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Old March 23rd, 2005, 06:00 PM
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Default Ideas for new Star Wars mod

As a small departure from the Pointer Mod, I decided to jot down some ideas for a Star Wars Mod. Pure Star Wars; no crossover intended.

What came out was something unlike any other mod. There's not much technological advancement, there's a lot of intel, and it's best played on a fully developed map with planets already colonized.

I don't know everything about Star Wars, but I tried to include politics, Jedi, and Scum and Villainy. It's still in the planning stage, so there's a lot of room for changes and additions. Let me know what you think I should add.



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?
I don't know a lot about them or their technology, but they sound neat.

1.2.8 Ssi-Ruk?
They were cool.

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.

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)
Plasma 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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Old March 23rd, 2005, 06:07 PM
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Default Re: Ideas for new Star Wars mod

The two shield ideas are possible to do if you use leaky armor. Armor is the particle shields. Particle weapons skips shields, and impacts on the armor. Shields are the energy shields. Energy weapons skip armor, but not shields. The side effect to this is that armor doesn't regenerate, and shields do. You can counter this by having a regen ability of 0 on the armor, however, in order to make it come back full power after the battle is over. Shield generators can be destroyed however, to reduce the shield points, so armor regen abilities for shield generators might be good as well. In order to completly destroy the shields, you'd have to destroy all of the shield generators and armor pieces.
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Old March 23rd, 2005, 06:09 PM
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Default Re: Ideas for new Star Wars mod

I have one, make it about star wars.
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Old March 23rd, 2005, 06:18 PM
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Default Re: Ideas for new Star Wars mod

Quote:
NullAshton said:
The two shield ideas are possible to do if you use leaky armor. Armor is the particle shields. Particle weapons skips shields, and impacts on the armor. Shields are the energy shields. Energy weapons skip armor, but not shields.
Thanks, NullAshton. You can give both the Ray Shields and the Particle "Shields" a Security Station ability of 0 and the Ion Cannon (only dmg's Security Stations) can knock them both out.

You can also make the Particle Shields with the Emissive ability and the Ray Shields with Regeneration and Crystalline Armor ability so they behave in a similar way.

The only problem is the standard armor has to be leaky. It's a small tradeoff, but I really like the stock armor.
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Old March 23rd, 2005, 06:20 PM
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Default Re: Ideas for new Star Wars mod

But its not leaky!
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Old March 23rd, 2005, 06:21 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Ideas for new Star Wars mod

yeah. I was typing that when you posted it. I posted and then said "Hey! That's what I said!"
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Old March 23rd, 2005, 06:26 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Ideas for new Star Wars mod

No, sorry. I'm not being as clear as I should. I mean to have three types of defensive systems:

1. Ray Shields -- Standard Shields
2. Particle Shields -- Emissive Armor w/ Armor ability
3. Armor -- Standard Leaky Armor

If the "Armor" was like standard armor, energy weapons would go right through it.
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Old March 23rd, 2005, 06:32 PM
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Default Re: Ideas for new Star Wars mod

There are many great armor models out to choose from so making these should be no problem at all, especially for someone like you.

I was wondering if there is a tech manual or other that you can use to gather component and weapon ideas from. Like Turbo Lasers, hyper drive engines, etc.

A good Star Wars mod would be a great addition to the game. Also I have a good Rebellion link if your interested. If its still a valid site it may have a lot of good info you can gleam.
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Old April 3rd, 2005, 08:57 AM
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Default Re: Ideas for new Star Wars mod

Look, why ELSE do you think the other races invented Tectonic Bombs and Stellar Nucleonic Torpedoes.....
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Old March 23rd, 2005, 07:26 PM
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Default Re: Ideas for new Star Wars mod

Quote:
Urendi Maleldil said:
The only problem is the standard armor has to be leaky. It's a small tradeoff, but I really like the stock armor.
Stock "magic wall" armor is extremely boring. It prevents a lot of randomness in combat, which I think is a bad thing.
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