lukeiamyourdad Posted June 17, 2003 Share Posted June 17, 2003 Lukeiamyourdad’s civs template Hi everyone! Since Windu and sith did their civs template and Vostok is doing his, I thought I should do mine. Although at first, I thought this would be useless, I figure then what hell? School’s out and I now have a lot of time to waste. So these are my ideas. I’m doing a civ today and the 7 others should come along in the next few weeks. Rebel Alliance I’m starting with the rebs since they’re my favorite and I have the clearest ideas for them (I don’t have a lot of ideas for the other civs for now). I’m naming here the buildings and the units they can produce in the order they’re available (from the first available unit to the last). I’m giving a small description of the unit along so you will know what it does. Rebel Command Center: -R5-D5: Worker unit. Builds buildings, gather resources and repairs buildings and mechanized ground units. -Medic Droid (2-1B): Heals organic units. Slow and weak. -Trader (till looking for a name): Rebels trade with their CC to other allied spaceport or rebel CC (don’t know I the neutral trade city will be included but if yes then you can trade there too). Recruitment Center: -Security Guard: First infantry unit. Armed with a small blaster Upgrade to: -Rebel Soldier: Better armed but still the same armor -Assault Trooper: Armed for battle, quite fast. Upgrade to: -Spec Force Trooper: Soldier who has a bonus vs. buildings -Sniper: Very high ranged soldier armed with sniper rifle but slow and weak. Only trooper capable of shooting down aircraft. -Mortar Trooper: Throws mortars at enemy mechs. Like SWGB1’s grenadier. -Tauntaun: Scout unit. Weak vs. everything but fast and has an extensive line of sight. Rebel Factory: -Combat Speeder: Fast, high attack but low armor and hp. Hit-and-run unit. -All-Terrain Transport: Fast ground transport that can rush troopers into the heat of battle. -Deployable Turret and AA Turret: Rebel defense structures are deployable and are built at their factory. Rebel Aerial base: Rebels build their aircrafts from a floating platform but it is still built on the ground by a worker. -X-Wing: Main fighter. Average vs. everything. -Y-Wing: Bomber. High armor but very weak AA attack. -A-Wing: Interceptor. Cannot attack ground target but very fast and excels vs. other aircrafts. -B-Wing: Assault Fighter. Bad vs. other aircraft but good vs. buildings. Fires a Heavy Rocket every x amount of time. -AirSpeeder: Bad vs. aircraft and most ground units except mechs. Rebel Outpost: The outpost is a fortified structure who can attack enemy units. It’s small and its attack is not very high. -Mercenary: Good all-around unit but is expensive. Excels vs. Jedi. -Mercenary Aircraft (probably will be the Outrider): Good Aircraft but expensive and slow and have high armor and hp. Average vs. everything. Jedi Temple: -Jedi Padawan: You know what a Padawan is lol! Upgrades to: -Jedi Knight: You also know what a Jedi Knight is and if you want to know what he does go check one of those Jedi Discussion thread. Luke, Yoda and Obi-Wan: These are the three Jedi Master available. Luke is the stealthy sneek around master who beats infiltrates bases. Yoda has an aura that improves the attack and force power recovery rate of Jedi Knight while Obi-Wan has an aura that ups the attack of trooper units. Other buildings: -Shield Generator: Works like the SWGB1 shield generator but when the generator is destroyed, the buildings lose completely its shielding power. -Detector: Placed on the ground by TaunTaun troopers, these don’t have any attack and are just for recon. Ressource gathering: -The rebs gather ressources and brings them to an universal drop point(you can drop any ressources at this point). It's cheap, doesn't cost a lot and is weak. -Floating Tibanna Gas Platform: This platform lands on Tibanna gas clouds and automatically gathers it. -Rebel Farms: Their farms cost more, are stronger and do not require a gatherer to get food from it. It generates food automatically(however at a slower rate then regular farming so you'll need more farms to compensate) Population -The rebels having a very mobile army and move in and out fast, they don't have regular houses. Instead, they build transports for their pop. These transport(medium transport) are built on the ground by a worker and flies afterward. However, at first they mvoe really slowly but with a research they'll move fast enough to be used as regular transport. Sea Units -I have no idea about this so if anyone has any, post them. Well this is it for the rebs. I have to think about the upgrades and buildings that will do them. Now flame me, applaud me or don’t say anything J! The other civs will be ready in a week or so. Luke’s dad Link to comment Share on other sites More sharing options...
