ShadowJedi Posted January 25, 2005 Share Posted January 25, 2005 Well for all you who knew me.. i was KOL_shadowjedi and PReDaToR_xGoDx. I have been reading these forums for a bit and had a look at all the screenshots and i can deffinately say this game would rock! I really think they should add at least half of the following units/structures/etc.. The biggest downfall of SWGB was that even though you could tell ech side after playing them you still didnt "KNOW" who they were. I think buildings should brandish the Imperial Flag on any Imperial Banner or Emperor Statues etc. Which brings me to the structures list but I strongly think that this game needs a scenario editor. That is why Strategy games with thm last a long time and replay value is increased by 100x. Imperial / rebel Structures with some differences where applicable. Base defence Block Turret - Large / small Dish Turret - Large / small Wall - Has Imperial Propagada on it or the Imperial Banner every ten blocks. Gate - Self explanitory Guard Towers - Search light on the top (kind of like in tiberian sun) Bunker large / small - like starcraft (4 units go in and fire from them, this would be such an awesome thing to have with 5 storm troopers in) Base Structures Imperial Propaganda - Small building with posters on it (boosts morale or something also great for scenarios) Emeror Statue - has a quote on it when you hover over it, 3 -5 variations. (same as above) Command Center - Huge complex with the Emperorers statue on top. Barracks 1 - Imperial techies such as pilots, repairmen, medics etc (graphics relate to what units they produce) Barracks 2 - same concept as above but for infantry 3 types of ugrade facilites. (armor and weaps being one, base complexity and defence capabilites another and for the third one abilities of units and other such research). Vehicle Construction 1: builds light support ground vehicles Vehicle Construction 2: builds heavy support ground vehicles Air Base - self explanitory. Satelite Station - goves reinforcemets every 5 game mins. (showing a lambda shuttle drop them) Repair station.- vehicles go inside and get repaired (no cost?) Shipyard - builds boat support? RElay staton - something to do with space (gives the option to do something in space maybe?) Housing / sleeping quarters type of building - pop limt? power plants Non Buildable structures - scenario stuff wookiee and ewok type buildings Planet SPECIFIC type buildings these types of buildings would be vast and look good for all those scenarios mongers Temples / monuments / shrines etc specific to planets (massusi temples on Yavin 4 for one) and any ideas you have - i cant think of any more at the moment..what do you guys think? Link to comment Share on other sites More sharing options...
lonepadawan Posted January 25, 2005 Share Posted January 25, 2005 My concept for buildings: All buildings built in campaign map similar to total war games. I am SICK to DEATH of bases in RTS games... is it really realistic that one can build buildings in the middle of a battle... at least FC was vaguely realistic in the way buildings were dropped from shuttles. Is it really realistic that you can magically produce troops? We've seen some shots of what look like AT-AT barges and landing craft... prehaps we'll be landing troopers and armour in a similar way... except this time it'll be done in a GOOD way. Link to comment Share on other sites More sharing options...
Jan Gaarni Posted January 25, 2005 Share Posted January 25, 2005 You will most likely not be able to build anything during combat. If you haven't gotten your planetary defences (and orbital for that matter) up and running by the time the enemy comes to take (or re-claim) the planet you hold, tough luck. Link to comment Share on other sites More sharing options...
ShadowJedi Posted January 25, 2005 Author Share Posted January 25, 2005 if theres no ability to build in game through multiplayed i can see this game dying in a month or 2.. RM and DM keep the old AoE games going.. surely you can see a similar thing.. I was thinking for producing men you could only do it in batches of 5? you see a shuttle come down a drop the men off and leave again for every batch? im not sure though Link to comment Share on other sites More sharing options...
OverlordAngelus Posted January 25, 2005 Share Posted January 25, 2005 For multiplayer skirmish battles, it would be best to have base building as a selectable option before the game actually starts (even the first c&c had this). For multiplayer campaigns it will be the same as singleplayer. Link to comment Share on other sites More sharing options...
ShadowJedi Posted January 25, 2005 Author Share Posted January 25, 2005 well im happy as long as theres a scenario editor and decent replay values...ive been waiting for this for ages..! Link to comment Share on other sites More sharing options...
lonepadawan Posted January 25, 2005 Share Posted January 25, 2005 if theres no ability to build in game through multiplayed i can see this game dying in a month or 2.. RM and DM keep the old AoE games going.. surely you can see a similar thing.. Of course... the total war series is SOOOOO dead/endsarcasm Link to comment Share on other sites More sharing options...
