lukeiamyourdad Posted April 26, 2003 Share Posted April 26, 2003 Names are important. Don't start calling a tech lvl ''the golden age of the galaxy that makes no sense with the game'' Just play at Fastest Speed if you want it to be fast geez! Sometimes you're gonna want it to be slowlier'cause you can't catch up with everything. The comp does not automatically updates things(if I understand what you're talking about). And it shouldn't be so. Link to comment Share on other sites More sharing options...
joesdomain Posted April 27, 2003 Share Posted April 27, 2003 I was thinking that the command center could have more buildable units besides a medic and worker in Galactic Battlegrounds 2. Maybe they can have different kinds of droids that will specialize in collecting certain resources. That way 4 different droids that specialize in a specific resource for each civilization. Link to comment Share on other sites More sharing options...
Darth Windu Posted April 27, 2003 Share Posted April 27, 2003 Joe - thats not funny Actually i was thinking should command center's become cities? If so, i would follow the RoN example of having cities research civic technology (ie pop cap increases) and also being responsible for the pop cap (the more cities you have, the larger your pop cap). I would also include the idea of being able to capture cities (reduce the cities hp's to 0, then the player with most amount of units gains control, and if not challenged by the original owner, it becomes your city) Link to comment Share on other sites More sharing options...
eizo131 Posted April 27, 2003 Share Posted April 27, 2003 Windu- Cities? I don't like it, it sounds like Civilization. It would be a total nightmare to and bring the cities HP to zero. + SWGB was build each building, not a build a city. Imagine the costs as well their will be major changes if that is done. But usuallly change is good. everyone else- Fine fine, forget the idea. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 27, 2003 Share Posted April 27, 2003 Windu-Your cities idea doesn't fit SWGB. We are supposed to have small settlements/bases not entire cities. And with people wanting everything to be according to the right scale and all, Cities are going to be too small. Besides we already had an agreement a while ago about trade cities. Joes-Way too complicated. You're saying you want a less complicated game sometimes and now you bring this up. I'm sorry if I sound harsh but that's it and it's sometimes annoying. Link to comment Share on other sites More sharing options...
Darth Windu Posted April 28, 2003 Share Posted April 28, 2003 luke, eizo - the idea is pretty sound (with capturing i mean), and isnt that difficult. The whole city idea depends on the scale of SWGB2, if it is SWGB scale or a big bigger, i would keep command center's, but if it is on a much larger scale, i would change them to cities. Link to comment Share on other sites More sharing options...
Darth Windu Posted April 29, 2003 Share Posted April 29, 2003 One more thing, for anyone who is interested, i have overhauled my SWGB2 idea including new ideas from myself and also the feedback, mainly from Corran and Vostok (still in Microsoft Word, and hence looks shocking when posted here). Like before, if anyone would like a copy, send me a private message or email me and i will send you a copy. Link to comment Share on other sites More sharing options...
CorranSec Posted April 29, 2003 Share Posted April 29, 2003 Exactly. No cities, because we're aiming for a medium-scale game, not an epic-scale. I don't want to restart the RoN debate, so let's just move on. Link to comment Share on other sites More sharing options...
joesdomain Posted April 30, 2003 Share Posted April 30, 2003 I was sorta hoping that the project Garry Gaber is working on isn't a Star Wars ground combat strategy game but a Star Wars space-combat strategy game for Lucasarts. That way I can play strategies with aircraft and other starships. Link to comment Share on other sites More sharing options...
