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Spike2000

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Everything posted by Spike2000

  1. 3) Laser are for fighters, turbolasers for capships I know that, but it IS possible to knock out a cap ship with just lasers... I'm looking to figure out the relations between the two weapon systems: are they 50% effective (or 25% or whatever) if you shoot at the "wrong" type of target?
  2. Note - complicated stuff warning! Basically, does anyone know how these work? An Imperial Star Destroyer has a Shield Strength of 300, and a recharge rate of 15. It's hull value is 2750. (bear with me, I think the hull value is relevant...) A Lancer Frigate also has Shield Strength of 300, and a recharge rate of 15. It's hull value is 500. From observation, the shields on an ISD last longer than the ones on a Lancer Frigate. Questions: 1. Are shields like hull: basically 'hit points' that are removed when hit, and recharged at the given rate. If so are the shield points proportional to the ship's hull value? 2. Is the shield strength an indication of how much damage the shields 'dissipate' from incoming fire? Is this tied to hull value? (This would mean that a Corvette shooting at the ISD would do less damage to it's shields than if it was firing at the Lancer, even though, on paper, the shields should be the same). 3. What is the difference between Lasers and Turbolasers when firing at a ship? How are they related? Are 100 Lasers equivalent to a certain number of Turbolasers? 4. Again, from observation, it is possible to 'overwhelm' a ship with many smaller ships. A single Corvette shooting at an ISD will do nothing, yet 5 of them can eventually damage the shield generator, even though they are not penetrating the shields. How does the game determine when the shield generators are 'overloading' and fail? If anyone has managed to decode the formulae for this (Game Developers listening??) ... I'd be grateful if you could pass them on. Thanks
  3. Recharge rate appears to be proportional to the ship's firepower. Examples: Ship A: Firepower 100, Recharge Rate 10 Ship B: Firepower 100, Recharge Rate 1 Ship A fires 10x faster than ship B. Ship C: Firepower 1000, Recharge Rate 100 Ship D: Firepower 1000, Recharge Rate 10 Ship C fires 10x faster than Ship D. Ships A and C fire at the same rate, as do ships B and D. Imagine it working like this: Every time the ship fires, it's weapon battery is emptied. It will only refire when it is fully recharged. It's recharge rate is the amount of power that builds up in the battery every second. (or cycle, or tick, or whatever unit of time it works on..) Hope this helps
  4. Going back a little, yep the slots appear "stuck" for replacing ships. My friend and I made a few alterations (mostly tweaking cap ships) but the biggest alteration was changing the Imperial side's fighters from Fighters, Interceptors, Bombers and Defenders to Interceptors, Bombers, Gunboats and Advanced. Initially, we swapped out the TIE Fighter for the Gunboat. Imagine my dismay (and oppoenent's delight) when the Empire side started with 20+ 'prototype' Assault Gunboat Sqaudrons. Anyway, we fixed the problem by swapping the Gunboat and Interceptor over in RebEd... and the Empire started with a pile of Interceptors (which is what we wanted). Altering the Research order had no effect. Basically, any of the stuff that, in the un-modified version of the game is in your 'starting lineup' ... should not be swapped out for 'advanced' stuff... 'cos you might end up with your opponent starting with it!
  5. I'm in the UK (and a bit of an insomniac) and am looking for people to play against. I currently have one regular opponent, we tend to play long games (huge galaxy, mostly on slow with bouts of medium). I'm used to games lasting for months (in 2-3 hour "rounds") so I'd be interested in anyone who plays along those lines. Feel free to email
  6. Thanks for the welcome! The Total Conversion sounds like a great idea (and a lot of work) so good luck to all involved. Meantime I'll be sticking to pretty much the original game with a few "tweaks" using the stuff on here. (For example, Interdictors can now carry a squadron of fighters). Next stop... find some other people to play against!
  7. This isn't a "which ship class is best?" discussion. Do you guys ever get a 'favourite' ship. A ship that is involved in many battles and survives, that you opponent actually begins know and hate for it's actions? In my current game, I have two, I guess. I started (as Empire) with one ISD and five (!) Carrack light cruisers. In the early stages, the Imperial characters managed to be unsuccessful on virtually every recruitment and displomacy mission, resulting in the Rebels having a foothold in every sector, and two sectors completely under their control. Based in Sesswenna, the ISD Warspite has fought off and/or destroyed several Alliance ships coming into the sector to attempt to establish a foothold. It also has participated in the liberation of three planets, and has defended Coruscant from probing Rebel attacks. This however, does not match up the achievements of my first Dreadnought, the Legion. This ship, currently damaged and awaiting a replacment hyperdrive (current rating 180:80) has fought in numerous engagements in the Fakir sector. Leading a much larger Rebel force into an ambush, it was responsible for the destruction of a Mon Calamari Cruiser and a pair of Nebulon-B Frigates. Because of the Rebels' advanced infrastructure and research programme, the Imperial fleet is currently outmatched (ship-for-ship) by the Rebels, yet due to the actions of these two ships, the Rebel Fleet is considerably outnumbered by the Imperial Forces. The Empire is working furiously to get it's shipbuilding programme up to speed before Rebel reinforcements can make a decisive difference in any of the front line sectors, or make an assault on Coruscant itself. Day 550 Current Rebel Losses: 1 Mon Calamari Cruiser 3 Alliance Dreadnaughts 2 Nebulon-B Frigates 5 Corellian Corvettes Imperial Losses: 1 Imperial Dreadnaught 2 Lancer Frigates Obviously the Empire has behind-the-lines activities, but I will not go into detail on these for reasons well known to all
  8. Is it possible to add units to the game without removing an old one? Can you then play multiplayer games with these additional units?(assuming, of course that both players have had the exact same changes made) A brief look at the RebEd would suggest you can only replace units and not add new ones. I'm wondering if there's something I missed? I've been playing for ages, against a human opponent now (the AI is just too dumb) and would like to simply add more units to create new strategic options within the game, rather than alter the existing stats for, er, things. Help is appreciated EDIT: Never mind, found something on this forum that answers the question. I'm guessing that adding fighters would mess up the game, as you only have four squadrons to work with, and fighters are placed in these by type. 5 into 4 won't go. Unless you can make B-Wings 'count as' Y-Wings or something, to create mixed squadrons of similar fighters. Oh well. New question, then: What ships do you guys usually replace, and with what? Is there a standard set of replacements that are used to improve the game? Perhaps an idea would be for someone to compile a set of RebEd cards and alterations that still give a balanced game, yet make enough changes for it to be different/more fun. Finally, do the replacement models look better than the originals? If I can't add ships, could I just make all the exising ones look better? (ie a Carrack that looks less like a shoebox).

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