joesdomain Posted September 24, 2002 Share Posted September 24, 2002 They wouldn't play music during th game. Maybe they could add it onto Jabba's Palace. It is a shame you can't carry units in Jabba's sail barge and desert skiffs. That would make it a little more realistic. Maybe they could add Jabba's Palace as a Star Wars Locale. I always wondered what it would be like to go through his palace. Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted September 25, 2002 Share Posted September 25, 2002 Dude given what u are saying, u could say "Rebel Command center" as a locale. Jabba's palace is in the game, as a building . If ya wont to wonder around buildings that come originally from an RTS, buy C&C Renegade. Link to comment Share on other sites More sharing options...
CorranSec Posted September 25, 2002 Share Posted September 25, 2002 joe, crazy_dog is right. It seems that all you want to do is make incredibly realistic remakes of the movies, and wander around in them. Get Renegade. It's fun, in its own way. Now, onto higher concern.... I don't know if this has been covered, but here goes. Here's a list of ship types (which all civs can build) for SW:GB 2. Cap ships: Assault Transport (carries troops and can attack, this might be a medium ship) Heavy Attack Ship (used for bombardment of ground, like an air cruiser) Interceptor Cruiser (designed for killing fighters, there's a ship that i based this on but i forget its name.... Lancer frigate, maybe?) Assault Fortress (the flying fortress I discussed earlier) Medium ships: Freighter (this is built at the airbase but is basically a trading ship like the one from the spaceport, but with full flight capabilities, but still no lasers) Frigate (multi-purpose ship, can do some damage to ground (mostly troops), and take out other aircraft. Especially good at destroying other medium ships and interceptor cruisers) Deceptor (a ship with weak lasers but strong armor, designed as a decoy) Stealth frigate (the spy plane i talked about earlier) Civilian transport (current transport) Fighter: Space Superiority fighter (same as the current fighter) Air-to-ground bomber (current bomber) Scout flier (the scout plane i talked about earlier) Hunter (a flier designed to destroy sea units) Assault fighter (an anti-cap-ship fighter, like the B-Wing) How does this sound? Link to comment Share on other sites More sharing options...
KoL ShadowJedi Posted September 25, 2002 Share Posted September 25, 2002 I like them all :):) Link to comment Share on other sites More sharing options...
MadrixTF Posted September 26, 2002 Share Posted September 26, 2002 Sorry to interrupt your party boys, but i actually like Joe's ideas. Ok, granted i'm relatively new, but i would like to see a more realistic interpretation of Star Wars. Don't get me wrong - I DO LIKE SWGB because i like AoE, but for a NEW SW RTS i think something new and refreshing would be good. Pummels, etc. just don't fit the star wars makeup. So, my preference would be to have a Star Wars RTS with more space battles including all the items Joe listed. Link to comment Share on other sites More sharing options...
CorranSec Posted September 26, 2002 Share Posted September 26, 2002 Um..... you can like joe's ideas, and we're not partying. But do you like him constantly repeating them and ignoring everybody? Do you like my ideas? Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted September 26, 2002 Share Posted September 26, 2002 Get rid of interceptor cruisers, assualt transport (too powerful. Transports would not need escorts. I think even joe will not agree to this), Stealth Frigate and Hunter (Sea battles are not a major thing) Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted September 26, 2002 Share Posted September 26, 2002 Something I don't understand about ships. When you have aircrafts, why do you need ships(except gungans)? Link to comment Share on other sites More sharing options...
MadrixTF Posted September 27, 2002 Share Posted September 27, 2002 CorranSec: Ok, i just skimmed through your ideas now, i hadn't really noticed them before - too much battering of Joesdomain... I think a combination of your ideas and Joe's ideas would be great, also Simwiz's idea about the Stealth translucency thing. Your ideas seem to be a bit more generic in their makeup and naming, while Joe has specific ships from the Star Wars movies - but at the end of the day it could amount to the same thing. Example - Flying fortresses? sounds a bit silly to me - i think what you meant is Capital Ships - a fortress typically refers to ground-based. Other than that you have good balance to your ideas at least. Link to comment Share on other sites More sharing options...
CorranSec Posted September 29, 2002 Share Posted September 29, 2002 Thx for the support Madrix. They wouldn't actually be named "Interceptor Cruiser," they'd be called Lancer-class frigate or something. That's just the class. They could even have specific names which are randomly generated, and for even more fun, the actual graphics could be randomly generated. Flying fortresses exist in the SW universe, that's why I used that name. The flying fortress idea was actually based around the Adumari Meteor. My ideas are actually completely different, if you actually consider Joe's list of ship names as ideas. Sure, a Naboo frigate could look like the Queen's ship..... Rebel Interceptor Cruisers could look like Escort Frigates.... whatever. If slot his ideas for ship naming and looks into my ship classes, we could have some nicely canon ship battles. Then everyone would be happy. Luke's dad and crazy_dog- in SW:GB 2, (sea) ship battles would be enhanced as well. I think I already put down an expanded list of ship types. It's because of this that we'd need aircraft like Hunters. Oh, and if anyone comes up with a name better than Hunter, tell me..... I just thought of it on the spur of the moment. Interceptor cruisers would create fun battles eg. 1 interceptor valiantly battling a squadron of fighters. They create more ship diversity and balance. You haven't given a reason why they're bad anyway. Assault Transport- I mainly put this in because normally in the SW universe, transports have guns. It's just a fact. Their power is compensated for by their expense and the fact that many things can blow them out of the sky. Stealth Frigates would be cool. Once again, ship diversity, and is balanced by the Scout Frigate plus anything with guns. We need more stealth units, and this is just one of them. Link to comment Share on other sites More sharing options...
