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CaptainJenkins

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  1. This looks amazing, kinda like Rebellion meets EAW. So when's it out?
  2. Rebellion is outdated (OK, if it was remade it would be a near-perfect game) Empire at war is too simple. (But mods could make it a good game) So, lets design our own Star Wars Strategy game. I'll give some questions to start us off. TBS or RTS? I think TBS for grand strategy so you don't feel rushed, and RTS tactical battles. Galactic Civil War or Clone Wars? Galactic Civil War with modding tools to make any era possible. Land battles? Oh yes, but much bigger maps than EAW, same for space battles, bigger is better. Your thoughts on diplomacy? The planets should each have a support rating like: Rebel: 33% Empire: 50% Independent: 27% Support gives you bonuses, and lack of support causes the planet to rebel and join the enemy or become independent. You get support through making the people afraid of you or by using diplomats and making them happy. Ooh, how bout espionage? Two kinds of spies, lurkers and secret agents. Lurkers you can place on ships, vehicles, planets, in a sector, or anywhere and they report back to you. Secret agents are like lurkers, but they're more expensive, and they can sabotage, assassinate, etc. Heroes? Heroes should be able to do anything: Command your troops for autoresolve battles, pilot ships and vehicles, fight hand to hand, assassinate, everything. They should have a simple rating system for this. Any other thoughts? Check out American Conquest. It is by far the most realistic strategy game I have ever played. You send people into Barracks to be trained, instead of Infantry popping out of nowhere, and you can capture building instead of destroying them by sending your men in there. You can also shoot out of buildings, it's amazing. Command and Conquer: Tiberian Sun is the best game I've seen that pits a small, ragtag force (Nod, Rebels), against a large, powerful force (GDI, Empire) in a sci-fi setting. Also, Rebellion has the right idea on most concepts of Star Wars gameplay, same with EAW for star wars graphics.
  3. This is the first part in two projects I have designed to make Empire at War better for RTS gamers, not just Star Wars fans. Part one: The GPRO mod This project adds an "evil rebellion" if you will, to the game. The story: Enon, a former senator from the planet of Carida, has united a powerful army promising "An end to war using new, minimal casualty warfare." The Galactic People's Revolyutionary Organization, or GPRO, has a powerful following on Carida and nearby planets due to Enon's promises for a final war to finally unite the galaxy, after decades of civil war. His scientists have created blueprints of both Rebel Alliance and Empire vehicles and ships and are ready to unleash a powerful army of stealth on the galaxy. This takes place after the battle of Yavin. The tech tree: Enon has many scientists, so he uses research facilities, and the GPRO uses Rebel, Imperial, and Pirate designs. GPRO TECH TREE GROUND Level 1 Pirate Infantry Pirate Plex Soldiers Swamp Speeder Pod Walker Bounty Hunter Smuggler Field/Flee Level 2 Tie Mauler MPTL Artillery Level 3 Infiltrator ATAA anti-aircraft Level 4 Airspeeder SPACE Level 1 V-Wing (Pirate Fighter) Z-95 Headhunter Pirate Frigate Correlian Corvette Level 2 Venator Level 3 Victory Star Destroyer Alliance Assault Frigate Level 4 Interdictor Crusier Gravity Well GPRO Heroes: Han Solo Chewbacca Kyle Katarn Mara Jade Boba Fett The New Units: Planet-Specific units: This is a small addition, but you will be able to build wookies, ewoks, gungans, and even civilians on any side, so long as you own their home planet. These units are cheap and expendable, and mostly a cosmetic change. Tie Interceptor: Using the tie-scout model and the a-wing stats slightly weakened, I will add this fighter to give the imperials something that will stand against the a-wing, if slightly cheaper and more expendable. Super Mon Calamari Crusier: Using Home one as a model, this is just to give the rebels improved capital ships. Super Star Destroyer: An improved capital ship for the imperials. I need to figure out how to add a model though, and where to get one. ?: An improved rebel fighter, to one-up the tie-interceptor. Give me ideas. Blueprints: This is a fairly new idea, although it was used in some command and conquer games in a slighly different way. Each GPRO unit will have a blueprint counterpart. The blueprint looks exactly the same as its counterpart, yet has no weapons and is easily destroyed. Used for distraction. Boarding Parties: Basically a very slow and weak transport that has Chewbacca's ability to capture vehicles, only it captures entire ships. And that's just Part 1. On to part 2: Without a map editor this part cannot be done. Part 2 is to redesign all the LAND maps to be more tactical and less boring. There are 2 ideas for part 2, both of which I want to implement with a map editor. Idea One: New Reinforcement Point System Make 10 reinforcement points all worth 1 pop cap, and spread them around the map. This way you don't have 5 shuttles crammed together, and the more land you control, the more troops you can land, which I think adds realism, strategy and fun to an otherwise dull land battle system. Idea 2: Strategic Maps Make the maps more open for exploration, kind of like Tatooine. Change the bases around to have a front and back, with the front being easy to reach by the enemy, guarded by Turbolasers and build points, and having the unit-producing structures, like Barracks, Factories, etc. The back will have Mining facilities, power generators, and build pads to defend it, but be hard to reach by the enemy, and also guarded by indigionous forces. Also we need chokepoints, complete with walls and buildpads, in otherwise open maps. These will make for some really epic battles. Please offer me suggestions. I will consider all of them and implement most of them. This will be a lot of work, so anyone that would like to help out can, and I'll post XML files once I have a working version.

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