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Khanti

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  1. 1. No. That's the only picture I have. But I like it. If you can "clone" the trooper, it will be OK 2 Yes. I am in a process of re-editing RR to make it more finished product. I will be glad to see all you material have.
  2. My idea is to allow starfighters ATTACK mission without a carrier. In original Reb you can't send your starfighters with hyperdrive on assault mission without ships. I'd like to see this possible. It will allow for use of standard rebel tactics anyway.
  3. I like actual Reb economy system, although it's too simple for me. It could be wise to make little more connected with SW reality. I see two limiting factors which were important during civil war: money and resources. Money are credits payed by population to ruling government, resources are precious metal needed as material for building warships. Credits are simple to understand and implement. Resources are little more complicated. But we can assume that there are only ONE significant resource type, so it will be also very easy. I would like to have many different resources, as it is always more fun, but let's start with simple one type. CREDITS People pay tax. The more people on a world, the more tax income it generates. So we need population factor on planets. Let's say if there is one facility on planet = 1 population. If there are four facilities, then we count is as 4 population. There should be [or NOT should be] max number of facilities buildable on every planet. Every population pay taxes, no matter they support actual government (loyal) or not, unless they are rioting (no taxes). Military presence allows avoiding riots, so taxes are collected fully. Then if planet has significant loyalty to ruling government then it can support additional credits. Examples: Planet has 6 population, that is 6 credits daily. Planet is controlled by Empire and supports Empire by 80%. Then it pays 6 credits + 4.8 credits (80% of 6) for a total number 10.8 credits daily. Planet has 6 population, that is 6 credits daily. Planet is controlled by Empire and supports Empire by 20%. Then it pays 6 credits + 0.0 credits (0% of 6) for a total number 6 credits daily. It could pays nothing but garrison prevents it from rioting, so it pays all that must be paid (but nothing more). CREDITS and LOYALTY Planetary loyalty should affect what percentage of tax goes to which side. STRONGLY NO! It is impossible in real world, and remember Cloud City when Lando didn't like Vader but was forced to Vader's terms. RESOURCES Planets also produce goods and services. Some planets has better resources than others. It should be possible to build mines, refineries, whatever to excavate those resources (for later use for building ships). Examples: Planet has 6 population and 4 mines built. Then it produce 4 resources daily as all mines have population (workforce). Planet has 6 population and 14 mines built. Then it produce 6 resources daily as only 6 of 14 mines have population (workforce). RESOURCES and LOYALTY Again loyalty should not affect it, but you can arrange a bonus with loyalty. Planet is controlled by Empire and supports Empire by 80%. Then it produce 6 resources + 4.8 resources (80% of 6) for a total number 10.8 resources daily. Planet is controlled by Empire and supports Empire by 20%. Then it produce 6 resources + 0.0 resources (0% of 6) for a total number 6 resources daily. It could produce nothing but garrison prevents it from rioting, so it produces all that must be produce (but nothing more). SW examples: RESOURCES: Victory-I class Star Destroyers were being upgraded to class II in Kuat during the time of building second Death Star. This was a time when all precious metals available for Empire were directed to DS. So Kuat lacks doonium for armour. Then admiral Kendel choose havodu instead of doonium (which was far more difficult to produce and more costly). About 100 ships were upgraded this way, but havond caused them to look pink. And they were called pink ships. CREDITS: During the first years of building star destroyers Mon Mothma said that: "Half the budget is going to the production of these enormous new Star Destroyers." which is second limiting factor. You can't build it if you don't have money (budget). I will set maintenance as only credits, but producing as credits+resources. Cheers.
  4. http://img127.imageshack.us/img127/8228/compforce.jpg Can somebody help me with making good quality picture for SWR from that image? I'd like to use it as icon of troop regiment (build, fleet small). Anyone will try?
