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View Poll Results: Star Wars Mod
Absolutely 15 50.00%
Hell No 6 20.00%
Sure, but your wasting your time 1 3.33%
Whatever 8 26.67%
Voters: 30. You may not vote on this poll

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  #21  
Old September 15th, 2006, 04:24 PM
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Default Re: Gaging the Need

Looks like AT has the canon cannon.
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  #22  
Old September 15th, 2006, 04:30 PM
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Default Re: Gaging the Need

I disagree. In my opinion, taking away the ability to customize your designs is not required to get a Star Wars feel. What you are proposing is more of a limited scenario than a mod. Why not include all of the eras? Allow the games to develop as they will? You don't need to force the same boring designs on everyone to make it feel like Star Wars.

Did you have to hard-code them to get Star Trek in Star Trek Mod? No. You could make the same argument about designs being more or less fixed at any point in the Star Trek timeline too.
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  #23  
Old September 15th, 2006, 06:04 PM
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Default Re: Gaging the Need

That is a valid point Fyron, however if people want that kind of customization in a mod, they why not simply just play stock SE IV Deluxe?

Star Wars is a very differant beast then Star Trek. There were a lot of races to work from and a ton of technology to work with. Star Wars for the most part has very little new tech and has but only two or three factions.

A stardestroyer can carry fighters and troops and is the primary assualt vessel for the empire. In order to assure that a Star Destroyer has these capabilities they must be hard coded in.

Star Wars is not about researching new technology to the end of the time, nor is it about adding tons of components to a hull. It is about using exsisting tools in accordance to and for the objective purpose of conquring the enemy.

We know what a Tie Fighter is and can do. The same for an X-wing. If a player wants to modify his X-wing fighter to have 10 lasers and six armor with five torpedo launchers than it no longer is an X-wing fighter.

This mod won't be for everyone, but it will be fun for those who want to play it. If your all about having the freedom to design a star destroyer or Rebel frigate from the ground up then use the sets in stock SE IV or with another mod.
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  #24  
Old September 15th, 2006, 08:49 PM
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Default Re: Gaging the Need

Mainly because stock generally sucks.

You seem to be thinking of the ship classes in SW as hull types. That's going about it way too iron-fisty.

An X-wing is simply a large fighter design. The X-wing class ships have 4 guns, a shield and a hyperdrive because the rebels designed it that way.

The Tie Fighter is a small fighter much like the rebel headhunter... they use different shipsets, and designed their small fighters differently.

See the perspective?
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  #25  
Old September 15th, 2006, 09:04 PM
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Default Re: Gaging the Need

Its hard to explain my perspective or take on the concept for the mod. It seems that whenever a new concept comes along a lot of detail must go into the explaining of it inorder to obtain a clear understanding of the overall design aspect of the mod. While I know what it is I want to try and accomplish with this mod, it is indeed difficult for me to adiquitely describe it to hardened SE IV fans who have their own perspective on how and why things should be the way they should be.

All I can do is try to make the mod, and then go from there. While cetain aspects of a ships hull will be hard coded, ie the amount of fighters and drop troops ability, other aspects such as weapon load outs, mounts sizes, numbers of engines, support components, and such will be up to the player. While the ships will have hyperdrive capable engines, or a fair approximation of it, they will also have to have main and secondary engines.

I wanted to keep the larger ships combat movements limited in order to promote the use of fighters however this cannot be successfully done as there is a hard coded basic combat movement per engines built into the game. (look to other post at SE.net for more info - will get link later.)

As too fighters, I want to limit thier max engines, and weapons for the most part. Support componens such as shields, armor, combat support, and the like would be up to the player to add to each design.

I intend to have two or three engines classes, short range, medium range, and long range engines.

I hope this helps to clear up some things.
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  #26  
Old September 16th, 2006, 12:31 AM
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Default Re: Gaging the Need

Sounds good to me. Keep the SW classes, just make them modifiable to a reasonable extent.
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  #27  
Old September 16th, 2006, 01:52 AM
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Default Re: Gaging the Need

(Now that the demo is out, you can see the following for yourself)

There shouldn't be any problem making capital ships absurdly slow in combat but fast in strategic move in SE5, since there is what amounts to a "Combat speed per movement point" value in the vehiclesizes.txt

The restrictions in the same file will also let your force the number of whatever components, if not their location.
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  #28  
Old September 16th, 2006, 03:05 PM
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Default Re: Gaging the Need

It's a Star Wars mod.If you change the ships/fighters then you now go on the alternate galaxy theory!
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  #29  
Old September 16th, 2006, 03:11 PM
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Default Re: Gaging the Need

The real question is whether it you want the mod to be loose and use the physics of the SW universe... or if you want the mod to try to force a lot of story details.

There's a good quote about gripping too tightly in SW
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  #30  
Old September 16th, 2006, 03:14 PM

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Default Re: Gaging the Need

Not to be rude but your pole is asking: I say to get off the Star Wars and Star Trek kick and focus on the SPACE EMPIRES culture. For the other franchises just watch their movies and shows and play their games. Just my opinion and advice. You don't have to take it.

I love uniqueness and originallity.
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