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Everything posted by Gleem
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For anybody willing to commit himself to help us make SWRII
Gleem replied to Mad78's topic in General Discussion
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I think considdering how absolutely impractical it deploys sometimes, like right next to Yavin or right next to Corrusant or a million miles from the nearest cantina, I'd guess it's completely random. Actually my question was where people mostly do their recruiting. It's my theory that a lot of people would stay on Yavin, knowing it's the most unlikely place for you to be at, and within 100 days you can get a lot of characters, right?
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For anybody willing to commit himself to help us make SWRII
Gleem replied to Mad78's topic in General Discussion
You might want to try the cardlists of Deciphers cardgame, as a good place to start. Just go to their site, do a word-find and look under character. Every card comes with a biography, picture and gives an idea of what they are good at according to official star wars lore. -
For anybody willing to commit himself to help us make SWRII
Gleem replied to Mad78's topic in General Discussion
How about a way to design ships to your own specifications? We could let the characters with 'shipdesign-ability' offer discounts for the cost/time of the design. In fact, why not just give characters a skill in science and allow them to be committ that science value to whatever project the player finds more important, right now. We could include also include research facilities and allow infiltrators to steal techs or the designs your have come up with. -
For anybody willing to commit himself to help us make SWRII
Gleem replied to Mad78's topic in General Discussion
Why? As long as we are being constructive right here and actually discussing MAKING the game. I really like the idea. I might even not go to college next year and join this project instead. If we can find a couple of more people 'crazy enough' to jump in we might actually get something going. Maybe you should change the title of the thread to like: "Who is willing to committ himself to making our own version of rebellion II, and how do you think you can contribute?" I think the fact 'that we can do it' is pretty obvious. -
Not trying to advertise illegally but since you are the webmaster and this is a really good game to those who like real RTS with actual strategy in it: http://www.gamespot.com/pc/strategy/europauniversalis2/review.html It beats Civilization in realism, it's very well playable as a MP-game and I think it has some ideas for our kick-ass self-produced version of Rebellion II too
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For anybody willing to commit himself to help us make SWRII
Gleem replied to Mad78's topic in General Discussion
Doesn't that make the game too static and pre-arranged? I have played the cardgame by decipher too and it's kind of annoying that you can 'deploy Commander Luke only on Hoth". Also you might have to considder that it might make the game a little predictable if you knew that Luke starts out on say Tatooine and if you knew he was going to be 'the chosen one'. Maybe it would be fun if different characters could become 'the chosen one'? I used to love playing a game called Covert Action because evertime you played it it rearranged the characters and their role a little bit. Maybe you could keep certain things constant, like senator palpatine plotting his coupe and leaving other things more open, allowing the characters to develop more during the game, rather then sticking too much to the storyline of the movie. Let Page be Vaders son for a change and Leia his sister or let Leia be the hero from the original trilogy. What if she had discovered her talent before? Would she have been trained and maybe faced Vader herself? What if Anakin hadn't been turned to the dark side? One of the most interesting aspects about Rebellion is probably the characters, their actions, and how they are developed during the game. Why not leave more freedom and more possibilities for the player to do that? -
How many characters and decoys should you send in MP? In this guide to single-player that I read it says you should have about 3 characters and one decoy for tough missions, but I have seen other guides where people use more then 10 characters/decoys for one mission. I was just playing a MP-game and didn't foil a single enemy mission So, there must be some sort of trick to this.
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What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
YEAAAH!! Enough to go to the chamber of commerce.. ......except ...ehem... which one? I think it can be done too.. If you are upto it, I'm in. Let's start talking about the basic concept for the game. How about opening a different thread for that? I think having people from different parts of the world could be an advantage, especially if you want to launch a product with worldwide appeal. You need to form a team of people willing to go and do it. I think they can be recruited on this forum and it's better then just talking about it. For instance, I am a good writer. I don't know much about programming but I do know a lot about advertising, public relations and media. Also I have played hundreds of different games in my life and I have the time to commit to a project such as this. Now all we need are other people with the same desire, willing to free up time, who could contribute in some way. -
At the moment I am playing Rebellion and Europa universalis 2 all at the same time. In a way the two games have a lot in common. They are both real time with the option of being able to slow down everyonce in a while to slow down the game for contemplation and revisement of the overall strategy. Actually, it wouldn't be all that hard to move the Star Wars setting to a medevial/renaissance setting. Imagine Star Destroyers like as being giant war galleons and imagine the rebellion along the lines of the Dutch uprising from Spain, or the American war for indepence. So I was wondering.. How many of you play both Rebellion and EU2? What do you think of Europa Universalis?
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What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
You got any money too maybe? -
Is there a ranking for SW rebellion players? I was just thinking of organising a small tournament with the couple of players that I wanted to MP with and it suddenly dawned to me how cool it would be if there would be some sort of ranking system to help organise these type of tournaments really quickly. Are there tournaments like this btw anywhere?
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What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
You mean Rebellion first appeared on the Atari 2600???!! So 'pops', what did you try before then? I am just trying to have a positive attitude and maybe we cannot get LucasArts to make Rebellion2, but maybe we can make one ourselves. It's been done before with other games (like Hero's Quest) and there are enough enthusiastic people here to do it with PLUS with thousands of people serving this forum who really needs Lucasarts to make a great Sci-Fi game based on a Starwars-like setting? We just make it ourselves.. -
I'd like to play very much.. Can I be a 10 year old orphaned boy from Drall, who's mother was a TIE-fighter pilot? Name:Tycho Bachenkall Rank: Race:Human Occupation: Thief Force ranking: Tycho is not aware of his ability to use to force or not Origin: Drall Tycho was orphaned after his mother was killed in a huge spacebattle. Long before that, his father was forced to run from the hutts on Drall. Tycho never knew him. Tycho wonders what he would look like. Tycho now makes a living picking people's pockets, juggling balls and begging. His thoughts dwell on his mother everynow and then..