JediMasterEd Posted June 17, 2003 Share Posted June 17, 2003 There has to be a different unit that would fit the same properties of a Tauntaun. With trading, maybe there should be an option to build an interplanetary trade ship that you'd see take off and land within a three minute period, giving the player 500 of all resources. Also, for the merc ship, maybe it should be a Z-95 Headhunter. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 17, 2003 Author Share Posted June 17, 2003 Originally TaunTauns were scouts so i think its place as scout is well deserve. And your interplanetary trade ship is a nice idea but it should take longer for it to return(like 5 to 15 min). And the Z-95 is the rebels training ship but I thought giving something else then a fighter might be more fun. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted June 17, 2003 Share Posted June 17, 2003 Its good to see other people's ideas concerning their opinion of the game (i like the whole floating air base thing) I have some questions: 1. Are you going to post some overall/universal concepts that these templates will be based around? How are pop/resourses/countering implemented? 2. Do any other units besides the two mentioned troopers upgrade, and how is upgrading done in your version of the game? 3. How did you select the units? Did you first have a gameplay design, and picked units to fit that, or did you pick you units and then base the game aound them or maybe a combination? Did you have a kind of civilization personality in mind while creating these templates, and if so, what personality would the rebels have? 4. How is the Rebellion civilization unique from other civs (i noticed the moveable turrets and floating airbase, but are there any fundamental differences? Dependancies on resourses or land? Strengths and weaknesses? Different starts? Design differences? 5. In terms of balance, is your focus on natural or artificial counters or a little of both? Are there rough numbers per civ of anti-whatever units? If a unit is said to have a bonus vs something does tha mean that they are pop and cost effective counters, or are some just added niceties (i.e. are the special forces troopers cost effective building killers (a la heavy weapons or assault mechs) or are they regular units with a helpful bonus (like most infantry in AoK)) 6. How are Jedi done? I noticed that the rebs can hire anti-jedi units, can all civs do that? How about the end "master" jedi? How are they done? Sorry for bombarding you with questions, just trying to get a gameplay sense for your game. Some points: 1. Moveable turrets, depending on their implementation, may make rebs too strong of turret rushers, unless their turrents are signifigantly weaker than other's, which would also fit with the rebellion idea. 2. If the Rebs are supposed to have the best air in the game, and, since their air production building is floating, thus only hittable from the air, wouldn't that make the rebellion air too strong. I think that it would make more sense from a balance perspecive if a civ like the Epire or the TF had it and it would also make a little more realism sense too Thats it for now Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 17, 2003 Author Share Posted June 17, 2003 Originally posted by Sithmaster_821 Its good to see other people's ideas concerning their opinion of the game (i like the whole floating air base thing) I have some questions: 1. Are you going to post some overall/universal concepts that these templates will be based around? How are pop/resourses/countering implemented? 2. Do any other units besides the two mentioned troopers upgrade, and how is upgrading done in your version of the game? 3. How did you select the units? Did you first have a gameplay design, and picked units to fit that, or did you pick you units and then base the game aound them or maybe a combination? Did you have a kind of civilization personality in mind while creating these templates, and if so, what personality would the rebels have? 4. How is the Rebellion civilization unique from other civs (i noticed the moveable turrets and floating airbase, but are there any fundamental differences? Dependancies on resourses or land? Strengths and weaknesses? Different starts? Design differences? 5. In terms of balance, is your focus on natural or artificial counters or a little of both? Are there rough numbers per civ of anti-whatever units? If a unit is said to have a bonus vs something does tha mean that they are pop and cost effective counters, or are some just added niceties (i.e. are the special forces troopers cost effective building killers (a la heavy weapons or assault mechs) or are they regular units with a helpful bonus (like most infantry in AoK)) 6. How are Jedi done? I noticed that the rebs can hire anti-jedi units, can all civs do that? How about the end "master" jedi? How are they done? Sorry for bombarding you with questions, just trying to get a gameplay sense for your game. Some points: 1. Moveable turrets, depending on their implementation, may make rebs too strong of turret rushers, unless their turrents are signifigantly weaker than other's, which would also fit with the rebellion idea. 2. If the Rebs are supposed to have the best air in the game, and, since their air production building is floating, thus only hittable from the air, wouldn't that make the rebellion air too strong. I think that it would make more sense from a balance perspecive if a civ like the Epire or the TF had it and it would also make a little more realism sense too Thats it for now Where do you find these questions? Anyway thanks for asking them. They will be useful. 