ShadowJedi Posted January 25, 2005 Author Share Posted January 25, 2005 ive played total war games, after completing them on the 2nd highest difficulty etc i just find them boring.. replay value is there but it doesnt drive many people..total war is dead compared to AoE series online.. Link to comment Share on other sites More sharing options...
lonepadawan Posted January 25, 2005 Share Posted January 25, 2005 Really? Well a lot of other people find them innovative and that they have the most strategic depth in any game out there. I find ordering workers about to build up a base boring myself... Link to comment Share on other sites More sharing options...
ShadowJedi Posted January 25, 2005 Author Share Posted January 25, 2005 dont get me wrong - strategy is one of my favourite things in games, and i love the total war series battles.. but the campaign system just doesnt cut it for me - maybe with star wars it would though - who knows, i know this game will be great..there should deffinately be an RM / DM type game though...wouldnt you agree? Link to comment Share on other sites More sharing options...
swphreak Posted January 25, 2005 Share Posted January 25, 2005 I find RTW boring as well. I want to be able to at least build quick defensive structures. Like setting up anti-infantry, ect and maybe trenches/walls. <.< I'm a defense whore Link to comment Share on other sites More sharing options...
lonepadawan Posted January 26, 2005 Share Posted January 26, 2005 Well for every one of you who thinks total war is boring may I remind you there is also a fairly large majority who thought GB was bad. Everyone has different opinions... I think those hoping for yet another GB/CC/AOK buildupyourbasethenrush game are in for a shock... Link to comment Share on other sites More sharing options...
Alegis Posted January 26, 2005 Share Posted January 26, 2005 There shouldn't be that many structures. Have some stations with a couple of functions combined. Many buildings is not a good thing; takes too long to build an army and too much risk when making armies relying a lot on different buildings. edit; yaha! The 1000th post. Link to comment Share on other sites More sharing options...
ShadowJedi Posted January 27, 2005 Author Share Posted January 27, 2005 1 of the major flaws in generals is that there are limited structures - less buildings will take away from scenarios etc..but if this is like another total war type game, is it really worth it? Link to comment Share on other sites More sharing options...
Dagobahn Eagle Posted March 9, 2005 Share Posted March 9, 2005 Setting up light weapons like E-Web turbo lasers does not sound too bad or unrealistic to me. Building whole structures? No thanks. Not for Empire at War. In other games, though, it can be awesome. Link to comment Share on other sites More sharing options...
Master_Cain Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by Dagobahn Eagle Setting up light weapons like E-Web turbo lasers does not sound too bad or unrealistic to me. Building whole structures? No thanks. Not for Empire at War. In other games, though, it can be awesome. Wow - finnaly a guy who reads and understands official EaW previews - I will contact you before i post the second EaW preliminary scan - sice english is not my first language and I may require some feedback - If you want to help of course. The Official EaW public relation (mostly LEC) strategy is to annonce all the good and juice stuff after the release of the Episode III - so until then we may gues behind the words of official existing previews - and this guessing is pretty close to the real thruth. As for buildings well many are already done - so if we want to suggest we need to be very close to existing EaW - SW buildings concepts - so if they reed this stuff they can actually implement it with ease. We need to use the Force guys to see behind the darkness - loll - don't mind me - I'm just a droid. Link to comment Share on other sites More sharing options...
Dagobahn Eagle Posted March 9, 2005 Share Posted March 9, 2005 Wow - finnaly a guy who reads and understands official EaW previews - I will contact you before i post the second EaW preliminary scan - sice english is not my first language and I may require some feedback - If you want to help of course. No problem. E-mail is midgardeagle@hotmail.com. With the huge armies, though, I don't know how to make deployable weapons as fun as in small-scale games like Ground Control. If you have 100 troops and 8 AT-STs, what difference is a turbo laser going to do? I still see some potential in the idea, though. Other things could maybe include a deployable deflector shield akin to the half-dome in Galactic Conquest, or the big dome in Phantom Menace. A deployable rocket launcher of some kind would be nice as well. Implementation-wise, it could work like the artillery in Medieval (spelling?) Total War, with some differences: They can be deployed by any squad and operated by any squad. A squad can be assigned to them, be un-assigned them, pick them up, and re-deploy them at will. You choose which squad gets which weapon before battle. In Total War, there's a lot of maneovring (spelling:p?) of troops prior to battle itself. Then it often ends with one side suddenly charging the other. Setting up deployable guns and the likes would make it a little cooler to defend a position. Link to comment Share on other sites More sharing options...