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Is there a special test for that then?
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AHA!! So as long as you don't think I am "foolish' you would not suspect my main characters to on Yavin recruiting away, to be completely done recruiting by day 100? I'd say that makes Yavin the perfect base!!
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What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
For how long? Forever? I am a patient man... and people, like the people at LucasArts are forgetful. I bet they have already forgotten about Rebellion completely and if you modernize the game in such a way, without removing the most important elements, they would probably never recognize it and have a hard time proving we stole it. The courtcase would be great publicity, by the way.. -
In the other thread I suggested maybe departing from the Star Wars copyright and creating a new universe would be the best chance we'd have at seriously developing a sequal. I am rather inspired at the idea of creating such a universe and it has me seriously thinking about writing a story for it. I'd make the story a little more bloody and dark then Star Wars and try to combine the best parts of sci-fi unversa that I have come into contact with. If and when I write my bestselling masterpiece , I will want to encorporate the best elements of SW in it, offcourse.. So, what are the best elements of the Star Wars universe do you think? Is it 'The Force', the concept of a civil war, the fairytale idea, the costumes, or the characters? I'd love to hear your ideas
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What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
Ok, maybe a radical departure from the original idea ( and maybe blasphemy, but... Does it really have to be a Star Wars game to begin with? Couldn't we just ripp off the best features of the game and the trilogie, and create a new universe? The basic concept would be the same, two parties engaged in a bloody civil war set in a far, far galaxy with good facing evil in a titanic battle for control. By circumventing the sw-concept we would have way more options in terms of finding a developer, and Lucas Arts' apathy towards Rebellion could then suddenly work in our favour. Also the game would have a broader appeal because it's sci-fi and not star wars. AND.... we could always SW-mod it later, right? -
I mean in multiplayer offcourse.. I am interested to see what the general trend is. My guess is that quite a lot of people will stay on Yavin, knowing that it would take the Empire at least like 80-100 days to bring on a serious assault-force and even if they did 'blitz' Yavin that way, they would expose themselves, but offcourse that would make it all the more interesting to stay on Yavin, now wouldn't it? It makes for a great faint anyways..
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What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
That doesn't sound legal, somehow.. Also it would only annoy Lucasarts and even if that got them thinking about it, you would still need a concrete marketing-plan for it and a broad idea of what the new game would look like. Maybe you should try to find a programmer or programming-team first who would be willing to tinker with the idea. Are there any big games events coming up soon? ^^ -
What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
Who would have thought they would ever remake "Pirates!"? and they are. As president Harry S. Truman once said: "An pessimist is someone who sees a problem in every opportunity. An optimist is somebody who sees an opporunity in every problem.". Now what's the problem? -
What do you think could convince Lucasarts to make SWR2?
Gleem replied to Mad78's topic in General Discussion
Reallistically, I think you would have to convice Lucas arts that they could make money with making a Star Wars strategy game like Rebellion. Now I may have flunked Marketing many times in my life, mostly out of my own choosing but it comes down to the 4 P's. Price How do you keep development costs as low as possible to be able to have the highest profit margin in the end. Please, remember that good games take several years to develop. In the case of Rebellion 2 they might save some money on the development of the concept and be able to steal some things here and there from the original. ProductMaking a game exactly the same as rebellion 1 wouldn't make an interesting product. How do you make Rebellion 2 appealing to a large majority of games players while not disappointing diehard strategy fans who place different demands on a game they would be willing to buy. What can you add to Rebellion 1 using modern hardware and based on what potential buyers, in particular the diehard fans would would be looking for, without driving up the developments costs too much? It's important to also avoid adding much too advanced game concepts which might scare away newcomers and even conservative fans of the prequal . Place (i.e. distribution) What would be the best market to sell the product in. Should the product be marketed exclussively in the U.S. or are there other markets which are potentially more open to buying a produkt like Rebellion 2? Which retailers would be willing to distribute your product to the eventual consumer? In other words, how will Rebellion 2 reach the consumer that would potentially be interested in buying it? Promotion What can you do to achieve the highest amount of promotion at the lowest cost. If enough consumers are interested in buying the product they will, scream, beg, or practically hold the retailer at gunpoint to order it. Advertising is a very cost efficient tool, you will reach a lot of people in little time, but the initial investment is considderable. I think for Rebellion 2 you could easily develop a very good Public relations-plan to 'build-up' the exitement around the product, that wouldn't cost a lot of money but would have the same effect as a massive ad-campaign. Come up with a good 'marketingmix' of those 4 p's, put it down in dollars and sense, wrap it up in a stylish presentation and you might have a chance of selling your idea to Lucas Arts, at least enough to get them to listen, better then any plea or threat would ever do. -
*** CLASSIFIED *** DATE: DAY 3 FROM: COLONEL WOLF YULAREN, HEAD OF THE IMPERIAL INTELLIGENCE MESSAGE TO ALL IMPERIAL PLAYERS!! REBEL BASE DETECTED ON YAVIN 4!! SHOULD WE ATTACK THIS BASE NOW? *** MESSAGE ENDS ***