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Numerouno

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Everything posted by Numerouno

  1. Thanks. Any other general tips fr them? What do you generally end up with at the start?
  2. Which side would you recommend for starting off? I'm thinking the Empire as you get a much bigger fleet, (I managed to get 3 ISDs the first time I played) but there are disadvantages.
  3. Drat. Is there a copy option when you right click it? I may be talking nonsense here BTW as rebed won't work on mine on account of rebbelion not being installed. I tihnk I lost it in the move to Thailand........
  4. Why can't you add chars? Just copy the file of the character and then replace appropiatly.
  5. Um, how have you been playing it on your computer then?
  6. Drat. The other comment?
  7. Firstly: What exactly is this 'Rebellion 2'? Secondly: Some of the ideas below could be disabled. 1.) Integrate ship combat, construction, the map, etc. So you would have the map, with the sectors, etc (defined somehow) and when you build a ship there, it would appear as a nice, detailed ship. If it then came near an anemy, it would start firing. You could give it orders, stock it with fighters. 2.) Modular ships. Not necessarily customisable. But a ISD might have severable modules which need to be built. Say, a birdge module, various weapons modules, etc. Sometimes they would be customisable. They can be destroyed, with negative effects, and need to be replaced. For example, if you destroy a weapons module on a ISD, those weapons would be lost. They would be specific turrets and stuff. You could also remove them to send to other ships, and they could be snt between planets. If you need one more Turbolaser battery (probably about 50 or so) you can take it off that crippled ISD, or that extremely-damaged-it-is-useless-now one. 3.) History. Make it so it notes all events a ship does, battles it takes part in (which you can name), when it is destroyed, if parts of it are destroyed/shipped to other ships. 4.) Hyperspace routes. This would tie in with the map. A little 'ghost' ship could show them in hyperspace heading somewhere. Intedictor cruisers would project an area which could bring them out, etc. 5.) Non-planet colonies. Space stations hidden away, producing ships, or just hiding raiders. Make that opponent work out where that annoying band of carracks is coming from, or where that SSD came from. 6.) Various set starting points and stuff. Those have played MTW will understand. For example, at the start of ANH (it would have a time bar to set when, and you can set your own start points) the Empire would have a solid grip, while the rebels would have little. Things like the Yuuzhan Vong would not exist. Then, as time passed the empira would iminish before the rebels take it, other species appear, etc. 7.) Not a set blockade thing. When you come around an enemy planet, give it an option to blockade. This would order the ships to stop all outcoming craft, etc. Escapees could inform the rest of the empire. 8.) Various sub factions. Your ships can turn traitor, independant pirates, sometimes admirals might try to carve out their own little empire somewhere, etc. 9.) Traitors join the enemy. Simple-they would take control of your ships, etc. 10.) Chain of command. Your ships don't automatically respond, the orders take time to get there. Each admiral would command several ships, stuff like that. You could take individual command of admirals for precise control, but couldn't command everyone else. 11.) Named admirals, ranks, train them, etc. 12.) Ship Design. Like with the modules, let us design our own ships/modules. That is all for now.
  8. One note on the 'imperial star destroyer 18' bit. If this was a human player, it might be less. They builkd ISD 6, for example, and rename it 18. Worries you.
  9. How exactly do I get this mod? Also, the cruiser seems vastly overpowered. 5-6 as many turbolasers as a SSD for about half to a third of the cost? Um.......

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