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Sephran

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  1. aaaah, Michael Giacchino...no wonder the Williams Vibe came through ;D . At least, thats who I think it is. Hmm Christopher Lennertz, new name to me.
  2. allright Eville, spill it ;D
  3. It feels a style reminiscant of John Williams, but I think it is a different composer that tried to capture the same atmosphere. At least its a soundtrack I havent heared before...so....maybe Mark Grisky's additional tracks for Episode 3 the video game?
  4. well its not williams....maybe Mark Grisky for Kotor 2?
  5. the new video Eville Jedi released, the soundtrack playing in the background...what is it from? http://www.youtube.com/watch?v=ps6dfsDsk0c&mode=related&search=
  6. Has anyone here done the mod homeworld 2 complex? The mod brings out allot of new gameplay mechanics for skirmish games. For more info http://www.homeworld2complex.com Why am I bringing this up? Because I believe warlords could benefit from this, especially considering the type of ships there allready are warlords and the history behind them. Things like having crew and officer limits, the type of starships that can be used are depent not on just resources and ship class limit, but the amount of crew there is available and the officers needed to direct the large ships. Or the fact the larger your fleet gets, the more expensive it will be to maintain. I remember the previous build to have those factory complexes and although that was a great start, I felt something was missing...the interactivity of a base, it's traffic. Do you remember the old Xwing and Tie fighter games? Some of those missions were like destroying specialised crew headed for a star destroyer or taking out the supplies needed for repair. What if all those extras were automated occurances (comparison to complex's trade canisters and crew ships) I'm using the star destroyer as an easy example. For instance if subsystems were destroyable, and crew lives are lost to specific areas..resupply of personel and material are neccesairy in an isolated area. Even the ships that transport those goods are targettable by lonesome fighter squadrons (giving small scale engagements a bigger role too) EvilleJedi, what are your thoughts to this? Am I thinking too grandiose here?
  7. Up fighter stats? Not neccesairely...it should be more a factor of misses to the targets, their defensive manouveres.
  8. To be honest ...I'de like to see long lasting dogfights, dodging and strafing between objects and ships....just between 2 squadrons. Bigger isn't always better , we need to spend more time zoomed in and enjoying the show, instead of always hurrying up and clicking.
  9. also what the TIE's got going for them are their targetting systems, wich are superior to the rebel ships
  10. I checked and checked...and I kind of think that theres a small imbalance with the way the fighters are setup...specificly if you'de take the xwing versus a tie fighter. What Tie Fighters got going for them is speed(wich in max speed is pretty even), but better manouvrability...and especially numbers. ISD's has 6 squads of tie fighters, or an addition of1-2 bombers and/or 1-2 tie interceptors instead of fighter squadrons. But the enventual number came to 72 fighters. And I read the standard amount of fighters in a tie squadron is 12. http://galactic-voyage.com/Dark%20Side-Capital%20Ships-Imperial%20I%20Star%20Destroyer.htm I checked the ships stats and the tie's only have 12 health given to them..while xwings have 75. The shield recharge rates, arent they a bit fast? I mean...the Ywing regens so fast...you need to pound it so much at the same time..or it's back to normal. I would like for starfighters to have a bigger in a fight in general, instead of all the capital ship engagements all the time. The fighters...their speeds are quite allright, but overal manouvrability is off the charts I think. I saw a TIE turn a 180 in a blink of an eye. Can't we adjust the settings so it's just as fun watching a dogfight happen as it is a capital show off? I mean..star wars dogfights are intended to feel like WW2 scenarios
  11. well they ARE protected by the shield generators, but the shields cant sustain hits for a prolonged time..especially when its has allot of proton torpedos laucnhed at them, at the same concentrated area
  12. well..yes, I've read that....but oppinions were that it was one, or the other. Now I found out its actually both.
  13. Something I picked out of this topic http://www.answers.com/topic/star-destroyer Sensor globes The geodesic domes located on and around the bridge superstructure of Star Destroyers and related ships serve dual purposes. Inside the globes are hyperwave tranceiver coils for supralight active sensors while vanes jutting out of the dome serve as shield projectors for the surrounding area (the dome on the port side helps protect the bridge). These domes are not vulnerable to external attack so long as the shield remains intact, but concentrated bombardment—such as that ordered by Admiral Ackbar during the Battle of Endor—can knock out this protective field. The sensors and shield projectors thus become vulnerable to attack, as demonstrated by Rebel starfighter pilots. There are many such geodesic domes scattered around larger ships like the Executor, probably to ensure that there are no blind spots for her sensors and to provide a good distribution of shield projector coverage. Concentrated fire on a single area would thus not deprive the ship of all her shield-generating ability. When the Executor's sensor globe exploded during the Battle of Endor, a crewman said that the shields were down. Many people attributed this to the dome being destroyed, but the causal relationship is the other way around—the fighters were only able to destroy the dome because the shields were already down. So, would it mean, that once the shields are down...the sensor/shield domes are able to be destroyed, preventing from them coming back up again? Would that be able to see it's lights in Warlords?

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