said to have equal or superior firepower to the ISD-I's 8 large cannons (4 on each side of the bridge), but not the ship itself. I'd say the Venator, which has a total of 160 DPS versus the VSD-I's 200, has more firepower than it truly had, and reducing that in favor of more fighters would be a very apt and canonly correct thing to do, though I could be wrong in this regard. OH, 1 thing I forgot. When you start looking at things, any plans on making the Procurator the correct size? I like the ship in game, but it's canon size is 2500 meters, more than DOUBLE the size of a Venator (and over 1/2 the size of a Praetor mk1 (4000 meters)). I actually agree with having it at it's current (moderately weak) stats due to the fact that at the time of the Clone Wars, it's already a 2 CENTURY old design, but would like to see it correctly sized if possible.Didn't even realize it was scaled incorrectly. Yes, I will certainly look at increasing it's size. Sins of a Galactic Empire staff.
tlmiller Posted April 21, 2013 Posted April 21, 2013 I wouldn't suggest weakening their weapons systems (their batteries are stated to be capable of similar output to an ISD-I), but rather weaken their hull and shields. Make it so they've got lots of fighters/bombers, and can provide a good punch if you move them into battle, but are a bit "glass-hulled" and won't last long when going against other large capital ships.I flat out refuse to weaken it's health. The Venator had hull and shielding equal to the VSD-I, and that ship was by no means a glass cannon. Further, this would mean the capital Venators would not be able to go into battle and use their support abilities on the fleet, which would make them utterly useless. Additionally, the AI would not understand this and keep sending in Venators to their deaths. Also, the Venator's 8 main cannons were said to have equal or superior firepower to the ISD-I's 8 large cannons (4 on each side of the bridge), but not the ship itself. I'd say the Venator, which has a total of 160 DPS versus the VSD-I's 200, has more firepower than it truly had, and reducing that in favor of more fighters would be a very apt and canonly correct thing to do, though I could be wrong in this regard. Hadn't even thought about it's abilities, yeah, true.
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