joesdomain Posted September 29, 2002 Share Posted September 29, 2002 I think a option added in the main menu to be able to turn on and turn off the ability to combine civilizations and make a army with more than 1 civilization army would be cool. What do you think? Link to comment Share on other sites More sharing options...
Kryllith Posted September 29, 2002 Share Posted September 29, 2002 Interesting idea, but rather complex. Are you suggesting that LucasArts make the combinations or would you have it set up so that the players can pick and choose which unit they would use (for example, one civs strike mech vs. the other's civ strike mech)? I suppose it could be random as to what type of unit is put out when, or perhaps simply the best unit is created. For example, if the Empire and Republic merged, then they'd use the AT-AT assault but the Advanced X-Wing fighter. On the otherhand, if it was entirely left up to the players, that could be interesting too. I'd like to have the flexibility of mixing the units, the trouble is that it would tend to throw balance out of whack if L.A. allowed players that much mixing/matching freedom. Maybe if they set up some type of point system for unit selection in the merging, forcing a balance... Kryllith Link to comment Share on other sites More sharing options...
CorranSec Posted September 29, 2002 Share Posted September 29, 2002 That might be intruiging, but what's the point? It would probably throw game balance to hell if you just put the option in there without LA doing some extensive re-balancing. It also wouldn't make much sense, except for certain combos. For example, Rebels+Wookies and Naboo+Gungans would work, and so would Confederacy+Trade Federation, but the rest would be rather strange, to say the least. If it was just designed for those specific matchups, that would be pretty cool (provided LA did do extensive re-balancing), but there still needs to be a few changes. For example, a Wookie+Rebel combo would probably provide that army with powerful troops, great air, pretty good jedi, and OK mechs. Say they were playing a 2v2 against Empire and Trade Fed, which can't combine, well.... we know who would win. What happened to your canon-only outlook, joe? Firstly it was "I don't like anything non-canon" and now it's "let's combine the Rebels and the Republic!" I really don't understand it. Link to comment Share on other sites More sharing options...
Kryllith Posted September 29, 2002 Share Posted September 29, 2002 Guess if they wanted to stick to canon they could limit it to just 4 combinations: Naboo & Gungan Rebellion & Wookies Trade Federation and Confederacy and Republic and Empire (which I guess could work since the Empire is really just Palpatine's reforging of the Republic.) Kryllith Link to comment Share on other sites More sharing options...
CorranSec Posted September 29, 2002 Share Posted September 29, 2002 Hey, Kryllith, it seems we think the same. I actually considered the Republic + Empire, but dismissed it because they're too far apart in terms of time. Eg. At-Te's slowly evolved into At-At's, etc. If there was a combination between the two, it would have to include new units. Consider this- you couldn't have stormtroopers, they're new-generation. You couldn't have TIEs, they're new generation. You probably couldn't have Jedi, seeing as it's turning evil. Clones, mechs, etc... We have to see Episode III to find out! That's basically the main problem. We don't know the exact details of the transformation. Once Ep III is out, it can be done, but not right now. Link to comment Share on other sites More sharing options...
CorranSec Posted September 29, 2002 Share Posted September 29, 2002 Oh, btw, I forgot to add: Hey, Kryllith, what do you think of my ship ideas? Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted September 29, 2002 Share Posted September 29, 2002 Yes I know that realistically transports would have guns,but in gameplay terms this is too powerful. 12 transports, each with some 5/7 units, would beat a squadron of some 6 adv. fighters, and still be able to land troops. Hunters. As joe might also say, in the SW universe there are no such ships anyway. All civs for this use bombers. For destroying ships, the destroyer is used. Fighters are AA aircraft. All these ideas seem to make fighters obsolete. Adding too many units is just as bad as adding taking away each non-canon unit. Link to comment Share on other sites More sharing options...
