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Stellar_Magic

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Everything posted by Stellar_Magic

  1. You mean like Golan Defense Platforms?
  2. I'd bet Jade just uses a blaster, just like in Star Wars: *Cough* Battlegrounds *Gags*. Man that title is just so Bile... I can't even say it.
  3. Darth Vader: "Don't make me remind you of the price of disobedience Delphi-PG." Delphi-PG: "I must apolog..." *Choke* Darth Vader: "Apology accepted Mister Delphi.
  4. Everyone, capture KUAT! Not only is it the key to the ISDs but you need it to research the Ground Based KDY Ion Cannon... I'd bet we'll see the appearance of both Ground based Turbolaser Batteries and Ion Cannons. Though as to whether you can fire them on ground targets or if they can be targeted from space is an open question.
  5. Up against pikemen they shouldn't have been able to... Up a against swordsmen however... What was really bad was just how overpowering the Elephants were in the game. S*** we're hijacking this thread, back on to dead heroes. Here's a question, in EAW will Luke just be like in ANH where he only uses a blaster?
  6. Not really, most canon sources have it so the ship actually carried less turbolasers then the standard Mon Calamari Class Ships, but it did carry a God awful number of fighters compared to the Mon Calamari class. (It's also been suggested in some sources that at least one other sister ship existed and participated in the Battle of Endor.)
  7. I'm not saying RTW is realistic (Because it is far from realistic, at least until I modded the c*** out of it), I'm saying that right now its nabbed more share of the market in games with one installment then anything else, including all of the C&C games. It's got fans who have never touched any other strategy game. If you guys can create a game that has that much broad spectrum appeal then have at it. Personally I think the best RTS game I've ever played is actually Close Combat III: The Russian Front.
  8. In war people die, be they heros, villains, noncombatants or military personel. If heroes are respawnable or resurrectable they will quickly come to be the dominant force on the battlefield, not AT-ATs, not Star Destroyers, not X-wing squadrons. There is no strategic risk inherent to utilizing heroes when they are ressurectable. If you loose him, big deal, he'll be back in a bit. This degrades gameplay by watering down strategy and replacing it with a "hero rush" type situation analogous to AOM and Warcraft. The entire game becomes about the heroes and more analagous to a unusually large scale RPG then a true RTS. For a true strategy gamer there must be an inherent risk to utilizing a hero being that if you loose him you won't get him back. Therefore we must demand that for this game to be a truely challenging and rewarding strategy game that heroes be made unressurectable.
  9. Actually I bet you can. In Star Wars Rebellion you could save a campaign to the host's computer and start from there the next time you were against each other.
  10. Dumb, very dumb. I mean look at the best selling RTS today, Rome: Total War and guess what all your heroes can die, and die easily. Heck they can die from old age even... We must have hero deaths permament! Who is with me!!! *A legion of stormtroopers bursts into cheers as they charge toward Petroglyph's offices!
  11. Well I guess we won't get to play as either the rebs or the imps then! Anyway, I still want Noghri, I love sending those demons after the bad guys. They're the ultimate assasins.
  12. Noghri, we must have Noghri!
  13. Well, here's something I've been thinking about. If starships have destructable hardpoints, can ground vehicles? If they can it'd be awesome if we could make it so that you could take out the weapons on a walker, or its power generator... More tactical options, the better.
  14. We've seen damage modeling in the other trailers, this ship appears to be completely untouched however... I still think its a shot from a ground side battery.
  15. Still, what weapon could the rebels have beside a ground based battery that could destroy an ISD in a single hit?
  16. http://i19.photobucket.com/albums/b191/Foshjedi2004/InSpace1.jpg What is the enormous bolt that destroys the ISD in the new trailer. I've got a sneaking suspicion that we've just seen the power of ground based weaponary in EAW. Anyone remember the LNR series from rebellion?
  17. Well we haven't gotten to the point where we can start filming, right now I'm working on completing the skins for the characters as well as building the two main sets for the series (Unfortunately one is only going to be used in the pilot film). We're using the JA+ mod to add additional animations for the characters. Unfortunately, I can't figure out if there's a way to get the models to have their lips move in multiplayer... If we can't have moving lips, oh well, we'll just have to go ahead without them. Unfortunately the script I've got calls for a lot more speaking parts then even Red vs. Blue's normal episodes, several fo which are female.
