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  #1  
Old April 9th, 2006, 08:47 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Star Wars Mod notes

I don't remember if I have posted these here before or not.

Anyway, these are some notes I took when I was working on a Star Wars Mod. It's not something I'm working on anymore, but I put a lot of thought into it, and I hope someone else might be able to get some ideas from it.


Contents:

1 Planning
1.1 Propulsion
1.2 Races
1.3 Research
1.4 Intel
1.5 Jedi
1.6 Shields
1.7 Weapons
1.8 Troops
1.9 Ruins




1.1 Propulsion:
1 large "hyperdrive" component (one per ship) for strategic movement
disposable hyperdrive booster for extra strategic movement
small ion engine components for tactical movement
system will use reactors as a separate component

1.2 Races:

1.2.1 Old Republic
Political. Access to "Senate" Intel Projects, Clone Troopers, both Dark and Light Jedi, and Jedi Intel projects

1.2.2 Separatists -- Trade fed + Clone Wars
Wealthy. Access to "Monopoly" intel projects and many resource-generating items as well as Battledroids, Droideka, Dark Jedi and Jedi Intel projects. Can research Superlaser

1.2.3 Galactic Empire
Oppressive. Has access to "Fear" intel projects, Star Destroyers, Stormtroopers, TIE Fighters, Dark Jedi and Jedi Intel projects. Can research Superlaser

1.2.4 Rebel Alliance
Desperate. Access to "Scoundrel" intel projects, Secret Base facility, Light Jedi and Jedi Intel projects. Can "research" support from Mon Calamari, Bothawui, and others.

1.2.5 New Republic
Troubled. Access to "Senate" and "Scoundrel" Intel Projects, Light Jedi and Jedi Intel projects.

1.2.6 Imperial Remnant
Wounded. Has access to "Fear" intel projects, Star Destroyers, Stormtroopers, TIE Fighters, Dark Jedi and Jedi Intel projects.

1.2.7 Yuzaahn Vong?
1.2.8 Ssi-Ruk?

1.3 Research:
Incredibly slow and expensive. The only technology for research will be improved versions of existing things and those seen developed during the Star Wars Saga (ie: the Death Star, Sun Crusher, Cloaking Shield, Super Battle Droids, etc.) Most common techs will already be available (Turbolasers, Ion Cannons, Hyperdrive, Planetary Shields)

Most research will focus on creative uses of existing technology: new mounts, ship training, component-specific weapons, components which make different strategies more effective

However research points will also be used to develop Underworld Contacts with Pirates, Smugglers, and Information Brokers, as well as Contracts with corporations like Incom and Seinar Fleet Systems for non-race specific ships and components (the Rebellion won't be able to negotiate with Sienar Fleet Systems to get Star Destroyers)

1.4 Intel:
Will be used for political manipulation. Specific projects will let you win other planets to your cause and demoralize your oponent's worlds. If you've developed your Smuggling and Pirate Contacts you can "hire" them to steal resources, sabotage your opponent's worlds, and attack enemy ships. You can also buy intel from Information Brokers.

The Jedi will also have a political role, blocking political and underworld attacks, and generally keeping the peace.

1.5 Jedi:
In addition to politics, Jedi and Dark Jedi will be able to influence whole systems and fleets in combat with special offensive and defensive abilities. Light Side and Dark Side Jedi will have opposing abilities that cancel each other out, encouraging a player to build only one of each type on a planet or ship.

1.6 Shields:
I want to have two shield types: Ray Shields for Energy Weapons, and Particle Shields for Matter Weapons, but I haven't figured out how to simulate it yet.
---------------
Matter Weaps -- Skip Shields
Energy Weaps -- Skip Armor
Particle Shields -- Emissive Armor Ability
Ray Shields -- Standard Shlds
Standard Armor is leaky

1.7 Weapons:
Blaster Cannon (Cheap. Very Small. Used primarily for Point Defense)
Laser Cannon (Cheap. Small. Very common and versatile weapon)
Turbolaser Cannon (Larger than Lasers. Come in several sizes. Larger versions can't target Starfighters)
Ion Cannon (Damages only electronics and reactors. All electronics will have 0 security station ability)
Superlaser (Huge. Smallest version will only fit on Super Star Destroyer. Slow reload. Larger versions can destroy a planet.)
Proton Torpedo (Medium, slow reload direct-fire weapon)
Concussion Missile (Medium Seeker Weapon)
Tractor Beam (Large component. Tractor w/ Boarding ability)
Proton Bomb (Small. High damage. Only targets ships and planets)

1.8 Troops:
The troop system will be similar to the one in the Pointer Mod or the Units Mod. Each troop size is not a vehicle, but an "entire legion of your best troops." Bridge, Life Support, and Crew Quarters requirements would be replaced by Command Unit, Command Auxiliary, and Communications Relay respectively.