VA_Rebel_Spies Posted April 30, 2003 Share Posted April 30, 2003 Yo Guys!, i've been gone for about 4 months cause of computer busted. I need some updating of SWGB2. You can post it here or email me at VA_rebel_spies3@ms.com Thanks alot guys Link to comment Share on other sites More sharing options...
joesdomain Posted April 30, 2003 Share Posted April 30, 2003 No new information right now. All the projects are secret until E3 2003. I think that is May 13-16. Lucasarts has put some information on it's E3 webpage concerning other projects like Star Wars Galaxies, Star Wars Jedi Knight Jedi Academy, Secret Weapons of Normany, Gladius, and Full Throttle Hell on Wheels. They are suppose to release more information on Star Wars Knights of the Old Republic, Star Wars Rogue Squadron III: Rebel Strike, Wrath, and a Humorous Action Game in the next three weeks. Plus there is another Game they are showcasing at E3 but it is a secret. We are all hoping for Galactic Battlegrounds 2 or another Star Wars Strategy Game for PC. Link to comment Share on other sites More sharing options...
Th£_§hîzz¥Ñîtz Posted May 1, 2003 Share Posted May 1, 2003 Personally I am dissaointed they did not add the kaminoans to Clone Campaigns. I really hope they add them to SWGBII. Link to comment Share on other sites More sharing options...
joesdomain Posted May 1, 2003 Share Posted May 1, 2003 Maybe they will add them to the next Star Wars strategy game when ever that comes out. Link to comment Share on other sites More sharing options...
Darth Windu Posted May 4, 2003 Share Posted May 4, 2003 Hi again everyone. For all of those who didnt know, i have an updated idea for SWGB2 as follows. As it will come out looking rather odd, i can provide anyone with a Microsoft Word-format copy that makes a whole lot more sence, just send me a private message with your email address and i'll send it to you. Confederacy of Independent Systems- Unique Abilities- Start with ½ pop cap already useable Can automatically see allied LOS Workers work 10% faster Can produce Nexu, Reek, and Acklay at Animal Nursery Mechs reload time ¾ of normal Nova trading load 25% more Weapons Colour = Purple Unique Building- Infantry- Geonosian Worker Geonosian Medic Super Battle Droid Super Plasma Droid Super Rifle Droid Super Command Droid Geonosian Warrior Sith Knight Mechs- Commerce Guild Cargo Hovercraft Super Battle Droid on Confederacy Speeder Bike Dwarf Spider Droid Homing Spider Droid Hail Droid Geonosian Canon Aircraft- Geonosian Fighter Geonosian Bomber Confederacy Transport Ships- Confederacy Utility Trawler Confederacy Frigate Confederacy Cruiser Galactic Empire- Unique Abilities- Air units cost 5% less Trading fee costs 15% less Outposts built 10% faster Mechs built 10% faster Upgrades for mech units cost 10% less Weapons Colour = Green Unique Building- Starfleet uplink Infantry- Imperial Worker Droid Imperial Medic Droid Stormtrooper Repeater Stormtrooper Rifle Stormtrooper Imperial Officer Dewback Cavalry Sith Knight Mechs- Imperial Cargo Hovercraft Scout-trooper on Imperial Speeder Bike Probot AT-PT AT-ST AT-AT Aircraft- TIE Fighter TIE Interceptor TIE Bomber Imperial Shuttle Imperial Lander Ships- Imperial Utility Trawler Imperial Frigate Imperial Cruiser Galactic Republic- Unique Abilities- Medic moves and heals 35% faster Outposts heal garrisoned units 33% faster Food at the animal nursery generated 20% faster Jedi 10% faster Weapons Colour = Blue Unique Building- Clone Factory Infantry- Kaminoan Worker Droid Jedi Medic Droid Clone Trooper ARC Trooper Clone Rifle Trooper Clone Commander Jedi Knight Jedi Master Mechs- Republic Cargo Hovercraft Clone Trooper on Imperial Speeder Bike AT-XT AT-TE SPHA-T Aircraft- Jedi Starfighter Gunship Dropship Ships- Republic Utility Trawler Republic Frigate Republic Cruiser Hutt Cartel- Unique Abilities- Can produce Rancor at