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RenegadeMax

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  1. Well, nothing beats a good 3D space battle with ships manuevering and lasers and explosions. This is very hard to do well, however. I think it's a cool idea, if executed right. We need to feel that our command decisions are inportant and make a real difference. Remember board games like Risk and Axis @ Allies? There was a lot of strategic depth, but no tactical control at all. A turn based tactical "mini-game" could be quite cool. I'm thinking specifically of something like Final Fantasy Tactics, here. At once simple but also quite deep with tactical complexity. I haven't played the Magic-style card games, but with some creative implementation of formations, movement, etc. it could be made to work, I think. I'd love to hear more specific ideas about how to pull it off.
  2. You make a good case, Tofu. Of course, one of the things about Star Wars, and the classics in general, is the eternal nature of the themes involved. I hadn't thought of MacBeth specifically, but I definitely felt the whole Greek tragedy vibe in the Legacy of the Force books. Jacen's fall felt a bit contrived. He just couldn't seem to break away from his "destiny". There isn't a direct parallel between Jaina's killing of her brother and MacBeth's demise at the end of the play, but they both certainly go down hard for their ambition. Sorry for the spoiler if anyone didn't allready know about the end of MacBeth! Heh.
  3. Huh, I thought it was from the D6 rpg. Guess it's Rebellion exclusive. I'd call it a "medium transport". Not just a big landing ship, but an actual hyperspace-capable support/troop ship. If there's no other documentation outside Rebellion then I think you can make your own call on this one.
  4. Wow, I got a ton... Maxed Enrage Derange Ax Me Reamed Nag Ex Drag Enema Ex Egad Ran Me Ex Mad Axe Genre Grenade Exam Damn Eager Ex Mega Axe Nerd ...and about 930 more, though these were the best. I had a damn eager ex once... and isn't a grenade exam pretty much always pass/fail?
  5. Great ideas, Tex. My idea with ship missions would basically work like general espionage missions. Obviously TIEs can't run them because they're "short-range fighters". Escort missions work like running espionage on one of your own systems, in this case to prevent loss of supplies. Raiding fighters (or picket ships, for that matter), would have a chance to come back with some resources. In these cases you wouldn't select a target for the missions, you'd just assign a unit(s) that general duty. Combat, if it were included, would be automatic (just like with characters), and some number crunching would resolve who won or if some ships escape, are damaged, etc. It's just a simple little addition to gameplay to add a little depth without getting too crazy with the new coding. Of course if a genius team with time and resources wanted to build the ultimate sequel... I'd love to see all kinds of new stuff. Micromanagement forever! Anyway, I really love your ideas about uses for credits and blockading, as well as the hyperspace lanes. Maybe if you had to control various systems along a lane (or a portion) to move supplies more efficiently? It also adds more strategic value to particular systems and collections of systems (like Monopoly!) than the original game had. I always wished for more strategy in that regard. Again, a cool gameplay enhancement without having to code too much new stuff in. What do you think?
  6. Wow. Once in a long while I'll get a tough start and the Imperials will be very aggressive. I'd think that 30 or so ships would be a challenge when playing as the Rebels. The Imperials have a more difficult time of it, as they can easily lose their capital and one of their main advantages (the command bonus from having the Emperor on Coruscant) right off the bat. As the Rebels, it can be kind of fun to have to retreat and hide at the beginning, but if you lose your means of production, you're screwed. So much of it is luck in the random set up and just how the AI decides to react. It would be fun to play around with. I'd love to be able to let the Imperials start with that advantage, as long as they didn't get to build SDs for super cheap throughout the game. Oh, I'm assuming that the selection of ships was standard (ie: no advanced designs). A couple of Interdictors at the start would obviously be a HUGE advantage.