Kryllith Posted September 29, 2002 Share Posted September 29, 2002 Originally posted by CorranSec Hey, Kryllith, it seems we think the same. I actually considered the Republic + Empire, but dismissed it because they're too far apart in terms of time. Eg. At-Te's slowly evolved into At-At's, etc. If there was a combination between the two, it would have to include new units. Consider this- you couldn't have stormtroopers, they're new-generation. You couldn't have TIEs, they're new generation. You probably couldn't have Jedi, seeing as it's turning evil. Clones, mechs, etc... We have to see Episode III to find out! That's basically the main problem. We don't know the exact details of the transformation. Once Ep III is out, it can be done, but not right now. Yeah, I agree with that. I had the same problem with figuring out where the conversion from Republic to Empire would work in unit-wise. The idea would be more feasible in a few years, which would work well if something along the lines of SWGB II were release near the time of Episode III. With a little luck, we'd have a bit of a chance to see any progression in unit evolution by then. Of course, we're still talking about a jump of 17 years or so between III and IV. Maybe LucasArts could just take the progression of the units and surprise us. Kryllith Link to comment Share on other sites More sharing options...
Kryllith Posted September 29, 2002 Share Posted September 29, 2002 Originally posted by CorranSec Hey, Kryllith, what do you think of my ship ideas? I like them, especially the Deceptor. We could crank the speed up on it and use it like a rabbit to lead people into traps. I also like the idea of the floating fortress (or levitating turret, whichever). It kinda reminds me of the minefields in the Battle for Naboo game (man those things were annoying), only on a larger scale. The mines only took a few shots to the destroy, but the flying fortress could be designed to withstand damage like a turret. In that case though, I'd make the anti-cap-ships the primarily means for destroying them, since it would be out in space rather than affixed to the ground for bombing runs (unless the FF landed) I don't know how much mobility you're talking about in the FF. I kinda pictured them as a turret in space, which might require a ship to go out and build them. If so, I'd like to have a multi-function unarmed ship that would work like a worker in space. It could be used to build the FFs, space beacons, perhaps set up minefields (non-shooting, simply detonators that explode when one gets too close) and possibly sweep/remove enemy mines, perhaps build/repair space stations (if these are included) and repair ships in space. Heck, we could even have them mine resources from space debris if people wanted. Oh, last point before I forget. Did you have any capital ship set specifically for destroying other capital ships? Kryllith Link to comment Share on other sites More sharing options...
MadrixTF Posted September 30, 2002 Share Posted September 30, 2002 I like the idea of being able to mix civs. i have been thinking about this for a while. i normally play TF, but it would be nice to add some of confederacy units to TF - i like their Mechs better, but i like the TF Fort units, etc. This should definately be an option that the user has to select. But you could actually end up mixing units anyway - if you use Jedi to convert factories then you will have those units at your disposal... although i'm not sure if TF Siths can turn buildings? Link to comment Share on other sites More sharing options...
Kryllith Posted September 30, 2002 Share Posted September 30, 2002 Originally posted by MadrixTF But you could actually end up mixing units anyway - if you use Jedi to convert factories then you will have those units at your disposal... You suggesting this as an idea? Right now you can capture enemy factories, but they still make your units, not your opponents. Of course, you can capture your opponent's units... Kryllith Link to comment Share on other sites More sharing options...
jcb231 Posted September 30, 2002 Share Posted September 30, 2002 Along the combination discussion..... I think that when a jedi master converts a building, the building should produce the other civs units. It only makes sense, really...the assembly lines would be geared up to make the original civs units anyway, not the converting civs units. It woul be sort of like in starcraft how the protoss could convert a terran worker and build terran buildings. Also, on a similar topic....I think that when you are playing a multiplayer game and your ally drops out for whatever reason you should be able to take over their troops and control them....I've played so many games where my ally has dropped and their troops just stand around wasted pointlessly....I'm sick of that. Another option would be the ability to tribute units to another player...rather than just send some troops to help a besieged ally you could actually tribute the troops to him and let him deploy them how he sees fit. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted September 30, 2002 Share Posted September 30, 2002 jcb231- the protoss in starcraft were highly unbalanced because of that. It would be fun of course but hard to balance for the non-master civs... Link to comment Share on other sites More sharing options...
MadrixTF Posted October 1, 2002 Share Posted October 1, 2002 Kryllith, i thought that the units in the captured factory would produce that civs units, but i have never done it so i was just guessing. I normally use TF so i don't use Jedi much... But i think that if you convert a factory it should produce whatever units that factory was producing before - it just doesn't make sense otherwise... Mixing civs would be fun! Link to comment Share on other sites More sharing options...
Kryllith Posted October 1, 2002 Share Posted October 1, 2002 Originally posted by jcb231 Along the combination discussion..... I think that when a jedi master converts a building, the building should produce the other civs units. It only makes sense, really...the assembly lines would be geared up to make the original civs units anyway, not the converting civs units. It woul be sort of like in starcraft how the protoss could convert a terran worker and build terran buildings. I think the idea has possibilities, but it also has problems (at least reality-wise with certain civs). Imagine capturing a TF soldier production plant. If we go by how the droids work in the movies, you would be able to make the droids, but they'd still be controlled by the TF command chip. Essentially you'd end spending your resources to make forces hostile to you. Of course, if we skip realism and go all for gameplay then it could work quite well. Kryllith Link to comment Share on other sites More sharing options...
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