Animal Nursery Slaves are free, come with Mobile Resource Center Slaves gather all resources 10% slower Command Center / City adds 20% more to pop cap Resource Center can pack-up, move and re-deploy Weapons Colour = Red Unique Building- Moisture Farm Infantry- Slave Worker Hutt Medic Droid Gamorrean Guard Trooper Gamorrean Guard Rifle Trooper Bounty Hunter Sith Knight Mechs- Hutt Cargo Hovercraft Landspeeder Desert Skiff Hutt Sail Barge Jawa Sandcrawler Aircraft- Rebel Alliance- Unique Abilities- Workers collect food 5% faster (including farms) Farms have +35 food Farm workers carry +1 food Outposts gain +1 range and LOS Can pack-up and move Command Center Can ‘sell’ all buildings Weapons Colour = Red Unique Building- Ion Cannon Infantry- R2 Droid Worker Rebel Medic Droid Rebel Trooper Rebel Repeater Trooper Rebel Sniper Rebel Rifle Trooper Rebel Officer Tauntaun Cavalry Bothan Spy Jedi Knight Mechs- Rebel Cargo Hovercraft Rebel Trooper on Swoop Bike Aircraft- X-wing A-wing Y-wing Airspeeder Medium Transport Ships- Rebel Utility Trawler Rebel Frigate Rebel Cruiser Naboo- Unique Abilities- Building hitpoints 10% higher Workers collect nova and ore 5% faster All ships can submerge Sea Transports 20% faster All ships cost 20% less and build 20% faster Shipyards cost 25% less, built submerged Can build Command Center / City underwater Weapons Colour = Green (Royal Naboo), Blue (Gungan) Unique Building- Royal Canon Infantry- Gungan Worker Royal Naboo Droid Medic Gungan Trooper Royal Naboo Sniper Royal Naboo Rifle Trooper Royal Naboo Officer Gungan Kaduu Cavalry Jedi Knight Mechs- Royal Naboo Cargo Hovercraft Royal Naboo Flash Speeder Royal Naboo Gian Speeder Gungan Artillery Gungan Fambaa Shield Generator Aircraft- Royal Naboo N-1 Fighter Royal Naboo Transport Ships- Gungan Utility Trawler Gungan Bongo Frigate Gungan Cruiser Trade Federation- Unique Abilities- Start with max population cap Worker can heal all units (no medic) Workers collect ore 50% faster Workers collect carbon 20% slower All research costs 10% less No resource trading fee All military units 10% cheaper All military units built 10% faster Weapons Colour = Red Unique Building- Droid Control Facility Infantry- Battle Droid Plasma Droid Rifle Battle Droid Command Droid Grapple Droid Sith Knight Mechs- Droid Cargo Hovercraft Battle Droid on STAP Droideka / Destroyer Droid AAT MTT Aircraft- Droid Starfighter Droid Bomber Federation Lander Ships- Droid Utility Trawler Droid Frigate Droid Cruiser Wookiee’s- Unique Abilities- All infantry can move through forests Workers collect carbon 5% faster Workers automatically gain basic training Outposts gain 10% greater LOS and hitpoints Outposts and turrets gain +3 anti-aircraft range Infantry gain 5% greater LOS Weapons Colour = Red Unique Building- Infantry- Wookiee Worker Wookiee Medic Wookiee Trooper Wookiee Repeater Trooper Wookiee Rifle Trooper Wookiee Officer Wookiee Berserker Jedi Knight Mechs- Wookiee Cargo Hovercraft Wookiee Anti-Aircraft Mech Ships- Wookiee Utility Trawler Wookiee Frigate Wookiee Cruiser Units- Infantry- (Trooper Recruit Trooper Hvy Trooper Elite Trooper) Confederacy – speed = 2, firepower = 4, armour = 3 Empire – speed = 3, firepower = 3, armour = 3 Federation – speed = 5, firepower = 3, armour = 1 Hutts – speed = 3, firepower = 2, armour = 4 Rebels – speed = 4, firepower = 3, armour = 2 Republic – speed = 1, firepower = 5, armour = 3 Naboo – speed = 2, firepower = 2, armour = 5 Wookiee’s – speed = 3, firepower = 3, armour = 3 Trooper – good all-round unit, fairly quick, good firepower, very mobile Repeater Trooper – infantry support unit, better firepower than Standard trooper, can only fire when deployed Rifle Trooper – missile unit, good vs Mechs and aircraft Officer / Commander – same abilities as RoN’s general ARC Trooper – less HP’ s and firepower, but faster and greater LOS than