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Xyvik

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  1. I saw both Imperial and Rebel missions when I looked. I only played the first tutorial so I can't say for certain. I'll get more in-depth later.
  2. Was going to post this on the LucasForums but they are, unfortunately, not available at the moment. Which means this is the place I will post it. Demo First Impressions This covers the installation, menu, graphics, sound, and tutorials of the Empire at War demo. Please feel free to leave your comments on our forums or here. I'll be busting the game apart to see what I can get ruining later -Xyvik
  3. What I would give for a squadron of Defenders! To be fair, none of us have played the game, but I see your point Ter. However, at the same time, the sheer numbers of TIEs was one of the strategies of the Empire. Even Rogue Squadron lost members when they faced substantial odds, and the Empire is all about substantial odds.
  4. Are there any provisions for random events or a random generator? IE, random weather, random weapon failure, etc.
  5. Well, I had a five page reply written, but somehow my word processor coughed and I lost four of them. With that bitter taste in my mouth I am not going to rewrite them but will instead make a few comments here. Strategy and not tactics: putting low unit caps is not a balancing tactic. I know what balance is, and have a very exquisite understanding of balancing techniques, from simulations to slide rules to cut and paste to rock-paper-scissors. The only thing that lower unit numbers does is force the player to resort to the tactical level. Last time I checked, this is a real-time STRATEGY game. Focusing inwards instead of outwards is what has led this genre to the current stagnant state it is in. Need I mention the horrible atrocity that pretends it is a strategy game by the name of Warcraft 3? Infastructure: Base building should not be limited in any way. Half of the strategy of planning a war is making sure you have the backbone to do so, both production-wise and economic-wise. Planets are very large, and the planetary combat should be as important, if not more so, than the space combat. The Rebels at least twice made the mistake of situating their command center on one planet and paid dearly both times, with Yavin and Hoth. This proves the point that planetary infastructure is important: you need more than one command center, and you need your planets intact. To do that you need bases, large ones. And you need to protect them against potential invasions. That means a lot of planetary combat. Meh, that's all the heart I have to write at the moment. Maybe later I'll add some more.
  6. Of course I know that. In fact, the kotors are very inaccurate. Especially kotor2 and its blasphemous "Basilisk". My mod is more akin to Exar Kun's rise to power which is before the Kotors.
  7. Had high expectations and still do. We'll see. So all you people who are saying that your opinion has dropped: why, exactly? What piece of news has disheartened you? Be specific about your opinions, people!
  8. While it doesn't follow the storyline nor is it exactly the same era as Kotor, The Sith War covers the ancient aspect of Star Wars history. Take a look if ya like!
  9. Actually, to make sure that everybody gets their own way, there will be three seperate campaigns with different outcomes for each side (kind of like the good/bad campaigns in BFME). The -true- story of TSW is the one involving the Sith and the outcome that occurs there, and if there is ever a sequal the storyline will pick up based on that. However, just because I like the Sith does not mean they will be the dominant forces in the Galaxy. Each side has their own particular strategic backing, and based on a one-to-one unit ration, the Mandalorians are by far the most powerful. However, they have the least amount of units(the least diversity) are the slowest and cost the most. On the flip side of the coin is the Republic who has a vast array of infantry types to call upon to fit any situation, and due to mass production their units are all cheap and fast. However, they are extremely weak, and I have a few other things up my sleeves as well. The Sith sit in the middle and are probably the most well-rounded civilization, they have cloaking units, have alchemy units that can slowly heal over time, but are neither fast nor slow, and neither cheap nor expensive. I'm planning a few other things so as to not make them overly powerful. So yes, your Mandalorians will be powerhouse killers, just as it should be
  10. Indeed I have, which is why I felt it was necassary to do my own little...rewrite I happen to be a fan of the Sith, so I had to put my own story in there where they actually didn't get defeated just because they are the so-called "bad guys"... The Sith War is what would really happen in a contest between the Jedi and the Sith, without having LucasArts or Lucas' approval.
  11. Glad you find it interesting, Garbageben! We'll be releasing the Fleet info fairly soon, just got the Sith side hammered out and now working on the Mandalorians.
  12. Your grasp of strategy is rather commendable, Shalashaska, and was along the same line of thinking of my own. Which is why I previously stated that I am renouncing my opinions on the heroes and am now looking forward to the challenges. Moving the battlefield from just one small map to an entire galaxy brings out the true meaning of strategy, including your mentioned sacraficial attacks, feints, flanks, you name it. I'm looking forward to this more than ever!
  13. Which is why Tarkin invented the Death Star NOTE: I do not, under any circumstances, agree with the pile of twisted crap that Episode 2 pumped out about the Geo-bugs being the designers of the Death Star. Grand Moff Tarkin conceived the idea, and those of the Maw instution are the ones who designed it. Not little bug-eyed wannabe idiots. /endrant
  14. Hmm...suddenly my idea on these matters has shifted. While I beleive that more ground unit types is still called for, I keep forgetting that EaW spans several planets and a Galaxy, in which case it'll be very hard for all 7/8 heroes to be in the same place at once, hence the strategicl considerations of the number isn't what it would be if we were dealing with one-map battles. Therefore I relinquish my doubts as to the number of heroes and bow gracefully to the whim of Petroglyph. However, the tactical consideration of all heroes being in the same place at once must be brought into consideration. Hopefully the bounty hunters will be enough, in combination with regular units. Time will tell.
  15. I've said it before and I'll say it again: the amount of hereos in EaW is a very very bad sign. Either lower the hero numbers, raise the regular troop numbers, or install hero death.

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