1.These templates are based from many ideas taken from different threads and some are mine. As for pop I still have to think for it but I think the rebs can have ''transports'' which give a certain amount of pop(slight rip-off of zerg overlord) 2. In my version, only the troopers get upgraded(from week too strong). The rest is done through some kind of War Center or anything that looks like or functions like. It's basic but it has always been. In the ''war center'' you can upgrade weapons, unit speed, hp, armor, los. All the basic things. There aren't a lot of ways to do this. 3.Like everyone I think the rebs are a hit and fade civ with strong and fast troopers and the greatest airforce. I tried to be as true as possible to the movies so most units are in the movies. I actually built the rebs from both thinking about their personality and their existing units. 4.Like I said, they are a hit and fade civ. And they can ''destroy'' their own buildings and retake the ressources you built it with as a sign of the way they can set up a base fast and remove them as quickly. Also their buildings are weaker. As for ressources, I don't really want to have a civ who is heavily dependant over a certain ressource unlike another. 5.It's mostly natural counter. Of course if you upgrade your weapons the attack of the unit gets higher so maybe yes it's artificial. And a rough number of counter-units is almost necessary(if you can find me a way of not having rough numbers of counter-units plz tell me ). The counter units are pop and cost effective of course. If you need to have two mercs to kill a Jedi then the cost and pop of a merc will be half of the one of a Jedi(not litterally of course but you get the idea). However, for the specforce trooper, I thought about Poseidon's UU in AoM and thought it was a nice idea. However for it not to be a rip-off I thought of the Specforce trooper to be real strong and have a high cost but unlike the gastagraphetes(I can't remember the name lol). It's not a exactly a building killer since it can do other things quite well. 6. Most civs can hire anti-jedi(except gungans, republic and empire) but the others can. Well in my idea you only get a limited number of master(all heroes) who can actually help or lead other units(in this case trooper and Jedi) and another type which is a stealth fighter. They help units around them with a small attack bonus, armor bonus or hp bonus. Only the fighter type does not give bonuses but instead he has more force powers(all that has been argued about by Corran and Vostok in a certain thread which I can't remember the name) unlike the leader who has a more limited amount and is less strong as a fighter. Now about your points 1. Yes they are a lot weaker. 2. Hmm. good point. Actually, I think that is AA can shoot it(the floating platform) it's not overpowered since I will make the other civs AA better then the rebs and they will be balanced so their AA (and air if it's the case) combined or used alone can effectively counter the rebs air force. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted June 17, 2003 Share Posted June 17, 2003 1-4. Thanks for spending the time answering my questions. I appreciate it. 5. Oops. I don't think I was explicit when I was talking about natural/artificial counters. Sorry, its stuff I picked off AoM. Mea culpa. Natural counters counter units without having a given bonus but with stats like good pierce armor or speed that enable them to cost effectively counter another unit (like how jarls counter archers in AoM, or troopers counter mounties). Artificial counters are units that, based on their stats alone, wouldn't cost-effectively counter certain units, but are given mulitpliers so tha they do (axemen vs infantry in AoM or mech destroyers vs mechs in SWGB). 6. The hero system reminds slightly of WC3 Point #2, wouldn't that then make AA too strong vs the Rebs since it can beat not only the building that builds their strongest units, but their strongest units as well? Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 17, 2003 Author Share Posted June 17, 2003 Originally posted by Sithmaster_821 1-4. Thanks for spending the time answering my questions. I appreciate it. 5. Oops. I don't think I was explicit when I was talking about natural/artificial counters. Sorry, its stuff I picked off AoM. Mea culpa. Natural counters counter units without having a given bonus but with stats like good pierce armor or speed that enable them to cost effectively counter another unit (like how jarls counter archers in AoM, or troopers counter mounties). Artificial counters are units that, based on their stats alone, wouldn't cost-effectively counter certain units, but are given mulitpliers so tha they do (axemen vs infantry in AoM or mech destroyers vs mechs in SWGB). 6. The hero system reminds slightly of WC3 Point #2, wouldn't that then make AA too strong vs the Rebs since it can beat not only the building that builds their strongest units, but their strongest units as well? 5. The answer is artificial 6. I didn't even think of WC3 when I made that up. If your Master gets killed it's dead. You can't build another one although he is very resistent. Point 2. Well the AA are not super-strong vs. the platform. They can destroy it but they are not super effective at it. They are best at beating down their airforce. They can but not best, This kinds of forces non air-strong civ to have an airforce even if your facing the rebs. The AA takes care of the aircraft and the bombers come in to destroy the platform along with some help from the ground AA. Note also that the rebs' aircraft are very strong but costly and takes longer to build then other civs' aircrafts. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted June 17, 2003 Share Posted June 17, 2003 Ok, then, I'm content Link to comment Share on other sites More sharing options...
