
Mindseye
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Everything posted by Mindseye
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Well maybe for empire there could be a coruscant upgrade for the hw making its population huge and giving it a treade bonus(prob tier 8 ).Are we still getting tie advance and tie defenders?Schimitar bobmers?
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Its really fun to play so far but the research is so short.Especially on the civ side.At least for empire.Wish you guys could beeef it up so I dont run out of stuff to research!
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No feedback from evill so I quit messin with it.I sent him a rough draft to see if he was interested in my direction.I figure I wouldnt waste to much time that way if he didnt like it.
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Well something needs to be done about the speed at which planets die.You cant respond very well on the defense.
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I dont like that everyship can bomb planets.Either that or the damage needs to be heavily nerfed.All the ai does is bomb you planets and you cant get from one to the other in time to save it even when its upgraded.
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Idea for ra.Give them a tech thats gives them more credits when they destroy a trade or refinery ship.
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I got some of the empire tree arranged and done.Im looking in to adding some nique techs but Im not pro at modding so its slow go.Ill send eville the empire files and if he likes Ill do the others.
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Ok I figured it out.I didnt add to the entity file.
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Here is another one.The large ships have really high dps.What if you broke their dps into 4 like a sb.They can fir at 4 different targets on each side and cut the dps by 4.
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Na I didnt read them plus I dont know where they are at.It shouldnt be a version issue cause I coppied one that was already there.
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I was gonna build a rough list and send to Eville but I cant even add a level 5 planet pop upgrade without a minidump.I copy pasted off of the 2nd terran pop up then I changed all numbers and block numbers and added it to the empire research list and it seems no matter what I cant add a new one.Am I missing somethin?
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Why not bring accuracy into play with scouts and smaller ships.In sw smaller ships were harder to hit.Bump up thier suvival without makeing them a threat.
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Ok my thoughts on economic are this: For the Empire since it is a massive entity its eco could be based on population the most and have lots of pop ups(tier1 and up).Incorporate sins plus and make the urban planet their hw(coruscant) if possible.With high pop and taxes their trade ports should be tier 3-5.The empire could have a tech that reduces cost of market prices via bulk discount(since empire is big it would get discount for buying en mass).Depending on how many pop ups and how early I would guess this tec around tier 3.Mine processing plants would come in around tier 3 maybe.Put culture structure at tier 4 and what would be cool is to see an empire based ship with a culture spreading ability.Like the Victory 2 as a patrol ship that enforces the populace improving taxes.You would need to keep one at every other planet to get the bonus.A tec like militia policing could increase allegiance.Would be tier 4-5.2 levels of sensors(tier3-4). The RA could have low pop planets with more abilities and techs for stealing money.Pervuasive eco and Smugglers techs.Make a smuggler tec/ability for a ra ship that steals eco and maybe have a type of cloak.Also if possible make changing hw for th ra very very cheap because they are always on the run.Give the ra shield generators for their planet for extra planet health.This would be a tech for the planet itself.Tradeports would prob need to be at tier 1-2 for ra.The mine processing plants should prolly be low around tier 2 for ra.Ability for scouts to get neutral mines should be for ra.RA should get advanced retreat tec where they make faster hyperspace jumps.2 levels of sensors and maybe the ability to see systems(tier2-5).They could get master salvaging for reduced cost of ships to compete with later game ecos. The cis should be focused on trade port with heavy upgrades on trade.Average population with low culture(tier4-5).Lower allegiances then the rest.Droid factories for faster build times.Droid master controller upgrade for increased fleet supply.2 levels of sensors(tier 2-4). Republic should be more balanced between trade and pop.Planet shield early on and incoming jump disruption.2 levels of sensors(tier 3-5).Clonig up for increased population times and recover times from bombardment.Maybe get the hardened cites tec. For a generl idea it would be cool to see more ships have more functions in relation to your empire.There seems to be plenty of shis for abilities to go around.Races could have a ship that increases mine production when it is near it.Tech called pirate policing for small time pirates.Could be mining lasers for said ship.
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I would increase shields across the board and come up with other abilities for them.Right now its basically a form of mitigation for all ships that have it.
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Ah ok Ill wait on the research stuff then.
