Admiral Vostok Posted April 23, 2003 Share Posted April 23, 2003 I don't think resources should respawn, but there should be a way for every civ to get a trickle of nova/credits when other resources have run out. Like having holocrons except less of a AoK ripoff. Link to comment Share on other sites More sharing options...
swphreak Posted April 23, 2003 Share Posted April 23, 2003 I think resources should respawn somewhat cuz.... in the last RM game I played, we ended up a Stalemate. I didn't have any resources and my enemy had none either. And you don't charge a fortress. You attack it with Cannons from a distance. Or if you have a couple of ACs and are willing to sacrifice 1 or 2, they'll take a chunk out of the fortress. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 23, 2003 Share Posted April 23, 2003 Respawn- I dunno...seems too easy... You have trading also you know...if you have an ally but with the trade city idea it shouldn't be any problem. Fortress- Lol! You really don't know what to do! It's soooo easy to beat a fortress. You just use your pummel and let them take the hits while protecting them from mounties and having cannons shooting from afar. Geez... Link to comment Share on other sites More sharing options...
joesdomain Posted April 24, 2003 Share Posted April 24, 2003 I use about 4-5 pummels or 3-4 undeployed cannons to take out fortresses. I also counter that with a squadron of bombers. Say, 15 bombers. LOL! Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 24, 2003 Share Posted April 24, 2003 Dude never use bombers against a fortress. And 5 cannons take out a fortress in 2-3 shots... How can your army be sqaushed in that small amount of time? You're not only using laser troopers only are ya? Link to comment Share on other sites More sharing options...
Admiral Vostok Posted April 25, 2003 Share Posted April 25, 2003 This brings up an interesting point - who thinks there should still be a fortress-like building in SWGB2? At the moment the Fortress provides you with the unique unit, which will be integrated into the other unique units in SWGB2. So is there a point to having a big defensive structure? We don't see anything like it in the movies. If turrets were made slightly stronger it would make up for not having the presence of the fortress. Any ideas? Link to comment Share on other sites More sharing options...
joesdomain Posted April 25, 2003 Share Posted April 25, 2003 I always thought the Fortress was out of place. If the unique units were placed in the respective buildings. E.G. Bounty Hunters in troop centers or command center, Airspeeder in Airbase, darktrooper in troop center, etc. I think you all know what i mean. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 26, 2003 Share Posted April 26, 2003 Yes interesting. Never thought about it. Fortresses are indeed useful but they really do not fit. And with SWGB2's unique unit set(most probable) we won't have the need of a place to build unique units. hmm... I dunno. Keep them as purely defensive structures? Or getting rid of them? Either way seems to give some disadvantages and advantages. I don't know this is a tough question! Link to comment Share on other sites More sharing options...
joesdomain Posted April 26, 2003 Share Posted April 26, 2003 I would get rid of fortresses and anti-air turrents. Increase range, attack, hit points, armor of laser turrents. Enable laser turrents to attack air, sea, and ground workers, buildings, units, and walls. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 26, 2003 Share Posted April 26, 2003 Dude they can already most of the things you mentionned.... And having only one all-purpose turret kills strategies. Only good for lazy-*sses. Link to comment Share on other sites More sharing options...
joesdomain Posted April 27, 2003 Share Posted April 27, 2003 Having one Laser Turrent is not lazy. I am trying to go for a little more realism in the game. You play games like Rogue Squadron 3-D and the Laser Turrents shot at fighters and bombers. Lucasarts should be able to do it in a strategy game as well. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted April 27, 2003 Share Posted April 27, 2003 The difference is that that was a flight simulator and this is an RTS. Link to comment Share on other sites More sharing options...
