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Samheyn

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Everything posted by Samheyn

  1. I guess it's because of the upgrades the player bought. If you look closely on the left side of the screens you will notice that there are different kinds of upgrades. I think that some of them raise your fighter or cap ships combat strenghts. If this is true the values are worthless because without knowledge of the upgrade effects we will never be able to compare them to each other...
  2. Since I don't read the Pc-Games Magazine I don't possess this article but if somebody would send me the scanned images I could surely translate it. And I don't think it's that much extra work Just PM me if the task is still to be done
  3. I have to admit that I was also disapointed. Some years ago we had a lot of fun with the original empire earth on LAN parties... EE2 has some nice features and yes, it is well thought but the cool flair of empire earth has disappeared. I don't like the new GFX, the GUI is to simple and the terrain isn't detailed enough. And compared to RoN the single player campaings are way to short and there is no world map...
  4. Don't think that Petro is going to implent this into the game but.. sounds like a cool idea, yepp.Ok, this might be a good tutorial regarding the battles. But what about the strategic map? There should be a short tutorial too. Another stupid "droid moderated" watch&learn tutorial like in rebellion ?
  5. I don't think this would fit into the game. We don't know if there would be another use for these charaters than commanding a fleet or troops in battle (we don't even know if there will be espionage, sabotage and so on). Since EaW is a RTS Game and the battles are far more human controlled as they were in rebellion, officers might be of no use. And as far as we know there will be "heroes" in the game who take the role of "special combat charakters". Perhaps some of them would give you more firepower or certain other atributes to your ships/troops when they are in charge of one of your fleets ?
  6. Thanks glad to be here 1. Ok, you've got a point there. I've looked into it again and it realy a bit "confusing". Looks like self destruction's setting up some bombs. But perhaps Petroglyph still hasn't finished polishing these Animations ? You remember´the other errors in the destruction animations ? Doubled Parts etc. 2. I don't think so. I'm a great Star Wars Fan myself and a RTS Player since the good old Days of Dune2. So there is a high possibility that I'm not the only one who would not think about these graphic/reality issues. But I agree that there might be many players who enjoy state of the art graphics and would like to see more realistic smoke effects. 4. Agree 10. On one hand you are right concerning the possibility of "evading the raderoutes". But on the other this would make it impossible to "force drop" fleets out of hyperspace via the use of interdictors. I know that the interdictors could still be used to "bind" a fleet to a specific battle when they already emerged from hyperspace. It would still be a nice feature if you would be able to ambush the enemy fleet half the way.... 11. You shouldnt compare them because in fact they are of different genres. In fact, every game in which you are allowed to command a group of units in realtime is called "RTS" today. But the games that created the genre (Dune2, Command&Conquer) define what features the game needs to be called a real "RTS". Now Petroglyph consists mainly of ex-Westwoodians, so it is quite clear that EaW is to be produced in the style of Command & Conquer. Ok, we can't close our eyes and say "the other RTS-like games don't exist". But some of their features perhaps aren't suitable for this game and not comparable. For example : Rome Total War has a completly different Gameplay. How can we say that it is better or worse ? There are no space battles in Rome (haha), we have massive amounts of troops devided into small groups, historical templates for all of the units... you see that there is a major difference ? you could compare Rome to Heroes of Might and Magic and say that Rome is a more realistic HOMAM without magic an with realtime battles. And if you think of multiplayer.. Rome only enabled players to use the skirmish mode. You were not able to do a cool game of "conquer the world" in 1 vs 1 or teams. EaW is designed to feature a galaxy conquest mode in multiplayer. The Problem with Freelancer is that the feeling of space is different if you are used to fly a single fighter arround the galaxy. But... to shorten this : I think the combination of all these features Petroglyph put in so far is what makes this game so interesting. The graphics don't even need to be "the best i've ever seen". As a Star Wars & Command and Conquer fan I would be satisfacted if we just get a great combination of those two with the possibility to compete in galactic conquest mode (multiplayer). Everything else would be just great but luxury. 