You can also recruit Bounty Hunters as troop units if you've developed your underworld contacts.

Trooper Unit (Small, low damage)
Clone Trooper Unit (same as Trooper, but cheaper and a little more damage)
Stormtrooper Unit (Small, Medium Damage)
Heavy Weapons Unit (small, heavy damage, low structure)
Clone Stormtrooper Unit (Same as Stormtrooper, but cheaper and a little more damage)
Scout Trooper Unit (small, low damage, damaged first(armor ability))
Battledroid Unit (small, cheap, low damage)
Super Battledroid Unit (small, more expensive, medium damage)
Droideka (medium, more expensive, medium damage but more than super battledroid)
AT-AT Unit (very large, high defense, high damage, expensive)
AT-ST Unit (medium, low defense, medium damage, damaged first)
Speeder Unit?
Jedi Auxiliary (Defense Bonus, Offense Minus, serves as Auxiliary)
Dark Jedi Auxiliary (Offense Bonus, Defense Minus, serves as Auxiliary)
Theater Shield (medium, generates shields)
Bounty Hunters (cheap, high damage, reckless: low structure and damaged first)

1.9 Ruins:
Many goodies from ancient Jedi and Sith artifacts to hidden Imperial storerooms. I haven't read all the books so I don't know what all's out there. Here's a list of a few that I came up with:

Death Star Prototype: gives Superlaser tech to anyone.
Katana Fleet: Cheap Dreadnought Hull
Jedi Holocron: Boosts Light Jedi tech
Sith Holocron: Boosts Dark Jedi tech
Cloning Cylinders: gives clone tech to anyone
Ysalimari: something that counters Jedi techs
Sun Crusher: gives supernova torp to anyone
Hidden Pirate Base: boost to Pirate Contacts tech
Hidden Smuggler Base: boosts Smuggler Contacts tech
Hive of Scum and Villainy: boosts all Underworld Contact techs
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  #2  
Old April 9th, 2006, 10:55 PM
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Default Re: Star Wars Mod notes

Sounds familiar.

I remember suggesting a PBW game in which there are a lot of neutrals, or at least neutral-like empires, played by humans.

These players all start out being subjugated to the Empire race, which starts with one homeworld, no colonization tech, a huge military (funded by the subjugations) and is played by a human.
Also present is Rebel race, which starts with very little, and tries to overthrow the Empire by getting stuff from the neutral players.

The empire wins by crushing the rebellion... loses if the capital falls to rebels.
The Rebels have the opposite victory conditions.
The neutrals Win if the rebels win. The neutrals lose if their homeworlds are destroyed.

Let fly the politics and rampant gifts to the rebels while the empire stomps around putting out fires and trying to keep the neutrals in line!
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  #3  
Old April 10th, 2006, 10:32 AM
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Default Re: Star Wars Mod notes

Information is always helpful. Not too far off of what I am doing now. Thanks.
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Old April 10th, 2006, 12:01 PM
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Default Re: Star Wars Mod notes

How do you make races start with different tech levels? Use the Racial abilities?
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Old April 10th, 2006, 12:31 PM
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Default Re: Star Wars Mod notes

You cannot unless you do significant modding and then assign those new techs to Advanced Racial Traits.

For example if you wanted Beginer, Developed, or Advanced tech levels that you could assign to any race via the ART's then you would need each technology, each component, and each facility in triplicate, one for each starting tech level.

It is quite an extensive undertaking that really should have been built into the game from the start. However, most players think, and I am not one of them, that not being able to set the starting tech level for each individual player, is a good thing. To me its just dumb not to have this ability.
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Old April 10th, 2006, 01:25 PM
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Default Re: Star Wars Mod notes

How would you setup the automated treaties?
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