standard trooper, can cloak and can place small charges on enemy vehicles and buildings Bounty Hunter – quick, well armed and armoured anti-infantry unit, very good vs Jedi / Sith, expensive but gives you credits every time a target is killed Sniper – fast, lightly armoured anti-infantry unit with long range, heavy firepower but long reload time Plasma Infantry – fast, lightly armoured anti-infantry unit with short range, heavy firepower, short reload time. Instantly clears garrisoned buildings but explodes when killed, injuring nearby units Jedi/Sith Knight – fast, strong, melee unit Wookiee Berserker – same stats as GB Geonosian Warrior – fast, hovercraft melee unit Jedi Master – slightly slower but more powerful, expensive, hp’s than Jedi Knight Federation Grapple Droid – cheap melee unit, can hold target unit in-place Empire Dewback Cavalry – speed between Gungan cavalry and infantry, good hp Rebel Tauntaun Cavalry – fast Recon unit unaffected by terrain, light armour Gungan Kaduu Cavalry – similar to Tauntaun Cavalry but slower, more armour Rebel Bothan Spy – cloaked spy which gives you enemy information (eg if placed in enemy barracks, you see what infantry units are being built or queued, if in command center you can see all enemy units LOS etc) Mechs- (Light Mech Mech Hvy Mech) Cargo Hovercraft – used to generate Credits through trading lanes between spaceports, also used to transfer resources to other players (if hovercraft is destroyed, the resources are lost) AT-AT – slow, heavily armoured unit with 2 heavy (anti-building/mech/aircraft) and 2 light (anti-infantry/aircraft) lasers mounted in the head, can only fire from front, can carry 10 troop slots, can fire at aircraft AT-ST – fairly fast, medium armoured unit with 2 medium lasters, can only fire from front, no troop carry ability good all-round AT-PT – fast, light armoured unit with 2 light lasers, excellent v infantry Probot – hovercraft unit, long LOS, 1 light laser for self-defence, weak Speeder Bikes – fast, cheap scout unit with no armour and 1 light laser STAP – slower than Speeder Bikes but with no armour and 2 light lasers AT-TE – armour, speed, cost etc in-between AT-AT and AT-ST with 4 light lasers (2 front, two back) for all-round fire, plus 1 heavy laser in top turret, can carry 5 troop slots, can fire at aircraft AT-XT – all-round unit, s2 medium lasers, stats slightly less than AT-ST SPHA-T – very large, very slow, heavily armoured artillery, good range, 1 very heavy laser, 6 light lasers (2 on each side, 1 at front, 1 at back) Hailfire Droid – fast, agile missile unit, good vs Mechs and aircraft Homing Spider Droid – similar to AT-XT but faster and less armour Dwarf Spider Droid – stats similar to AT-PT MTT – large, very heavily armoured, 2 front light lasers, can carry 20 troop slots ATT – well armoured, 2 light lasers at front, 1 heavy laser in turret, stats in- between AT-ST and AT-TE, can fire at aircraft Droideka – fast shielded anti-infantry, better than AT-PT, 2 light lasers at front Gian Speeder – fast, medium armour, 2 light laser in front, 2 medium lasers in turret, can fire at aircraft, can carry 1 troop slot Flash Speeder – very fast, light armour, 2 light lasers in turret, can carry 1 trooper Fambaa Shield Generator – large, slow, unarmed mobile shield generator Gungan Artillery – cheap, fast, short range artillery, large splash damage radius Geonosian Canon – similar to Gungan Artillery but longer range, slightly less firepower Landspeeder – cheap, unarmed, unarmoured scout unit, slower then speeder bikes but seen by enemies as a civilian vehicle Desert Skiff – cheap, fast anti-infantry unit with 2 light lasers Hutt Sail Barge – large, slow, well-armoured mech with 1 large laser and 6 light lasers around hull, can fire at aircraft Jawa Sandcrawler – similar to MTT but with no weapons and is cheaper Wookiee AA Mech – specialised anti-aircraft mech, long range, fast and powerful Aircraft- (handled like RoN, aircraft at airbase which is then ordered to attack) X-wing – best firepower, good vs aircraft and infantry, can self- repair to 50% health, has shields, 4 fighter lasers A-wing – fastest aircraft, good vs lightly armed troops and bombers, has shields, 2 fighter lasers Y-wing – medium speed, armoured bomber, poor vs fighters, excellent vs buildings and ships, can self-repair to 50%, has shields, 2 bomb bays Rebel Airspeeder – fast, agile, heavily armoured, unshielded anti-mech unit, 2 medium lasers TIE Fighter – cheap, quickly built fighter, good firepower but poor armour and no shields, 2 fighter lasers TIE Interceptor – cheaper, quicker to build than A-wing but no shields and slower TIE Bomber – medium speed, no shields, cannot self-repair, cheaper and built faster than Y-wing, poor vs fighters, excellent vs buildings, 2 bomb bays Imperial Lander – standard transport but with 2 light lasers Jedi Starfighter – most agile fighter, best fighter vs aircraft, slightly faster than X- wing, has shields, can self-repair to 50%, poor vs Mechs, 2 fighter lasers Republic Gunship – fast, armoured, agile aircraft can carry 4 troop slots only, good vs Mechs and troops, 2 rocket launchers, 2 medium lasers Republic Dropship – fast, agile, armoured but unarmed assault transport, can carry 6 Mechs slots only Naboo N-1 – best all-round fighter, has shields, good mech attack, can self-repair to 50%, slightly greater range but less armour than X-wing, 2 fighter lasers, 1 proton torpedo launcher Geonosian fighter – good range, 1 fighter laser, no shields, cannot self-repair, 1 fighter laser, can decrease opposition aircraft agility Federation Fighter – short range, fast, cheap fighter with good armour, no shields, cannot self-repair, 2 fighter lasers, can perform VTOL manoeuvrers Federation Lander – can carry twice the amount of other transports Transport – slow, lightly armoured, lumbering transport, can carry 10 pop slots Ships- (Light Ship Ship Hvy Ship) Frigate – general purpose anti-ship, anti-air warship Cruiser – long range coastal bombardment warship Transport – units automatically transform into transport when crossing medium or deep water (slowly cross shallow as normal units but more vulnerable) Buildings- Barracks – builds all infantry units, researches infantry technology Mech Factory – builds all mech units, researches mech technology Airbase – builds all aircraft units and stores Fighters & Bombers, researches aircraft technology Resource Center – drop-off point for resources, researches resource technology Mobile Resource Center (HC) – resource center that can pack-up, move and Re-deploy with its own force of slave workers. If mobile resource center is destroyed, slaves join the side that destroyed it Animal Nursery – adds food periodically to your total when animals inside Farm – produces food which must be collected by a worker, does not run out, limit of 4 farms per Command Center / City Command Center / City – builds workers & medics, increases population cap, civic technology researched here (ie increases to pop cap). If hp’s reduced to 0, side with most amount of forces near command center / city gain control as in Rise of Nations Spaceport – used to create trading lanes, also used to buy and sell resources with / for Credits Mech Repair facility – fixes Mechs when placed inside facility for free, three times as fast as worker Field Hospital / Droid Maintenance Facility – heals all Infantry units when placed inside for free, three times as fast as medic / worker Outpost – defensive structure, can garrison allied units, can hold limited resources Turret – small anti-ground, anti-air base defence structure Power Generator – generates a certain amount of power for allied buildings, no distance limit (similar to C&C series) Advanced