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obgyn

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  1. i think the inclusion of a "prison" planet would be a nice approach using a neutral faction like Kessel once conquered all your prisoneers are sent there you get a lower upkeep and a bonus to economy as all those prisoneers are working in the spice mines the only bad point is that they must be now protected with a fleet as the opposition now knows exactually where they are might be smart to have this as an auto effect as soon as its captured all prisoneers are auto transported to kessel
  2. I am glad i stumbled onto this web site i have personally been working on my own version of star wars rebellion and as i read though this thread i saw allot of the same ideas i had since you all are much much farther along in the creation process and i have absolutely no programing skills what so ever i thought i would throw out some of my ideas that might help make the game more realistic ok to start off i wanted to add elements from a few of my favorite games all into one the overview would look allot more like rome total war instead of cities its systems and you appoint a planetary governor same as total war which effects different aspects of that planet like corruption, spys, and tax revenue and instead of the planets being based on a set number of "power" slots the buildings are upgradable like any real life facility you don't build 2 airports right next to each other you expand them and each expansion takes longer and costs more resources and in the new facility Spaceport which will be the trade and commece hub of each planet and another new facility is industrial facility which is where the civilian population works creating trade goods which are then tradable creating more taxable trade goods another change i wanted to add was golan space defense platforms the upsides are they are a static space defense allowing your fleets to go elsewhere and requiring a larger fleet to take take out the defense platforms prior to allowing a planetary bombardment the down side there very expensive to make and cannot move one of the major changes i wanted to add was the ability for the rebellion to capture imperial craft for re-use later in just about every book there is a ship that is imperial in nature but was captured and in use for rebels (as for why the empire doesn't also have this ability i wrote it up as they believe everything imperial is superior and have no use for rebel scum and there castoff ships) the other major change i wanted to implement was a technology specific tree if you have ever played hearts of iron 3 you'll see what i mean the ability to choose to research a specific piece of a capital ship ex. shield projectors or armor plating which of course increase maintenance cost as each new upgrade goes out till the new parts are installed if you want to go that way or the have to be next to a shipyard to update also big upgrade will require a ship being taken out of service and sent to a shipyard so they can be upgraded ex. increased size of hanger thicker armor plates installation of gravity well generator another major change i was going to add was that the player was only able to upgrade there shipyards up to lv 5 after that the time and cost would be unrealistic so there for un-able to build at lv 5 they are able to build everything up to a super class star destroyer but not super weapons there are in the galaxy the major shipyards the famous ones from the books corrilia, bilbringi, kuat, sullust and fonder these shipyards are massive having taken many generations building up they start at lv 20 and cannot be upsized the reason is that at lv 20 they can produce super weapons and can build multiple ships at the same time these as in you can queue to build 3 imperial class star destroyers and choose to either build all three at the same time or to wait for an available slot and build something else and it starts right then not waiting in queue i set it up as empire starts with bilbringi at start and rebels have sullust but the other 3 are neutral and must be converted i saw you had freighters added these i had the idea of being what is used to transfer trade goods and supplies to troops (and attackable ) along trade routes which is allot like the choke points you were talking about as your space port is increased in size the amount of trade routes it uses increases well along certain routes might be a good place for an interdictor cruiser to set up shop to hurt the opposition i also wanted to include other factions but i had them set as neutral factions if attacked they will then go to war with your faction or can be converted to your faction through diplomacy (leia going to the Hapes cluster) i had a few already fleshed out but i don't have my notes with me right now so ill just throw em out to you Hapes cluster if conquered minor economy boost but a high chance of rebellion if brought over with diplomacy as soon as they join you receive 9 imperial class star destroyers a major credit bonus and the ability to now build hapen battle dragons this would help force people to try diplomacy rather then build a huge fleet and roflstomp the galaxy Duskin league if brought over with diplomacy receive the black fleet and the ability to do a yevathian ship redesign changing the ships to Y class ex. Y class super star destroyer which in game numbers doubles the stats of offense defense and cuts drawback in half only problem is the bigger the ship the longer it takes to learn the redesign one other thing i wanted to add was the speed up construction option by choosing this option you can spend credits to half the construction time left (empire also gets the ability that darth vader and emperor speeds all construction in there system just by there presence(the whole we shall double our efforts effect) well these are just a few of my ideas if you like them please use them ill try to remember the rest as my notes are in mexico right now

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