nisomer Posted February 1, 2006 Share Posted February 1, 2006 http://www.theforce.net/latestnews/story/TFN_Interviews_Petroglyph_96829.asp not much stuff about contents of the game, but still nice info! Link to comment Share on other sites More sharing options...
Orao Posted February 1, 2006 Share Posted February 1, 2006 Kudo's to Rome: Total War for launching this idea into the mainstream, but Empire at War expanded upon this to make the strategic layer play in real-time and giving the player much more to do at the strategic level as well as the tactical level. [/Quote] Well if they kept instantneous repairs on fleet after the battle then you can say bye bye to the tactical level. No more hit and runs which is rebel tactic since they are outnumbered. Link to comment Share on other sites More sharing options...
lightsaber Posted February 1, 2006 Share Posted February 1, 2006 I totally agree with you. Why isn't it possible to slow down the repair time... instant repair is realy senseless. And this little tweak would enhance the strategic lvl of the game... Link to comment Share on other sites More sharing options...
shadowsfm Posted February 1, 2006 Share Posted February 1, 2006 yeah, the closest to a hit and run tactic would be taking out a isd or star base before retreating and coming back Link to comment Share on other sites More sharing options...
Prime Posted February 1, 2006 Share Posted February 1, 2006 I totally agree with you. Why isn't it possible to slow down the repair time... instant repair is realy senseless. And this little tweak would enhance the strategic lvl of the game...But it wouldn't be a little tweek. There is a lot of overhead to keep track of all the damage levels for all the units in the galaxy... Link to comment Share on other sites More sharing options...
Orao Posted February 1, 2006 Share Posted February 1, 2006 Ok so what you tells us is that persistent dammage was possible to implement when the rebelion was released but now 6 years latter it is fricking hard and source asking ? Sorry IMHO its just a poor excuse for wanting to make economies and letting go an important point of strategy. Link to comment Share on other sites More sharing options...
Slocket Posted February 1, 2006 Share Posted February 1, 2006 EAW is dumbed down quite a bit compared to Rebellion. Just another Command and Conquer fast paced RTS game using a Star Wars Mod. What strategy? It is just a fast tank rush. I wish for a true Rebellion II remake, for real players, not kiddies. "Star Wars: Empire at War is Petroglyph’s first game and we have very high hopes for it! We only had two years to build the team, the engine and a new Star Wars IP and we’re really proud of the game we’re putting out. " Considering only two year in development, I guess they did pretty good. They remark how more stuff they wanted in, but not enough time. I believe much more will be added in the future expansion. I think EAW should sell well enough to warrant that. I think the game will be fun (hey, it is Star Wars), and maybe in a future expansion we get the rest of the game. Link to comment Share on other sites More sharing options...
johnmatrix Posted February 1, 2006 Share Posted February 1, 2006 I thought that the devs said the rate of repair would be signifigantly slower in the actual game and was only this way in the demo. Link to comment Share on other sites More sharing options...
Slocket Posted February 1, 2006 Share Posted February 1, 2006 I thought that the devs said the rate of repair would be signifigantly slower in the actual game and was only this way in the demo. I read in the dev chat this question and answer. In the full game, there will be some time delay before the ships repair. This was in regards to a large fleet just cruising the galaxy wiping out all resistance and planet hopping because of no damage due to instant repair. Let me find the exact statement. Q. "Will Damage always intant repair in Galactic Campaign as seen in the Demo or can we expect some form of repair?" A. "Yes, but the galactic mode runs under a different time scale. A day isn't really an earth day. We wanted to take the work out and just get back to the fun." Someone later clarified this confusing answer here on this forum as I stated above. Maybe you can find it exact words. I think it was that Petroglyph guy. All I can find is this thread on persistant damage: http://www.lucasforums.com/showthread.php?t=158911&highlight=repair Link to comment Share on other sites More sharing options...
xhh2a Posted February 2, 2006 Share Posted February 2, 2006 If that is true than you should be able to mod the time needed for auto repair(ex: fighters less time delay, ISD's more time delay) They said kudos to R:TW which had the feature of damage being persisant(which was part of the stratagy) and that you can regenerate(to a point) soilders in a unit yet they don't have the feature in EaW? Link to comment Share on other sites More sharing options...
Prime Posted February 2, 2006 Share Posted February 2, 2006 Ok so what you tells us is that persistent dammage was possible to implement when the rebelion was released but now 6 years latter it is fricking hard and source asking ? Not hard. Resource intensive. Sorry IMHO its just a poor excuse for wanting to make economies and letting go an important point of strategy.Economies? Link to comment Share on other sites More sharing options...
Orao Posted February 2, 2006 Share Posted February 2, 2006 Ups sorry I made word to word translation here. I meant "save money". Link to comment Share on other sites More sharing options...
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