  7. Yep, I'm with Tex on this. There are a TON of great ideas floating around, but too much complication takes an already HUGE game and just makes it impossible. One of the complaints (you won't hear it around here...) about Rebellion was that it was TOO involved, too much to micro-manage. I would say that it was great, but getting close to overload. Like E said, much could be done with a much slicker interface (that, along with balancing such a big game would be the biggest challenges, I'd wager). So, my two cents? I'd love more missions available for all unit types (not just characters and spec forces). A universal mission manager system would help. Let fighters raid supply convoys and escort ships protect them. Let characters steal ships or persuade their crews to defect. Let Artoo slice Imp computers for intel. Let Vader visit an under-construction Death Star to "increase worker productivity". Random events like bounty hunters or mercenaries for hire, smugglers offer to sell resources, etc. would be cool too. All these things can take place "off camera" just like current missions, so managing them is the main logistical challenge. Other stuff: experience for all units, the ability to capture (maybe even research these ships via reverse-engineering), better fleet group management, more combat options... none of these are new ideas, but all could be included without making gameplay too much more complicated, I think. And definitely check out the other Rebellion 2 threads for tons more great ideas.
  8. Yaah, dude, I'm in! Very excited to see this in all its glory. Still piddling with my reconfiguration. Hasn't been much spare time lately, but I still want to get it going. Great job on getting it all done, Tex. I'm totally impressed. Will PM my email. And many Thanks!
  9. While I like the idea of different resources, it raises a LOT of issues and really does mae things pretty complicated. Would you have to build different facilities to harvest them? Would only certain planets offer gas or ore? Really complicated to play, let alone prgram and balance. I do think cash might be a cool addition to the generic "resources". It would have to be somehow connected to a safe and happy population as well as infrastructure. Certain planets (Thyferra with Bacta, Carida's Academy, etc.) might offer a general bonus to your units if you control them. That would reflect special resources without the massive complications. In the game as it is supply lines are invisible and automatic. I always thought they should play a more prominent role in the game. They should still be automatic, but affected by enemy control of nearby systems/sectors. Also, I think regular units (not just special forces) should have missions. So the Empire would send out Carracks, etc. to "protect" suply lines and Rebels would send fighters to raid them, for instance. Small amounts of resources would change hands depending on the outcomes. Finally, there should be different kinds of random events. The only ones in the game were Han's bounty hunters and the dreaded natural disasters. I think smugglers should offer trade (cash for resource points), bounty hunters might hire themselves out for one-shot missions, an enemy unit might defect, etc. Anyone remember an OLD game called Castles? I'm sure this kind of thing was implemented elsewhere (Romance of the Three Kingdoms had events, too) but Castles is what I remember. You might find a rich deposit of ore or get a chance to BUY (not build) a unit or ship. That kind of thing. Just a few old ideas I've had kicing around in my head for, ohh, about ten years...
  10. COOL! My wife's a science teacher and I just gotta try that neon light thing now! Keep the faith, Tofu!
  11. Thanks again for the help, Tex. Much obliged.
  12. I didn't vote because I could talk about Star Wars topics all day long. I'll post a comment if a specific topic or point gets me interested, but I have to admit that if no one's responding to MY post in particular then I get little frustrated and bored and stop paying attention. Guess I'm still a bit self-centered... have to keep working on that. Plus most of us seem to have pretty strong ideas and opinions about Star Wars, and I'd rather not waste time getting into a posting battle over some minute detail.
  13. Hey, Tex, Great to hear it's been coming along well. My work has finally calmed down enough for me to have time to post again, and I'm hoping to spend a little time finalizing my on paper plans for my own reconfiguration. Debugging? Groan... Well, I should have known there would be some. So, did you figure out a better way to move things around, or just push ahead and correct everything? I'm being lazy here and hoping for an easy answer when I should just accept that it's probably going to be pretty difficult to get all these changes actually into the game. Well, I'm glad it's all working. Planet icons should be a snap. Encyclopedeia entries a bit tougher. I'm still just getting started mucking bout with the .dlls so I don't even know yet how to make that happen with surety. Keep us posted, and if you ever have a few minutes a rundown on the process of re-plotting system coordintes would be much appreciated. Good luck!
  14. Hey, Tex! How's your galaxy coming along? I've been so busy with work, holidays, being sick, more work, and most recently moving that I completely lost any momentum on my own remapping. Now that work has quieted somewhat maybe I'll have a chance to resume. Anyway, just was curious about your progress. Hope it's still going well!

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