Jump to content

DiscoJedi

Members
  • Posts

    2
  • Joined

  • Last visited

Legacy Profile Fields

  • LOCATION
    Hobart, Australia

DiscoJedi's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. It may be a little premature to offer the kind of help I am available for, but I will assume that it is better to get my name in the hat sooner rather than later. I am EST and available during weekends and 50% of the work week. Unfortunately I do not bring any coding or programming skills to the table. The assistance I would like to provide is for later in the development process and involves unit and gameplay balancing. I played Warlords and thought that while it was an amazing piece of modding work, it lacked some of the balancing polish that could have made it a great game in its own rite. I would like to work towards creating a solid unit balance in the Sins mod so that, when released, the game does not boil down to a simple matter of the guy with the bigger fleet winning 95% of the time. Also, I would like to create a gameplay balance that discourages players from doing things like building up a single armada and conquering worlds one at a time as opposed to spreading out one's fleet in a logical and strategic way. I don't really know if you need anyone to help with this kind of thing, but I am willing and dedicated to this cause and capable of learning any skills required to accomplish the task. DJ
  2. I am re-posting this as originally seen on Stardock forums: Greetings to the community, I finally got caught up on this post and decided to drop my 2 cents in on the matter since it seems no one has addressed the idea I came up with. First let me just praise the efforts of the community in coming as far as they did before SoaSE was even released. The idea I have been nurturing concerns the "culture" system in SoaSE and how it can be effectively employed as a gameplay mechanic in a Star Wars mod. I feel that, if used well, this system could allow a much more realistic presentation of the Galactic Civil War era of the Star Wars timeline. As we know, during the Civil War era, the rebellion had a much smaller military force than the Empire, but were more mobile, allowing them to strike where the Empire was weak. Conversely, the Empire had little knowledge of the Rebel's bases, and were forced to spread their massive fleet out to defend their holding. In the current SoaSE setup, there is relatively little requirement to leave fleets behind for defensive purposes in worlds that are not front line planets. And with few exceptions, the most prudent military strategy is just build one or two large armadas and crush your opponent in a linear fashion. By carefully modifying the culture system, we could drastically upset this balance. Here is how I would do it: The Rebel Alliance should use culture as a powerful weapon against the Empire; in the current SoaSE, you can cause enemy planets to go neutral from Culture alone, you could previously flip them completely to your side. I would give the Rebels (and only the rebels) this ability. This represents the way in which rebel forces can infiltrate Imperial planets and influence them covertly. This however, is only half of the system. The other half is the Imperial culture system, which should spread at a much slower rate than Rebel culture, and be related directly to the level of fleet and defences in orbit around the planet. I do not know if the game is capable of calculating culture based on these modifiers, however the intention to make it so that to prevent Imperial worlds from succumbing to Rebel culture, they must maintain a garrison at all times to bolster their culture (aka fear in the population). This allows the creation of a more imbalanced, and therefore realistic, gameplay scenario wherein the Rebel Alliance starts with fewer worlds than the Empire, possesses smaller fleet caps, and weaker ships, but can still compete. Naturally, to fully integrate this idea, several other things need to fall into place; i.e. a system that intentionally gives the Empire larger more powerful fleets, a map that favours the Empire strategically, additional Rebel advantages in terms of mobility (perhaps giving them the Vasari slipgate technology that allows slipstream transport without using a lane, we can just call it a Navigational relay or a pirate jump point.) Of course, all of this is moot if the game is going to be designed for the post ROTJ galaxy. Questions? Comments? Please make sure to ask if you dislike the idea but aren't sure if you fully understand my meaning. In simple terms... 1. Rebel Alliance can use "holonet transmitters" to spread culutre and flip imperial planets to their side. Or at the very least, cause serious production and resource penalties to Imperial planets. 2. Imperials must keep sufficient space based defenses and fleets to ward off Rebel Culture and ensure Imperial control. 3. This forces Imperial players to spread out their forces and allows Rebel players to level the playing field despite fielding a technologically and numerically inferior fleet.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...