Darth Windu Posted April 27, 2003 Share Posted April 27, 2003 With Fortresses, i think they shouldnt be able to build any units, be smaller, less hp's, less firepower, cost less, garrison less, but build a lot quicker and have a much larger LOS. They should also be renamed 'Outposts'. With Resources, i like the idea in RoN where resources dont run out, BUT you can only have a limited number of workers on each forest/mountiin (mine) - and yes, i know i spelt it wrong. This not only gives you a constant stream of resources, it also forces you to expand in order to increase the amount of resources you can get. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 27, 2003 Share Posted April 27, 2003 Windu- Nice idea. It looks like a turret really much but maybe it can replace a standard turret or be a bigger stronger form. That's nice! Ressource discussion is over I think... Joes- We can have to type of turrets, one ground one AA but they're both laser. This only depends on aircrafts. If they're beefed up, missile turrets must be kept. If they're kept the same way, turbolasers are good. And sith's right... Flight Sim not RTS. And of course AA turrets shoot at all types of Aircrafts! OFF-TOPIC I never really saw the Rogue Squadron serie as Flight sims. They are too arcade...anybody feel that way? Link to comment Share on other sites More sharing options...
joesdomain Posted April 28, 2003 Share Posted April 28, 2003 The Command Center should be able to shoot at air transports, fighters, and bombers as well if they keep anti-air turrents and fortresses. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted April 29, 2003 Share Posted April 29, 2003 Well I think Fortresses should go. Your "Fortress" should be your whole base - a load of buildings surrounded by walls and turrets. I think there should still be ground turrets and aa turrets, even though we see nothing like this in the movies. Alternatively different civs could have their turrets combined or separate. I think the command center should be able to shoot ground and air. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted April 29, 2003 Share Posted April 29, 2003 Joes- instead of having to post all types of aircraft, you can just post should be able to shoot air... I dunno why? CC are supposed to be well...weak...they can defend themselves but they are weak. It's makes them stronger then they're supposed to be. And well yes Fortress can be '' your base surrounded with walls and turrets'' but since walls are rarely used(and I think for SWGB2 they won't be used so much although present). Link to comment Share on other sites More sharing options...
joesdomain Posted April 30, 2003 Share Posted April 30, 2003 It sorta stinks once the aircraft gets past your fortresses and anti-air turrents you in trouble because bombers can destroy your command center without anti-air attack from a command center. The fighters can take out anti-air troopers or mobiles plus all your workers. That is really bad especially if you are tech level 1,2, or even 3. Command Centers should have anti-air in my opinion. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted May 1, 2003 Share Posted May 1, 2003 I like how forts are portrayed in this game. Maybe if they couldn't build units... Link to comment Share on other sites More sharing options...
joesdomain Posted May 1, 2003 Share Posted May 1, 2003 I really don't like how fortresses are portrayed in this game. They shoot one laser and it takes forever to destroy pummels, a bunch of mounties, or assualt mechs. The Empire's fortress is messed up because if you are attacked by squadron Advanced X-wings and Advanced Y-wings you are severely damaged or it is destroyed in tech level 3 or tech level 4. The only way you can improve weapons is to garrison units in the fortress. To really use the attack of it you have to garrison 20 units in it. It is still weak. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted May 1, 2003 Share Posted May 1, 2003 I thought you were the guy who had difficulty beaten down a fort and now you're saying they're too weak? And whoever attacks a fortress with fighters and bombers is an idiot. They are good enough without a garrisson. Don't leave it alone and it's ok. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted May 3, 2003 Share Posted May 3, 2003 The Fortress is too big a building to do nothing but shoot. Perhaps it could still build Bounty Hunters and maybe if they are included it would build Officers. The other problem I see with the Fortress is that it is sooo generic. Everyone will have to have it or it won't be fair. But the fact that makes me dislike the fortress the most is that it isn't in the movies. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted May 4, 2003 Share Posted May 4, 2003 Well everyone might have a different type of fortress. The imps might have mighty defensive citadels while rebs would have smaller almost turret like fortresses. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted May 4, 2003 Share Posted May 4, 2003 I think that we are delving into topics from other threads. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted May 4, 2003 Share Posted May 4, 2003 Fine we'll get back on topic. Does anyone object to the following resource system: Food - From Farms, Animal Nurseries, hunted wild animals, fish. Carbon - From Trees and Carbon Rocks Ore (metallic, not bright purple) - from Ore Deposits Credits - From trading with allies, resource exchanging, and mining rare resources such as Plasma, Tibanna Gas and Spice. None of the resources respawn, though farms and fish are unlimited. Perhaps different civs might have ways of generating more resources, like the Confederacy can build an underground mine to get a trickle of ore, Gungans can build fish farms to get a trickle of food, Republic's Jedi can meditate to get a trickle of credits, etc... Link to comment Share on other sites More sharing options...
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