JediMasterEd Posted June 18, 2003 Share Posted June 18, 2003 If I recall...i think it was the Swoop that was the scout and the Tauntaun troopers was the anti-armor/building unit, unless you're compairing it to the movies. As for the mercs, why not the YT-1300? Look what Solo did to his...well, Lando's first, then Han. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 18, 2003 Author Share Posted June 18, 2003 Yes I know that the swoop was the scout but for I think a TaunTaun would be better. And everybody knows about the YT-1300 and the Outrider or YT-???? would be a better choice as it's mostly unknown. Link to comment Share on other sites More sharing options...
eizo131 Posted June 19, 2003 Share Posted June 19, 2003 I like all the ideas the lukeiamyourdad thought up, could ypu possibly do this for the Republic? (please add ARC troopers if you do.) what hapended to the text size??? Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 19, 2003 Author Share Posted June 19, 2003 eizo- yeah sure I'm doing it for the eight other civs. You'll have to wait awhile for the republic tho 'cause I'm doing the Wookiees next and then the Naboo. Now I've added some things in the template like how the rebels gather ressources and how their pop works. Link to comment Share on other sites More sharing options...
Darth Windu Posted June 20, 2003 Share Posted June 20, 2003 Ok, a couple of things here- 1. Security Guards? Are you crazy??? 2. Why have units upgrading to new units? 3. Mobile Turrets would make the Rebels too strong, and is also both bad for gameplay and unrealistic. 4. Whats the Y-wing for? If the B-wing attacks buildings, and the X-wing is good all-round, why have the Y-wing in there? Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 20, 2003 Author Share Posted June 20, 2003 1. See those troopers we saw in ep4 fighting the stormtroopers abord the tantiveIV? I think those should be ''security guards'' I know they're troopers but I see them more as guards since they don't seem to be heavily armed for combat. 2.It's actually not really an upgrade. Let's call that giving them better weapons(I guess it's the same thing). I just like it. 3.Actually no. Turrets don't come in until mid-game and are siginficantly weaker the ones of other civs. 4.It makes it unrealistic but Y-Wings will have more armor and do more damage to buildings then B-Wings. B-wings are there to damage turrets and other types of AA buildings while Y-wings take care of other buildings that doesn't hit them. Of course both of them are still beaten by AA units(not turrets units) Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 20, 2003 Author Share Posted June 20, 2003 Now I hate to double post but my Wookiee template is ready. Now it’s the wookiees’ turn! I have some nice ideas for them. Nobody really cared about them or the Naboo in the creation of their templates. There was little work put in for both these civs so I’ll be the one who will make them better. Of course, I’ll be using the unique unit set as much as possible but some things might get repetitive a bit but all units should work differently. Again the buildings and units are made in the order they are available. Wookiee Tree Center: Villager: Unit that mainly gathers resources and builds buildings. Wookiee villagers are stronger and sturdier then other civs workers but cost a bit more. Wookiee Hunter School: Berserker: Basic wookiee infantry. Melee unit that runs into combat. Average vs. everything. Bowcaster Trooper: Wookiee ranged infantry. Ranged, but low ranged. Tree Lurker: No these units don’t climb on trees but they travel pretty fast. They’re your basic scout but aren’t very strong in combat. Grenade Launcher Trooper (need a better name): These units are strong vs. buildings but weak vs. everything else. Hunter: Wookiee anti-Jedi unit. Weak vs. everything else. Wookiee Artillery Range: Canon: Wookiee artillery unit that excels vs. mechs and enemy aircrafts. Upgrade to Long-Range Canon: Same but with longer range. Anti-infantry artillery: Special Artillery unit that excels vs. infantry. Splash damage. Wookiee Trade Center: -Trader: Units that trades