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How could each civ be made more unique?


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Nah, naboo should have built in power. It makes more sense and fits better with the rest of Naboo that we have created so far (remember that Naboo builds their air/mechs/heavies/some troopers quite slowly, even with power, so the two balance each other out. It also gives Naboo a lift early on when they need it most)

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They could reduce power cores to just Carbon Processing Centers, Food Processing Centers, Animal Nursuries, Nova and Ore Processing Centers. The military buildings, research center, water center, spaceport, shipyard could have their own power built into each building.

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Control-It's just a realism argument. The only thing you can say about that is it's more realistic. Not a very good argument tho...

 

Vostok's GE power- Nah...The big Power Generator fits them better.

 

GR- It also fits realism to give them built-in power generators. Although they can have power cores with smaller radius but are built very fast and are quite cheap.

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Trade Federation: Yes, that's it, Luke's Dad. Control is a realism argument and I think it would make appalling gameplay. I know I wouldn't like to play Trade Federation like that.

 

Naboo: So everyone want's built in power? Okay, but I still think a big power station (like what is being suggested for Empire) fits better with what we see in the movies...

 

Galactic Empire: If Naboo doesn't get a big power station then the Empire should.

 

Galactic Republic: How about they have to upgrade their buildings to have a generator? So they build the basic building first, then upgrade it to be powered.

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Trade Fed: It's not a realism argument at all, and it shames me to think that you would imagine me as one to sink so low. You know well of my disregard for realism. ^^

I was thinking about gameplay and uniqueness. It would serve to quite definitely distinguish the Trade Federation from every other civ, and give them both an advantage (no power worries) and a disadvantage (have to think about Control). It's not very restricting- you'll quickly become used to building Mobile Receptors to bring along with your armies, Relays for your outposts, and so on.

Sure, an enemy can focus on the Control units/buildings. That's an important part of it. An enemy can also beat an invading force by taking down their Assault Mechs, or severely impede a base's progress by destroying their power sources. It's called tactics, and gameplay will be greatly improved because of it.

 

Naboo: We know that built-in power would be good for the Naboo, and Vostok's argument is solely based on the fact that you saw a power generator in the movies. And you criticise me...

 

Galactic Empire: No, the GR should get the big power station, because they are the biggest and most powerful organisation the galaxy has ever seen, and huge, throbbing power generators that can power entire cities fit well with their personality. The Power Cores and Stations that I described earlier are fine for the Imps- solid, medium and dependable.

 

Galactic Republic: A built-in power generator has been reserved for the Naboo, and it's silly to give it to the Republic also when, as I said earlier, the big generators are far better suited to them. Also, Vostok's upgrade idea is simply pointless. Just add the upgrade cost to the normal cost and you're fine- what player would not want to upgrade their buildings to have power? But this is a useless argument anyway, as it's clear that built-in power is not for the Republic.

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Corran-Yes yes I understand I also think it would be nice but It's just a little bit complicated for the TF. I was thinking about having a big building with a very very wide range of control. it's easier and less microing. And this is not like taking out asault mechs.

This is simply hitting a target that can be devastating on your army.

 

you'll end up spending more time thinking and protecting them with too many units your attack force has less men to use.

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I would prefer processing centers have power cores with their own shielding. All other buildings such as troop center, research center, war center, mech factory, heavy weapons, airbase, shipyard, and animal nursery have built in power. They would not need a power core but they would need a shield generator for shields. Command Center has it's own power and shields. No fortresses in Galactic Battlegrounds 2.

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Joes-What's the point in that?

Why would you even care to put power cores near processing centers? I put it around 1 of each type(they are near the base already so the power cores have some other uses) and research everything from that one!

If only processing centers needed power cores then we don't need power cores at all!

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No, that would definately over-emphisize the power core, and force players to strain their carbon supply early. And what about those with expensive power cores? Or those with built in ones? There would be a definite economic gap between the two (its like being able to empower all of your resources for FREE)

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I personally think that each civilzation should be given upgrades at each tech level for all resources including animal nursery, nova, ore, food, and carbon. In GB1 the civilizations had upgrades in carbon, food, and animal nursery for tech level's 2, 3, and 4. Nova and ore were just tech level 2 and 3. It make the civilizations unique Lucasarts pick certain civ's that are better at collecting one resource and give it an extra upgrade at tech level 4.

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I think special upgrades and different gather speeds would be fine. They're just another thing that makes the civ more unique. For example, the Naboo could be good at gathering credits because that's what their society runs on, but not very good at getting carbon.

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Trade Federation: Halting an enemy's invasion by killing their assault mechs isn't going to halt their invasion. Halting a TF enemy's invasion by killing their mobile receptors (presumably easier to kill than an assault mech) will stop their army dead. It is way too unbalanced, makes for apalling gameplay, and forces an army to rely on something unseen in the movies or even in EU, which makes for a very unauthentic Star Wars experience. Command Centers should provide power as I said earlier.

 

Naboo: I criticise you for wanting realism and in the process creating terrible gameplay. I want a kind of realism that doesn't make gameplay bad at all. I don't think in built power suits the Naboo, it works much better for Republic. The whole theme running through the Naboo's culture is how dependent they are - dependent on the Republic's protection, dependent on the trade routes, dependent on the Gungans, etc. To make their buildings independent on a separate power source I think goes against the character of the army. Even at such a small level as this, I think character is important. Besides, why ignore the giant generator complex?

 

Galactic Empire: Actually the Empire is the biggest and most powerful organisation we have seen, not the Republic. However, I agree with Corran's method of Empire Power, I was just pointing out that his comment about the Republic's strength is wrong.

 

Galactic Republic: The Republic is however far more efficient than the Empire. As such, it makes sense that they should be the ones with built in power.

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I would prefer having all civilizations with built in power cores. That way no one has a clear advantage or is over powered. Then all we have to do is have a worker build a shield generator near it and it shields it. I never did like having to build all those power cores for all my military buildings. They can make a buildable shield Generator available to each civilization at tech level 2.

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I don't see how having it built in power cores for each building of each civilization will hurt gameplay. That is your opinion. I think it helps gameplay. It allows players to concentrate on building a defense and an army. Plus it allows workers one less thing to build.

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