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Makwu

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Everything posted by Makwu

  1. Can somebody please watch that gamestar.ed game clip and tell us if there is anything new in the footage. Thanks
  2. I hope the wink was enough..I was completely teasing. If the internet was to cultivate good english, America wouldn't have the lowest highschool scores in english of all the english speaking industrialized countries.
  3. well no more playing games all night like i did when i was 13. My arm will be too tired after about 45 minutes.
  4. Luke and leia are not over 30 years old in Episode IV
  5. But even in CS and such, its not quite the same. Maybe when you are in a clan tourney or something, but if you just join a server and go...everybody is playing for themselves. They might group together because its smart, but there isn't any real team coordination. In myth, every match was a team vs team game prior to even launching the game. Maybe you'd have to play it to appreciate the difference.
  6. I'd love to play, though I wont be home until saturday or sunday
  7. you mean "too well" right?
  8. Can't wait to get the answer to some of these questions!
  9. wow, great changes. good work guys
  10. Fosh, Darkmark and I already cleaned up the questions. I pm'ed them to you just now
  11. i recommend not voting for 49, not because its a bad question but because 11 is already getting asked "11. Can the Death Star fire on the Capital Ships like it did in Episode VI and Rebellion?" If we simply reword 11 to: Can the Death Star interact with fleets like it did in Return of the Jedi? Can it be fired upon and fire back at capital ships or only destroyed by fighters via a trench run as in A New Hope? Then we can most of both questions answered. Just my two cents
  12. I'll make this short and be done with it. Your arguments aren't very clear to me so I'm not going to bother retorting. This is a "star wars" "game". When it can be like star wars and still be enjoyable from a gameplay standpoint, then it should be so. I believe this was oversight rather than a calculated gameplay decsion. I think some people who are star wars fans simply want clarification on the matter. As far as questions go, I think it is a reasonable one when compared to other questions that will be asked. I agree that it can be worded better. A general rule when balancing a combat game is that an invading force ratio of 3:1 should be near certain victory, 2:1 should be a very close battle and 1:1 should almost always be won be the defenders. If you really apply that to your mindset when balancing, I do not think that the powercore/shield system I suggested would be too favorable to the defender, I think it would be just about right. But what would I know on the matter? Nothing. But the Devs would. And this question will be asked, and hopefully answered well. PS: Little-Death is a common synonym for orgasm. "Peu de mort" as the french would say. It is often used in conjunction with tantric practice and should be avoided but not feared.
  13. That is basically what I just said. Both would be fun, but different. And in a case like that, why not make it accurate to the SW universe? That is the whole idea. The fighting takes place where the attacking bombers and fleet cant bombard the defending army. The shield is supposed to help the defenders. It forces the attackers to fight on the defenders terms. Why would the shield radius have to be increased? The shield is already large enough to accomodate the core on the inside. What was said is that if you move the core inside, then there are still two targets. The attacking forces will either have to attack the core or the shield generator (which will not be placed next to eachother, ut rather on different sides of the base). Therefore the defensive army will not be able to simply surround one. They will have to be strategic and defend both. And they won't know where the attacking army will deploy their forces. The reality is, a shield should give a large defensive boost. That is its purpose. With the generator outside, then the attacking army's target is not effected by the shield and the point of the shield becomes mute. Further, much defensive force must be placed to defend a target outside of the shields. And that defensive force will be subject to arial assualt, again making the point of having the shield mute. The shield should defened the troops as it is a defensive component to the game. If the core is outside then what defense does the shield offer? The attacking army never has to worry about a single troop defended by the shield. First they have to worry about the unprotected troops defending the powercore. And once those are gone, then they take out the core...then again, they are attacking unprotected troops. By placing the core inside (but not by the shield generator) you give the defenders two points to defend but also give them a large tactical advantage in that the attackers cant bombard while you can use your airspeeders within the shield. That is balance and balance is good. But this whole argument is why the question is being asked. So that you and I don't have to sit here and argue with only parital information. We are guessing how the gameplay will be affected. The question for Petro is, how is it affected? If we want to talk about this more though, we should move to a new thread. This is a voting thread, not a discussion thread.
  14. The question could be reworded. The inaccuracy is that the powercore gets bombarded because its "outside" of the shields. When, as you noted, they used an AT-AT in the movies. This is because it was "within" the shields and they couldn't bomb it. They had to send in an AT-AT to take out the core at which point the shields came down and the empire could start bombarding and landing its troop carriers. As soon as the shield is down the rebels do a full evacuation because they no longer stand any chance. This seeminly minor detail has large gameplay consequences to it. Being able to bomb the core to take down the shields and then being able to bomb their troops is very different from having to land troops outside the shields and march them towards the center to takeout the core before you can bomb the enemy. Although I'm not saying each wouldn't have its own strategic elements to it, I am simply saying that the core inside the shields would be true to star wars and I think would make for more interesting ground battles.