with other spaceport or in the rebel case with the CC. Wookiee Piloting School: (Ground airbase) -Wookiee fighter (similar to SWGB): Average vs. everything. -Wookiee bomber: Unit that flies toward a target while firing laser and when close drops bombs. Capable of defending itself vs. enemy fighter but is still very vulnerable to them. -Colony Lander: Basic Wookiee air transport but requires to land before unloading or uploading units. Wookiee Government Center Wookiees don’t get Jedi Knights or Masters but instead have similar units in their Governement Center. -Wookiee Clan Leader: Unit armed with a bowcaster that boost morale (boosts attack actually) of surrounding units for a short time. -Wookiee Matriarch: Unit armed with kas blades which boosts defense of surrounding units for a short time. These units are costly and have a high pop cost although they will be useful. Other buildings: -Wookiee Turrets/AA turrets: Wookiee turrets aren’t very strong but have high LOS. -Intergalactic transmitter: Costly building that every once in a while grants you random helpful Rebel Units that come to help. Gives only 4 rebel units. -Power Core: Regular Power Core that generates power within a certain radius. Wookiee Ressource Gathering: Wookiees gather resources to their respective drop-points. Like the rebels they gather Tibanna gas from a floating platform that lands on the Tibanna gas cloud and gathers the precious resource. Their drop-points are costly like most of their buildings but stronger then the others. Population: Wookiees build houses but have the ability to build houses in tree (comes in handy in forest heavy maps) but they can still build them on the ground. When a house is on a tree it still is vulnerable to ground attacks. Wookiee abilities: Like you probably saw, the wookiees have less units then the previous Rebs. However, their units are a lot more powerful then the ones of other civs but cost more and have a higher pop cost (which represents the low number of wookiee warriors who aren’t enslave by the Empire). That’s it for the Wookiees now. Feel free to ask all the questions you would like to ask. I’ll be happy to answer them for. Also feel free to flame me or tell me if a certain unit is contradictory to the movies or anything. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted June 23, 2003 Share Posted June 23, 2003 Some good ideas here. I get the impression your Jedi Masters operate like Greek Heroes in AoM, is this correct? With Uni finished for the moment I'll get back to developing my ideas, and perhaps post them in a similar thread, or on my webpage. Good ideas concerning population. Some civs have a wide variety of cheap troops. Others have a limited variety of expensive troops. I think it is a great way of adding diversity amongst the civs, and is more "realistic" too. The Wookiees I see as much more of an elite unit focussed civ, while the Rebels might be less so, and something like the Trade Federation has heaps of cheap troops mixed with a few more elite ones. Can't wait for the others! Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 23, 2003 Author Share Posted June 23, 2003 Yes my master operates like greek heroes in AoM but note that I have two types of masters, the guy who sneaks around and the leader. Thanks for the compliments:) ! On my part I'm working on the Naboo right now and they should be done by the end of the week if not sooner. I can't wait to see yours! Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted June 24, 2003 Share Posted June 24, 2003 Yeah, I have most of my templates planned out (roughly), but its just a matter of whether Im not too lazy to post it. Link to comment Share on other sites More sharing options...
Admiral Vostok Posted June 26, 2003 Share Posted June 26, 2003 I'm the same, Sith. I think I'll develop my civs, then post later when you guys have finished. This has two advantages: 1. I can plagiarise... er, be inspired by... Sith's, Luke's Dad's and Windu's ideas. 2. Spreading out civ plans will avoid the forums suddenly returning to extreme dullness. Link to comment Share on other sites More sharing options...