14. Perhaps these guys at LEC are right. But what if they're not ? Perhaps LucasArts and Petro use 20 planets because of balancing issues ? These guys are professionals who made so many great games... don't you think they know what they are doing ? Another Problem : Do you remember Imperium galactica ? Even if they had random surfaces, the planets got boring after you had seen all the different tilesets(wood, vulcanic etc.). Most of the Star Wars Planets are unique.. thats a great part of the star wars atmosphere. If there would be sooo many planets it might get boring too. But yes, they could set the single player galaxy to 20 - 40 planets to enable the story line to be played without boring interruptions i.e. capturing 10-15 minor planets or so and let the players decide how many planets they want to use in multiplayer or free games.
  7. Hi there, another german has arrived to show that our knowledge of the english language is worse than you thought I woul like to coment on the points you brought up cain as I looked at all these videos closely, too : 1. I don't think that the ships are exploding to fast. Surely, there is a differnce between the time a ship needs to explode in the movies and the ingame-battles. But if they need a couple of minutes to explode it could be that you can't decide wether it is a ship thats under fire (with explosions from rockets etc.) or a exploding wreckage. 2. You should have a closer look on other star wars games and the movies. Ships DO explode in the same time on all decks. Yes.. might not be realistic, but as we know star wars isn't meant to be realistic after all. 3. Same as 2. Star wars explosions never were realistic. 4. From what we've seen yet you're right. But did you notice that the fleets used in the videos so far were everything but well balanced ? If you engage 3 Star Destroyers + Bombers with only 1 Mon Cal it should be clear that the battle only lasts 2-3 minutes. I think that the lack of space between two fleets is the greater problem. Maps should be bigger in space and on ground. I hate to jump right into the enemy fleet or landing ground units right into the front line. 5. Right! I noticed this too. In my opinion it would be great if petro would implent the possibility to rename ships. These guys should be able to do this in no-time. 6. Agree 7. Perhaps they just used the BFME animations 8. One AT-ST should be able to kill a pack... 9. I disagree.. it's a manner of taste. It seems like its just very handy and comfortable and has a certain "star wars atmosphere" 10. I don't know what you are complaining about. Would like you to explain it in detail 11. You can't compare an ultrarealistic game like ROME to a Star Wars Sci-Fantasy Style game as EaW is! They have nothing in comon. I don't want to have realistic gameplay in a Star Wars game. I want Star Wars. And that means that nothing is realistic. If you played the Star Wars Space Combat Simulators like the X-Wing Series you know that there is are no real physics in Star Wars. 12. - Rome Total War -> Different Genre. Star Wars = Sci-Fantasy. Rome = Historical Battles - Ground Control II -> Different Gameplay. Graphics and animations are good but use a different style. Can't be compared. Controls are complicated. - Homeworld I and II -> My favourit. I played Homeworld for years, used all the mods you could get (the star wars and babylon 5 ones like Star Wars Fleet Academy or the first ones mod were just great) but it still ist a different Genre. There has never been a Strategic Map, no ground combat, it was more a game of tactics. - Homeworld Cataclysm -> I don't think we should judge things like the voices or the "game plot artistic feeling" at this time. All we've seen so far are some "stand alone" scenes. Same as Homeworld. - Freelancer -> Different Genre. Space Combat Simulator. It's like comparing the movies of final fantasy VIII to the graphics of rebellion. You can't have everything. A game that enables you to view the galaxie from a cockpit usualy has better graphics than the RTS ones. This will never change. - Nexus -> I played Nexus some months ago. I was dissapointed with the gameplay. The Galaxy View was cool but it can't be compared to the EaW one. Why ? Because the EaW Galaxy Map is a Strategic Map with all the decisions to make whereas the nexus map is just a good looking progress bar. Yes, sometimes there was the possibility to "choose" .. but you never were in charge of everything your faction owned. ..... 14. Again. Star Wars is not meant to be realistic. And for the size... this isn't imperium galactica. We don't need 80 planets. 30 should be enough in my opinion.

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