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Any eta on a skeleton research tree or is it all up in the air for now?If Eville is looking for balance and gamepla feedback we need to get some stuff ingame and get some discussions rollin about it all.(no pressure intended I know your workin hard).If we need to make up the research trees then why not get it goin?Im just lookin in to see where the developement is at.I can come up with some ideas and try to help everything out if its the case.If Eville has his own sets of trees then Ill leave my long paragraphs out of my posts
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Any plans to include sins plus?Or whichever mod gives all the extra planets.I would suggest making empire hw an urban planet.
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Say the sep could get 4 levels to factory production while rep could get 2 thru cloning.The other factions will need some later game bonuses to balance out the ssd prolly.Will any ships have repair or shield regen abilities?Maybe some ships culd have an ablity that boosts mining when the mine is in range of the ability.Im thinkin either ra or sep for this ability.The ra could have larger fleet supply by default since they have smaller pop on all planets there by haveing smaller incomes.So they would be able to field larger fleets with less income but would balance out because they would need more planets to reach same income of others.The ra could get a 3rd level of sensors via smuggler net or bothan spynet.Also I dont know if sensors are possible to expand on the sytem themselves or only ships that are in hyperspace?These upgrades could expand to system information.Or the ra could get a spy ship that has this ability.If the rep is to be a defensive oriented race then they should get the planet shield gen with upgrades and maybe it could be upgraded to slow incoming enemy hyperspace down.
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Interceptors should last alot longer vs other sc and be more expensive am wise plus be much faster then fighters.Bombers should be expensive am wise and have moderate rebuild times while gunboats should be really tuff since they had shields and very expensive am while being able to fight other sc but really good at killing ships too.If possible maybe gunboats will be a ship you have to research.Are you planning on putting in advanced carriers with advanced sc like scimitars and tie defenders or tie advance?If so you could just make the ship that builds them reaserchable.I would say 10 shield upgrades 4 hull and 4 armor upgrades for ra.6 hull 8 shiel 4 armor up grades for sep.5 shield 6 hull 7 armor for rep.4 shield 7 hull 7 armor for empire.The sep could get an upgrade for fleet supply like driod master controller or something.They can get ship build bonus thru driod factories.
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Why not make the actual wells small but the space around the plantes big.That way ships can still move at their right speed but time thru wells is much slower. Empire should get the most upgrades for terran population because of coruscant and how huge the empire is.They need to get pop upgrades from tier 1 and on while ultimately getting the most overall.Maybe could get the most for all planet types and use this for their main source of income.Move trade ports up to tier 4 or 5.Give them average pop increase rates while Ra has lowest and rep has highest with cloning upgrades.Ra should have lowest pop for all planet types and maybe get tp at tier 1-2.They should have techs like pervuasive eco and market discounts early on.They should be like vas in that their scouts get to capture neutrals.The seperatists should be trade dependant while rep is balanced between population and trade.Give ra a ship with ability to steal income from other systems.If you can figure out a way to cloak a ship maybe from soa2 team then it could have this ability or a smuggler ability that hides ship for an amount of time so the ra can steal income.Since strikecraft dont cost resources they need to cost alot in am.Heres some ideas.Tie fighters are cheapest and fastest to produce but prolly die quickest while packing same or similar firepower as an interceptor.Upgrades for tie fighter could be mass pruduction which would decrease its build.Im thinkin this is not possible so the sc will have to be generalized.So ultimately tie fighter will use less am from fleet and rebuild the fastest and should be slower than tie interceptors.
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Hey Eville if you are looking for balance suggestions and abilities then maybe you could throw up a guide for the direction of the factions.Like which ones will be focused in what areas.Also will you be up for non cannon abilities on ships or keeping it to movies and such?
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Just updated and repair bays work so that good. I turned off pirates this game because last game they became horrendous. The forcefield ability is rather redundant on everyship.Ships speeds need to be tripled to cross wells in a reasonable amount of time.Seems to me that super ships are way to cheap and make weaker ships obsolete.To make corvettes and gunships used in game they will need some utility abilities or bigger ships must be much more expensive and longer to buiuld.Everything works so far as I can tell excellent job.I cant tell why I would get a tie fighter over a tie interceptor.Laser fire looks a bit to fast compare to movies.
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Got it and started testing..
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Sign me up..Been looking forward to this mod for a long time