  18. Because they were named by a race that didn't use basic. Supposably the Destroyer droid isn't even a new piece of technology. In one of the books they talk about Nute Gunray hunting for a way to obtain them from the race which created them. Also, in Episode II you can see that the blaster rifles the clones are using can actually penetrate the shields of a droideka, you can see several of them felled by the directed fire of the ion type blasts employed by the clones.
  19. I've started work on one as well... It's called Rebs and Imps. We'll be using Jedi Knight III: Jedi Academy as a platform as well as SW: Warlords mod for the extremely few space shots (90 percent of it will be on a planet with a Rebel Infiltraitor team facing off with a squad of Imperial Stormtroopers, both of which are stranded on the world. Think Red vs. Blue in the Star Wars Universe.
  20. I think some of you guys are misinterpreting what I've said. Missions are assigned by the High Command AI to your team, as well as everything else under Rebel/Imperial Command. The chain of events in the films could be, or could not be duplicated depending on how both sides perform. Combat formations deploy to worlds and space, engaging each other as intelligence operations and operatives support them. As for getting good campaign gameplay across a hundred different worlds... I'm thinking, lots and lots of prefabricated structures. Garrisons, cities, towns, and maybe even landscapes could be autogenerated much the same way they are in the tactical combat arena of Rome Total War. By using a modular design it would be possible to make it so that missions and objectives could be autogenerated. So that instead of having to build a hundred different imperial garrisons in a map maker, all that would have to be created would be a dozen or more prefabricated garrison parts that the computer could assemble into a garrison. As long as they fit together properly the result could be as good as or better then Splinter Cell's maps because the game designer would be able to concentrate on making pieces of a puzzle instead of having to start afresh for every location. I've done basically the same thing when I've toyed with map making, its a much more efficient means to make lots of maps that are different, but similar.
  21. Re-read the features guys, it says Dynamic Campaign. Which means there won't be any written plot, you make it up as it goes along...
  22. With every game ever made there's a cap, because a game engine can only keep track of so many units. In C&C it's just insanely high!
  23. Star Wars: Infiltraitors It is a time of civil war, the Galactic Empire has begun a series of attempts to suppress the liberties of alien species. Using infitration and commandos the Empire has been able to derail a number of operations sponsered by the Rebel Alliance. Thousands of star systems are the site of combat by both sides. Now the Rebel Alliance is fighting back with commandos of their own. Guerillas, Commandos, and Infitraitors are scattered throughout the galaxy in a hope to stave off the onslaught of the Imperial Army. As starfighters and capital ships class in the skies and armies on the ground, thousands of unsung heroes work in the darkest of arenas. Both sides have begun to gather their full strength as in the dark corners of the Galaxy the Empire works feverishly to complete their ultimate weapon. As rumors of a weapon of unimaginable power echo through the star systems the Rebel Alliance struggles to survive the assault of Imperial Forces and discover the secrets of the enemy. Features: Play as a member of the Alliance Infiltraitors, Alliance Commandos, Imperial Intelligence or Imperial Commandos in a fully Dynamic Campaign. Utilize an arsenal of over 30 blasters, 20 projectile arms, 10 rocket launchers, a plethora of melee arms, and 10 grenades. Realistic weapon effects and damage mapping for characters and equipment. RPG style interaction with team members and other NPCs to enable the possibility of recruitment and defection. RPG style system of abilities and skills. Complex team interactions including the forging of relationships. Dynamic campaign including the possibility of campaigning across over 100 hundred worlds. Customizable character as well as an RPG style item system along with realistic weight restrictions paired with a slot style system. Slot based personal load system where weapons, magazines, and grenades are visible in their holsters and pouches. Complex and adaptable squad based ai as well as a campaign high command ai which manages the large scale battle.
  24. Still, having 12 would make each formation more then twice as effective.
  25. I think some more information would be of use before we decide if a pop cap is a good or bad idea. Having the number of units available proportional to the number of planets under your possession would make sense, but I would prefer a system similar to Rome: Total War where each formation has a cap, but there is no strategic cap except for how many units you can support through taxation.

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