Master_Cain Posted March 10, 2005 Share Posted March 10, 2005 Dagobahn Eagle - thanks for teh support I will contact you as soon as I finish the previews compilation. Link to comment Share on other sites More sharing options...
FroZticles Posted March 10, 2005 Share Posted March 10, 2005 Without the base building it will be another flopped SW RTS and SWGB will still hold the crown for the best SW RTS. I just hope its not like the C&C series of RTS where the mods are the only thing it has going for it. Link to comment Share on other sites More sharing options...
Master_Cain Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by FroZticles Without the base building it will be another flopped SW RTS and SWGB will still hold the crown for the best SW RTS. I just hope its not like the C&C series of RTS where the mods are the only thing it has going for it. Building bases in a battle was never a realistic thing - great to play but utopic as a fact. The battles are a quick thing and you don't have actually time to build anything. EaW tries to be as realistic as it gets in terms of reality dinamycs. Same as in RTW or the TW series - buiding is done in real time outside the actual engagement. I really don't belive SWGB will get even near EaW - I don't want to go in details - just trust me on this. Link to comment Share on other sites More sharing options...
FroZticles Posted March 10, 2005 Share Posted March 10, 2005 Realism does not apply when it ruins gameplay. When the clones were fighting on Geonosis you think the Kamino stopped producing clones and building facilities to make more? With the Empire you think they halted all there plans just because a battle was going on? I think not... Link to comment Share on other sites More sharing options...
Dagobahn Eagle Posted March 10, 2005 Share Posted March 10, 2005 Without the base building it will be another flopped SW RTS and SWGB will still hold the crown for the best SW RTS. I just hope its not like the C&C series of RTS where the mods are the only thing it has going for it. No one says that there will be no base building. They say there'll be no base building during battle. I don't think bases will even be represented in battle, but that doesn't mean they are not in the game at all. Let's put it this way: You want base building during battle? Fine. Play Star Wars: Galactic Battlegrounds. Want a Total War-style "management-and-battle-kept-apart" game? Play Empire at War. See? Something for everyone. If you make Empire at War work like SWGB and Red Alert and Empire Earth, what do the Total War fans play when they want Star Wars;) ? Realism does not apply when it ruins gameplay. When the clones were fighting on Geonosis you think the Kamino stopped producing clones and building facilities to make more? With the Empire you think they halted all there plans just because a battle was going on? I think not... Er... Yes? No, not really, they calmly worked on unarmed as people died around them and blaster bolts kept nearly hitting them. In fact, I remember it now, the battle of Hoth: Soldiers calmly digging trenches while being bombarded by AT-ATs. I didn't like Battle for Middle Earth's system at all. Base building in battle and invading with an army? Makes no sense to me. Also, I dislike the idea of having the whole base represented in the battle, so that if you, say, lose your Mech Factory or whatever, you lose it outside of battle and have to rebuild it for that province/planet (whatever). It works in X-Com: Terror from the Deep for battles inside bases (facility heavily damaged=facility lost) since you've got nearly only small-arms fire. It works in Stars! as starbases can take a beating (the knock-out-the-starbase-before-you-can-invade system seems nearly identical to Stars!'s), but to have base facilities represented in battle when there are AT-ATs and tanks around? Nope. Link to comment Share on other sites More sharing options...
FroZticles Posted March 11, 2005 Share Posted March 11, 2005 BFME is not the only RTS to use base building while in combat SWGB,WC3,BFME,AOK and many more. If you want a Total War game based on Star Wars go and download a mod and play it. I've been playing SWGB for 3 years and I want this RTS to be good not Total War with Star Wars skins which is what a few people want to see. I don't care if they limit buildings to outside of combat but the game needs to be playable you cannot have complete realism in every game. Link to comment Share on other sites More sharing options...
jokemaster Posted March 11, 2005 Share Posted March 11, 2005 What I read was that you have a main base and you keep adding 'extensions' to it, so you can build a space station and add like shipyards and defenses and stuff. Sounded a bit like Homeworld to me. Link to comment Share on other sites More sharing options...
Master_Cain Posted March 11, 2005 Share Posted March 11, 2005 FroZticleslet me put it in a more dark light for you - In EaW you will be able to manually build only defences outside a battle - the building of facilityes is only decided by you and put on the land by the AI also outside the battle. This has been decided by the EaW and LEC people so .... thats the situation. No building during battles - space assoults , land assoults or space blockdes - Play Rebellion and you will understand why. Link to comment Share on other sites More sharing options...
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