JediMasterEd Posted June 26, 2003 Share Posted June 26, 2003 That's true...the second one. But what if we run out of ideas? Then it will end up becoming dull again...I shouldn't of left a while ago...racked up my posts before these forums became...you know. It's the usual people posting now. We need more people here...there's, what, little under twenty people still posting here? Maybe more. Maybe people should make their own templates, post them, and see if any are good. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 26, 2003 Author Share Posted June 26, 2003 A little under twenty?! A little under ten! Hey we should take our time with these templates and try to buy some time before the dullness comes back. Post a civ every week and then split up the rest for a certain number of weeks. I'll keep the place alive a bit longer. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted June 27, 2003 Share Posted June 27, 2003 Im all for not posting my templates for a while. The longer the better. Putting stuff off for later is so much easier than doing it now. Thats why we have the Bush tax cut. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 27, 2003 Author Share Posted June 27, 2003 There hasn't been a lot of ideas for the naboo apart from garrisoning in houses and Huge shield generators. Well most of the stuff here are basically my ideas for the naboo not so much anyone's. Naboo Public Center Worker Droid- Naboo worker droids work faster but build slower. Governor- when tasked on a building, the building researches faster, builds faster and gathers ressources faster(AoM rip-off:p ) Flame me for this. Can only build 3. Naboo Academy Police Officer- Melee unit armed with a stunt baton. Upgrades to Police Officer with Pike: You get the idea with the name. RSF Rifleman: Naboo ranged ground unit.Only Naboo unit that can shoot down aircraft. Royal Crusader: Very heavily armoured cavalry unit. This units is armed with an Ion Cannon capable of defeating mechs and heavies but his attack is quite weak. However he has A LOT of hp and armor. {Empty Space} Flash Speeder- Fast anti-mech unit. Gian speeder- fast anti-infantry unit. Naboo Flight School N-1 StarFighter- Multipurpose fighter good all around aircraft N-1 StarFighter Proton torpedo launcher mode: N-1 Fighter that can't use his lasers but instead shoots torpedoes and damages buldings. Royal Starship- Fast Trooper carrying vessel. Royal Cruiser(thing you saw at the beginning of ep2):mech carrying vessel. Has a special ability to repair other aircrafts in flight(fighters attaches themselves on it's wings and gets repaired instead of going back to the flight school) Naboo Government Facilities King/Queen: Fighting unit that boosts hp of surrounding troopers. Pirate: Hireling. Simple infantry unit good vs. Jedi. High cost. Lieutenant: Fighting unit that boosts attack of surrounding units. Jedi Temple Padawan: don't have to explain this twice do I? Jedi Knight: same Qui-Gon and Obi-Wan: Your Jedi Masters(well not exactly but anyway) Alone they are good fighters but if together they will wreck havoc. SpacePort Intergalactic Trade Cargo Ship: Standard Naboo Trader. Naboo gets a trading bonus. Intergalactic Freighter: This cargo freighter is a flying trader although it can't be harmed by ground units, these ship don,t get the trading bonus. Ressource Gathering Naboo gets ressources mainly from trading(bonus) but can also gather it through different ressource gather point for each ressources. They get their tibannan gas through trading only(note that this means neutral trade towns exists) also have a Tibanna gas trading bonus(heavy bonus). The Naboo get from the beginning a small constant trickle of credit due to their concentration on education, culture and so on. Ppulation They build houses. Just houses. However, trooper units can garrisson in these houses and provide it with a small defensive attack. Abilities As you can see, they build all their ground units through one singl building but that building costs more and are sturdier then other civ's building...building. They get a trading bonus so people should get into trading with this civ. They have some decent troopers although they will be weaker with the exception of the royal crusader well this is it for the naboo. If you have any more ideas post them! or simply flame the crap out of me. Link to comment Share on other sites More sharing options...
JediMasterEd Posted June 27, 2003 Share Posted June 27, 2003 Why not combine the two N-1 ideas? It's pointless to have two of the same craft have two different weapons that they both share. Something like just lasers for the infantry, lasers and proton torpedo's for vehicles and buildings. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted June 27, 2003 Author Share Posted June 27, 2003 I thought so at first but then I saw that the N-1 would be the ultimate aircraft good vs everything so vastly overpowered. Link to comment Share on other sites More sharing options...
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