Power Generator – generates more power than Generator but is more expensive and has less Hp’s Shield Generator – creates a shield around all buildings & units near it, shield effect is instant Observation Tower = small, cheap, unarmed, long LOS, can detect cloaked units Observation Buoy = sea version of Observation Tower Starfleet uplink (GE) – gives access to Star Destroyer bombardment, must recharge Clone Factory (GR) – creates clone of every infantry unit produced Royal Canon (N) – long range base-defence weapon, very good vs large targets, powerful but slow rate of fire Droid Control Center (TF) – gives all combat Droids greater speed and rate-of-fire for a limited time within a certain radius, must recharge Ion Canon (RA) – disables all enemy units and causes aircraft to crash within a certain radius, must recharge Moisture Farm (HC) – provides a constant stream of Credits Resources- (do not run out, can only be collected by a certain no. of workers) Credits – gained from mining Nova, used in all constructions Nova – mined from the ground, delivered as credits Metal – mind from ground, used to build Mechs, aircraft, buildings, and ships Food – gained from animal nursery or animals such as Ronto, Dewback etc Unit population slots- Trooper = ½ All other Infantry / Medics / Workers = 1 Light Mechs = 2 Medium Mechs = 3 Heavy Mechs = 4 Aircraft / Ships = 2 KEY: (GE) – Galactic Empire, (GR) – Galactic Republic, (HC) – Hutt Cartel, (N) – Naboo, (TF) – Trade Federation, (RA) – Rebel Alliance, (CIS) – Confederacy of Independent Systems, (W) – Wookiee’s Link to comment Share on other sites More sharing options...
eizo131 Posted May 4, 2003 Share Posted May 4, 2003 hey! i have got a weird idea: Wat if all troops could have secondary functions? (republic gunship- lasers+rockets) You would have to accesss the from a little box that pops up when you select a unit. (republic gunship would eventually run out of ammo and begin to fire lasers.) I know this idea has been brought by many ppl. but I never read a post that explains how it would be used. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted May 6, 2003 Share Posted May 6, 2003 eizo- Everybody(ok not everybody be some people) think it's a little too complicated in the heat of the battle r you would be really pissed when you run out of ammo in the middle of a big battle and you ose because of that. Windu- All of your ideas aren't for Unique civs. It's all pretty generic. I won't start with everything 'cause well that sums up pretty much eveything. Link to comment Share on other sites More sharing options...
Darth Windu Posted May 7, 2003 Share Posted May 7, 2003 luke - thats bull. Exactly how are the civs all generic? Each has its own different set of infantry, at least 2, normally 3 infantry unique units, plus all of the mechs are unique. Furthermore all aircraft are unique, and the natural abilities of each civ makes the civs unique. In addition to the unique building that every civ gets, some are denied certain units (ie no wookiee aircraft, no Hutt ships etc) and i would like to add that it is a template, and the whole point of putting it on this forum, and sending it to you, was TO GET FEEDBACK so it could be improved. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted May 7, 2003 Share Posted May 7, 2003 Windu, what Luke's Dad means, and what myself and Corran meant with your last document, is that you're still thinking in a generic manner. For example, Trade Federation mine ore 50% faster. 50% faster than what? By saying x% faster or x% slower, you are acknowledging that there is a basic, generic speed/cost/build time/whatever. The rest of the list is all well and good, but it is these percentage bonuses that throw me, they are based on a generic standard when there should be none. Link to comment Share on other sites More sharing options...
