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General__Bombard

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    Hmmmm.... Good Question

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  1. Galactic Mayhem Galaxy Ablaze Galaxy: Evil Rising Galaxy Unlimited Galactic Armageddon Space Dynasties Just a few off the top of my head...
  2. I dont know if this has been discussed yet but I was wondering if the empire wide resources are placed in specific locations that the player is aware of, or are they just available for use without being stored in a specific place. One thing I didn't like about SWR was that even if you were losing a war and were down to just a handful of planets when initially you had many, you still had the same number for stored metal. This is unrealistic because if you lose planets then surely you would lose stockpiles of metal. I believe that storage facilities would be a great idea. You could build a space station that could hold huge volumes of fuel. The enemy could attack that station to either destroy that fuel, or even capture it for himself. Protecting your resources would be a vital area of gameplay. You could move huge reserves of metal and fuel away from poorly defended areas into your well defended regions so that the enemy couldn't destroy them. Also, is there a limit on how fast supplies travel to your fleets? If your attacking fleet moves deep into enemy territory will it have to stop in order for fresh supplies like fuel and weapons to reach it? Or is it supplied automatically without any player involvement? This would open another level of strategy where you could destroy an attacking fleets fuel supply centers and thus force it to halt while it waits for resupply. Also if you were planning an attack on an empire you would have to build fuels space stations close to your frontlines in order to give your fleet a nearby resupply center. what do you guys think?
  3. ps. is there a progress thread on SWR 2? I would love to know how its getting on. thanks
  4. Customizing your own ships is a key area of gameplay. I think that there should be a points system for ships. For example, if you were to put 10 turbolasers on a SD then this should take up X amount of maintenance and fuels costs. A ship with 20 turbolasers should take up 2X in fuel and maintenance cost. This way players will have to pay a heavy price for having an admirals ship fitted out with extra defenses. That way, any enemy ship trying to get close to the amirals ship will find it extremely difficult to take down, thus buying the admiral time to flee the battle etc. Another idea which I had that would probably be impossible to implement here was to have a ship design section of the game where you can literally design any ship, any size any shape. This would be great because you would honestly not know how powerful the enemies ships were until you fought them. Imagine a ship 10 times the size of a super star destroyer. This would encourage you to spy on the enemy and steal ship plans in order to compete with that enemy and stay ahead of him.
  5. So generally we all agree that its a good idea in theory, but perhaps it will overcomplicate the game. This may be overcome by a simple and easy to interpret interface. Each fleet icon on the starmap could have a small coloured dot on its bottom right, with a red dot for red alert etc. The level of alertness could then be easily seen and altered if the player so wished, by a simple right click on the icon to open a pop up window and then selecting red, yellow or green, or by pressing R,Y or G while the fleet is highlighted. The reason that I am really enthusiastic about this idea is that im sick of the very poor level of strategy involved in space games and RTS games currently on the market. Generally in a game like MOO2 or SWR or Star Trek Birth of the Federation, if you attack an enemy who has more ships than you, then you already have lost the battle. Yes we have technology trees and other nice ideas that try to get rid of this problem, but it is still there. Imagine you were playing SWR and you had 4 Bulwark Ships VS 8 Super Star Destroyers controlled by the computer. You already know that you cannot win if the two fleets meet head on. Your only hope would be to wait for the computer to split that fleet up, so you could attack and defeat a smaller more manageable fleet of say 4 SSD's. Now, if you had a level of alertness, then you could always attack that fleet while it was unprepared in a state of yellow or green alert, and hope to defeat it then. Numbers wouldn't matter, but timing would. The attack by the Japanese on Pearl Harbor is exactly the sort of tactic im trying to add to the game. The only reason that the attack was successful was because the US didn't have their ships and planes ready for combat and they were wiped out easily. If however the US naval forces were warned about the attack then the Japanese might have lost since they would have encountered fighters and flak barrages from the US. It would be nice if we could attack fleets while they were still being constructed, so that on the combat screen we could see ship hulls still under construction in shipyards. Fighters could swarm the unbuilt ships and destroy them while they are defenseless.
  6. Greetings to all, I have just joined up to contribute to this great community. I'm in my 20's and love sci-fi especially star wars. I have always enjoyed playing SWR and was glad to see such great fans putting in the effort to make the coming great game. Here are a few ideas I have. I don't know if you guys will be able to use them but here you are anyway. Please let me know what you all think, or if any ideas have been covered already etc. I will keep it short for the moment and write more if anyone is interested ------------------------------------------------------------------------------------- 1. Level of Fleet Alertness: A key part in my opinion. Fleets or bases can be put on one of three levels of alertness, which are: "Red Alert" - ships are fully powered, weapons are ready to fire and the crews are ready for combat. All fighters have been launched and are performing maneuvers or search operations. Costs lots of money and fuel, very expensive to maintain. Enemy spies/agents will have very little chance of success against the area which this fleet protects "Yellow alert" - ships are partially powered, systems such as weapons are not ready to fire, the crew are not all at their combat positions. A few fighters are already in space but most are on standby in their hangers. Cost some money and fuel. Spies have a good chance of getting through the patrols and defenses "Green Alert" - ships are totally powered down, a skeleton crew mans the ship for maintenance and all fighters are in hanger bays. Costs very little money and no fuel. Spies can almost do as they wish without being caught. The level of alertness will affect the battle to come. Imagine if an attacking Rebel fleet on Red Alert, engages an Imperial fleet which is set on Green Alert. The Rebel fleet will be combat ready with fighters already launched as it exits hyperspace and can begin an attack immediately, while the Imperial fleet will be defenseless while it tries to organise itself and launch fighters. This way, you could have a small fleet launch a surprise attack on a larger fleet and gain an unlikely victory. With these levels of alertness, a whole area of strategic thinking is now required. For example, if your empire shares a border with an ally, then all ships near your ally can be placed on Green Alert and costs can be reduced. If you share a border with an neutral empire which launches a surprise attack and your defenses are caught on Green alert, then your frontline could be destroyed easily (like Pearl harbour). Also, having too many borders with enemies will be something that the player will want to avoid because all your defenses along the borders of your empire set to Red Alert will be a massive drain on your resources. You could lay an ambush for an enemy fleet. Consider a situation where you have a spy on a rebel fleet. You know where that fleet is heading and what alertness level that fleet is on. If that fleet is on Green Alert, then you could put an Imperial fleet on Red Alert and position it at the final destination of the rebel fleet and hit it as it leaves hyperspace before it launches fighters or powers weapons. ------------------------------------------------------------------------------------- 2. Supply Lanes and resource percentage allocation: Supply lanes should be visible on the galactic map. A sector which contains many planets with large populations and with shipyards or other heavy industries should develop many supply lines that run between planets and neighboring sectors. The supply lanes can be something that is controlled by the computer. It will be made up of civilian and military freighters that are not controlled by the player. These supply lanes can be direclty attacked by fleets or entirely blocked off resulting in the starvation of a planet or whole sector. Each planet and sector should have a stored supply of food and resources (dictated by the player) so that it can continue to function normally in the short term while blockaded, but not in the longterm. If you have a large number of shipyards in a sector, then you may alter the percentage of total empire wide resources that are allocated and that enter the sector via the supply lines. If you are building the ultimate fleet fleet in a sector, then you can may wish for 50% of all metal and fuel resources to be allocated to that sector to speed up the productions of the fleet. ------------------------------------------------------------------------------------- more ideas tomorow if you are intrested. Whats the feedback?

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