  15. i think it looks most like piett, but likely is a general. im not sure what use piett would have running around on the ground
  16. um, aren't all the characters in starwars made up? the universe has expanded in many mediums: Books, games, comics, movies, cartoons, even card games and nerd conventions... I dont think one genre makes a star wars character more made up than any of the other genres. All must get approval from LC and instantly become real star wars characters. This is a star wars game, not a star wars movie game (Thank god). Take a look at any of the screen shots and you will see a unit/ship or two that was not in the movies. Star wars has become much more than just movies over the past decade.
  17. 5,6,7,9,11,36,62,63,64,65 I suspect there will be a lot of ties in this voting. How are we going to tie-break?
  18. ok, back ot the point of the post. I think it is clear that that is not veers. Based on the fact that that in games he is ussually dipicted in helmet and that littleb has a picture of veers and well, its not him. So any suggestions?
  19. yeah, i think it is not. Generally Veers is depicted with a helmet. I doubt they would deviate from that
  20. where is the other picture/video with veers in it? (I'm not saying thats wrong, that clearly is the best guess at the moment). Just doesn't look a lot like veers; however, hard to make out much detail.
  21. Overall Strategy: 1) Recruit quickly and never have any idle personnel. Turn your galaxy info setting to “Idle Personnelâ€
  22. Recruitment Recruitment is how you gain new heros. The empire only has Vader and the Emperor to recruit new units while the Rebels have Han, Leia, Luke and Mon Mothma. To recruit, take that unit and assign them to a mission at any planet with is under your control. Research Research will automatically take place on its own, but it takes a very very long time. Each side has two researchers for buildings, ships and troops and one researcher who can do all three. Empire - Ships: Thrawn & Klev. Troops: Covell & Veers, Buildings: Villar & Orlok. All: Bevel Lemelisk Rebels - Ships: Wedge & Ackbar. Troops: Rieekan & Crix Madine Buildings: Lando & Kardde All: Adar Tallon Now, they can only research at a planet that has the facilities they wish to research. I.e. A troop researcher can only research at a planet which has a troop training facility. Simply right click on the unit, select mission, and then click on the planet. The very first option in the mission box will be “researchâ€
  23. This has "probably" been noticed and mentioned, but I'll throw it out there. On the 3 minute video which has vader and obiwan fighting..there is another empire hero in the reinforcements box. The video isn't great so i can't make out who it is. Anybody else know?
  24. I didn't realize there was a Mod section til right now. http://swempireatwar.10.forumer.com/viewtopic.php?t=643 I just made a post in gernal about Myth multiplayer gameplay. I think the game brought something new to the genre after many years of the grunt rush and watching dozens of trucks picking up crystals so you can build your super weapon. Now, although this game has a long way to go in development, I am under the impression that neither of the concepts I talked about will be part of the offical EAW release. I have very limited programming skills, but when the time comes I was wondering if anybody out there would be interested in making a very simple mod to make a myth style multiplayer game. I think the time put into it would go a long long way. Any feedback on this?
  25. I think myth was one of the most progressive RTS’s ever and one of the least played and appreciated. What my brought to the genre: 1) True 3D environments 2) Weapons that could actually miss their targets 3) Highly manipulative environments 4) Amazingly balanced units in MP 5) Reliable Ranking system 6) No Unit Building 7) Team vs Team multiplayer It’s sad to me that some things that myth brought to gaming back in like 1997 didn’t get more proliferated throughout the RTS genre. The last three are the ones that I want to talk about because they made for the most fun I have ever had in online gaming. And I have been gaming online since Doom2. No Unit Building: The way Myth worked is that you would get unit points at the beginning of a match. (And there are tons of different types of game objectives ie last man standing, territories in which the team that is holding the most checkpoint when time expires won, and many more), So, often your unit selection would be determined on the game type even when playing the exact same map. So, map loads and there is a planning phase in which you can chat about strategy with your teammates and pick what types of units you would what. In Star wars terms: A ISD might be 18 unit points, VSD 11, TIE-I 2, TIE 1. (There would be many more units you could pick from of course). Now, I get 25 unit points? Do I want one ISD with 7 ties? Or do I want 1 VSDs and 7 TIE-I? Or maybe 2 VSD? The best part is, you have no idea what units your enemy will pick, only what they can pick from. And once you have picked, that is it. No resources, pure strategy. Now all of the sudden units special abilities get used and become vitality important, rather than forgotten about while you are building 5 more ISD’s and letting your first get slaughtered after rushing them to slow down their production. Team vs Team Multiplayer: Now almost all RTS have some way to play teams wether it be through an alliance system or simply agreeing not to attack your friend. But what myth brought to the table back in 97 and I have not seen since is team coop vs team coop. It was done this way: Each team gets to pick a captain before the match begins. The captain is the person that gets to pick the units during planning time and then can give any units to any of the players. So the units would be divided up evenly and then each player or group of players was given an objective (ie take Space Station 1 and hold it for the entire match). Having the captain system was great because it allowed for two things: If a player gets dropped, then the captain can reassign the units so the match can go on without being ridiculously outbalanced. And second, it allowed teams to be on the exact same page and really feel like a team with common goals. Instead of just trying to kill the enemy, each player felt like they had a specific purpose to the team. As I said, it is a shame that these two simple and progressive ideas got lost the gaming conglomerate.

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