  5. Yet another point of interest. I'd like to introduce you into my viewing of Thrawn's Campaign. Every unit should has its place on battlefield. I've changed roles of some of units. Some, because that was more canon, some because of balance reasons. So let's look at TROOPS: NAME / SUGGESTED COST / SUGGESTED MAINTENANCE Thrawn: Assault AT Regiment 6/3 attack 10 / defence 7 / detection 15 / research 0 Available from beginning. Assault unit, good in attack and defence but costly. Poor detection value. Clone Troopers 3/1 attack 5 / defence 5 / detection 25 / research 1 Available soon. You need to establish Spaarti cloning cylinders and place ysalamiri around it. Those clones grow very fast, so they are cheap, but not very well trained. "With a Spaarti cloning cylinder, a fully grown adult human could be grown in a staggeringly quick one standard year. However, Kaminoan cloning was much more effective, for ten years of growing in constant learning and training resulted in creating perfect warriors despite the long wait. Spaarti clones did not receive any training, instead they had their personalities formed by a process known as "flash memory", which involved writing the memories of another person to fresh clone's brain. Spaarti clones grown in less than a full year had the dangerous side effect of possible clone madness. However, Thrawn discovered that using ysalamiri to cut off the clone's connection to the Force would enable the creation of the clone in 15 standard days at the least, 20 standard days at the middle, or 21 standard days at the most. Spaarti clones were given only Flash-training on the basics of being a soldier: such as how to fire a rifle. When first sent into action, the clones of the 14th did not bother to take cover from enemy fire, and their weapons accuracy was surprisingly pitiful." Stormtroopers (not clones) 5/2 attack 7 / defence 7 / detection 30 / research 0 Available from beginning. Main battle unit. Good in attack, defence and security, but costly. CompForce 5/2 attack 6 / defence 9 / detection 35 / research 3 Need to be researched. Great in defence and security. Better in attack than clones, but weaker than Stormtroopers and AT. I removed Sandtroopers as Empire does not need another assault regiment. It has 3 good attackers, one cheap Clones. So it needs some defence. And I don't like those troopers on Banthas from Tatooine. Didn't they have vehicles? Darktroopers 8/3 attack 11 / defence 8 / detection 20 / research 5 Ultimate firepower. Need to be researched though. I plan to increase research time for that regiment also. Anyway, they can attack everything. They can also defence well. Only CompForce is better in defence. But they are droids so detection value is low. New Republic: Mech Regiment 6/3 attack 8 / defence 6 / detection 15 / research 0 Available from beginning. First assault unit, equivalent of Imperial AT, although a little weaker. Airspeeder Regiment 5/2 attack 5 / defence 7 / detection 20 / research 1 Main defensive unit. Soon to research. Will be outclassed by Commando, but have great bombardment resistance and Commando are vulnerable to bombardment. Army/Fleet Regiment 3/1 attack 4 / defence 6 / detection 30 / research 0 Cheap and effective security force. Not meant to attack anything. Available from beginning. NR can have tons of them to counter clones. Commando Regiment 4/2 attack 7 / defence 7 / detection 35 / research 3 Need to be researched. Good in everything. Equivalent of Imperial stormtroopers, but cheaper. Wookiee Regiment 6/3 attack 10 / defence 7 / detection 25 / research 5 Great at attacking. Good on defence. Average detection. Costly and need to be researched. Any ideas?
  6. STARFIGHTERS: STARFIGHTER / CREDITS for 1 UNIT / CREDITS for SQUADRON / SUGGESTED COST / SUGGESTED MAINTENANCE X-WING 150.000 / 1.8 mln / 4 / 2 A-WING 175.000 / 2.1 mln / 4 / 2 B-WING 220.000 / 2.6 mln / 6 / 3 E-WING 185.000 / 2.2 mln / 6 / 3 TIE Fighter...............60.000 / 0.7 mln / 2 / 1 TIE Interceptor......120.000 / 1.4 mln / 4 / 2 Scimitar..................120.000 / 1.4 mln / 4 / 2 TIE Defender..........300.000 / 3.6 mln / 10 / 3 Prices are taken directly from SW sources. Cost / maintenance numbers were rounded up. These prices are pair to ship's costs. So if Corellian Corvette costs 3.5 mln (rounded to 4 mln) and has 4/1 value in game, or Lancer 4.7 (5 mln) has 5/2 value, starfighters squadrons follows the same scheme. 12*fighter cost = squadron cost, then all rounded up, so 0.7 mln for TIE Fighter = 1, X-WING = 2, but I multiplied all squadron costs by 2, to increase build time of squadrons in game. Call it "balancing". Then I used 50% value as maintenance cost. Some exceptions were made. 1. E-WING should have similar price to A-WING, but I consider it a brand new technology in that period, so it must cost more in its initial stage. "The E-wing was considered an excellent combination of firepower, maneuverability, speed, and armor, but initial models required the use of the R7-series astromech droid, which was exclusively built for the E-wing." 2. A-WING rounded up should has value 5/3 but I think it wasn't more costly to field A-WING than X-WING squadrons, so I left it the same. 3. TIE Defender rounded up should has value 8/4 but I know that it was said to be 5 times than TIE Fighter. Another issue is that TIE Defenders were "secret" and it should be very difficult to introduce them into production. So I increased their cost as a part of preparing factories to produce them. "The sophisticated features of the TIE Defender had two major implications. The inclusion of the hyperdrive, shields, and reinforced armor made the ship heavier than any of its predecessors—a fact which made its speed and maneuverability all the more impressive. More importantly, the ship was very expensive, with each unit costing 300,000 credits—more than five times the cost of a standard TIE Fighter." "The ship would resurface during the return of Grand Admiral Thrawn, though they were still deemed too difficult to produce and maintain, and remained a minority within the Imperial fleet."