CorranSec Posted May 7, 2003 Share Posted May 7, 2003 Aye to what Vostok said. I haven't actually reviewed the entire document (I'll do so when you email it to me), but a brief glance at the first paragraph (Confed Unique Abilities) shows that, precisely as in your last document, you are still working in a generic manner. You give the Confed some unique abilities. But the point is that all abilities are unique. The point is that pop caps are different, as are setting with allies LOS, worker speed, etc. Nexus, Reeks and Acklays are just some of the Confed's arsenal of entirely unique units- that you put them in the special abilities section makes it seem quite like GB1. And each civ has a single designated 'unique building'. If there were unique unit sets, it's clear that all buildings would be unique. Now, this is only from the aforementioned brief glance, but this does seem quite a bit like GB1- basic generic sets, with unique bonuses changing many units, but not actually making them unique unit sets. If you want generic unit sets, that's fine. Well, it's not fine (we'll argue with you about it), but the point is that we'll actually be officially arguing. But you cannot say that the document you just posted has fully unique civilisations, and that it is a huge leap forward from GB1. (Don't take that to mean that I don't want it in Word... ) Link to comment Share on other sites More sharing options...
eizo131 Posted May 7, 2003 Share Posted May 7, 2003 luke- yes it is annoying, but I mean that once your run out of the secondary weapon ammo you would switch to the regular gun, the basic gun would have infinite ammo. everyone- Look the civs need to be a whole lot more unique thats all, sheesh..... (you guys make it sound so complicated) Link to comment Share on other sites More sharing options...
Darth Windu Posted May 8, 2003 Share Posted May 8, 2003 Vostok, Corran - it is totally impossible to make a game such as this (ie with 8 civs) and not have generic units. Take for example the worker's. How do you make them unique? In each civ they have the exact same role to play (except the Hutt Cartel) so then to give them some variety, you add natural abilities. This means that although the unit is generic, it has abilities that the other generic;s dont have. For example the Rebel worker collects food faster than all other workers. This helps to diversify the generic units while keeping system requirements down. I would also like to ask the question, what is the difference between a generic Rebel worker who collects food 5% faster than other workers, and a unique rebel worker who does standard worker things but collects food 5% faster? There is no difference. Link to comment Share on other sites More sharing options...
CorranSec Posted May 8, 2003 Share Posted May 8, 2003 It's quite simple that everything can be a lot more unique. For example, her are some examples of very unique basic workers. Galactic Republic: Uses Gather Droids, which can do everything at a medium rate, but later in the game gets Construction Droids, whch are larger, more expensive and great at constructing buildings (they do it faster, the building costs a bit less, etc). Gungans: Workers are amphibious (can swim in water, albeit slowly). Also have a small Swamp-creating ability. Naboo: Speedy workers, exceptionally good at getting credits. Empire: Can build tradition worker droids and Slaves, which are more expensive, but better at getting resources. Rebel Alliance: Workers are cheap droids that cost no pop, but aren't as good as many other civs at constructing buildings. Yuuzhan Vong: Servants gather resources, while special creatures are built at the CC and then can instantly transform into their specific building. (Ie a Training Center Worm, costs training center money and takes training center build time, but is a unit which is moved to the designated place and then morphed into a building. Cannot morph back) And so on. These are just a few ideas, not only based on what I've heard before, but simply off the top of my head. Now, I don't necessarily like all of these ideas, but they serve quite well as an example that everything can be quite unique. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted May 9, 2003 Share Posted May 9, 2003 Windu, you miss the point. We are pointing out that your list is a GENERIC list, not a UNIQUE list. We are not saying it sucks, merely that you do not fully grasp the concept of "unique unit sets". Here's why: what is the difference between a generic Rebel worker who collects food 5% faster than other workers, and a unique rebel worker who does standard worker things but collects food 5% faster? The first is a droid that is based on a generic template, with a slight difference being that it collects food faster. The second can not exist: if everything is unique, everything collects food at different rates, so the phrase "5% faster" is meaningless (5% faster than what?) Link to comment Share on other sites More sharing options...
eizo131 Posted May 9, 2003 Share Posted May 9, 2003 Vong-they would have way to many workers to build+they can only be used once, that would make them really suck. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted May 10, 2003 Share Posted May 10, 2003 Needless to say all of your troopers are also generic. They all have a normal, a repeater, a rifle, and something else. Every civs. Troopers can be easily diversified. And we are trying to improve it. Link to comment Share on other sites More sharing options...
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