  7. I've changed ships costs in my RR test game as described above. First impression is that now there is A LOT more ships in Galaxy. I was attacked by Imperial fleet at Yavin between day 70 and 90 consisting of 1 SSD, 10 VSD, 1 ISD and few smaller ships. SSD is because Imps got it from start as SSD occupies old Galleon slot. 10 VSD were probably produced in Wayland (I gave Imps 3 advanced shipyards at start). There are tons of corvettes/frigates in fleets. I used them in packs against starfighters. War of blockading planets is very important. Start configuration on expert level / huge galaxy is some 10-15 ships now. Example of NR starting ships (expert, huge galaxy): - 4 carriers - 4 bulk cruisers - 10 corellian corvettes - 8 MC40a Example of GE starting ships (expert, huge galaxy): - 2 carracks - 1 ISD - 4 VSD - 2 dreadnoughts I work on ships firepower now, will post my suggestions soon.
  8. I don't have SWRE. If you have please let me know or post it somewhere I could download it from. I don't plan to change place of Golans. In RR they are placed where used to be Dauntless cruiser. That is why I said AI can not handle Golans well. Humans can do tricks, AI can not. It's is fairly easy game for average human after all (AI is too weak) to decrease AI chances in game. I would prefer having cap ship here that AI will utilise in good way. Do people really need/like Golans in Rebellion Reloaded ? PS: Remove Golan III as AI don't understands zero hyperspace concept at all. AI can build it, set destination and that's all. If AI will wrongly placed them on some remote system, it will stay there indefinitely. AI needs possibility to move its ships to have a chance with human. It builds Golans like crazy freezing its resources.
  9. As I said in other topic I try to make s little update for RR. Now let's do some balancing work with costs of ships. COSTS OF SHIPS: I have collected it from different resources. I plan to use it as it is: 145 mln credits for ISD2 is 145 resources needed for building it. 145 mln is 145.000.000 (I know US people have different names for millions). I want epic battles like Endor, so i plan to cut maintenance costs. I used maintenance as 25% of production cost. This will allow for many more ships/troops in battle theatre. Cost in credits, brackets are for those numbers I put myself, not from any sources, just per analogy. Construction Cost is mostly credits cost, with exceptions to little ships when it is adjusted due to balance or logical reasons. Maintenance Cost is mostly 25% of construction cost, with exceptions of big ships when it is 15% (due to balance or logical reasons) All rounded up. SHIP / CREDITS / SUGGESTED COST / SUGGESTED MAINTENANCE Thrawn: 1. ISD2 145 mln - 145/37 2. SSD Executor 1.143 mln - 1143/172 (15%) 3. ?? Eclipse/Death Star [3.000 mln] - 3000/450 (15%) 4. ?? Strike Cruiser [34 mln] - 34/9 5. ATR 1 mln - 1/1 (adjusted) 6. Star Galeon 17.5 mln (18 mln) - 18/5 7. IE Carrier 9.7 mln (10 mln) - 10/3 8. Lancer 4.7 (5 mln) - 5/2 9. Interdictor 52 mln - 52/13 10. ?? Enforcer [14 mln] - 14/4 11. ?? Allegiance [202 mln] - 202/51 12. Star Hauler 2.5 mln (3 mln) - 3/1 13. Sys. Patrol Craft 3.3 mln (3 mln) - 3/1 14. Dreadnought 35 mln - 35/9 15. Nebulon 14.5 mln (15 mln) - 15/4 16. Carrack 19 mln - 19/5 17. ISD1 135 mln - 135/34 18. VSD 57 mln - 54/15 19. Golan III 39 mln 39/10 20. Corellian Corvette 3.5 mln (4 mln) - 4/1 NR: 1. Home One 450 mln - 450/68 (15%) 2. MC 80b 85 mln - 85/22 3. MC 80a 75 mln - 75/19 4. MC 40a 25 mln - 25/7 5. MC 90 131 mln - 131/33 6. Assault Frigate 41 mln - 41/11 7. ?? Quasar Carrier [5 mln] - 5/2 8. ?? Bulk Cruiser [21 mln] - 21/6 9. ?? Peregrine [45 mln] - 45/12 10. Corellian Gunship 4.8 mln (5 mln) - 5/2 11. Star Hauler 2.5 mln (3 mln) - 3/1 12. Sys. Patrol Craft 3.3 mln (3 mln) - 3/1 13. Dreadnought 35 mln - 35/9 14. Nebulon 14.5 mln (15 mln) - 15/4 15. Carrack 19 mln - 19/5 16. ISD1 135 mln - 135/34 17. VSD 57 mln - 54/15 18. Golan III 39 mln - 39/10 19. Corellian Corvette 3.5 mln (4 mln) 4/1 This is not my dream list, as some ships are not included, others are useless, but it's taken from RR as it is. My suggestions: 1. Remove system patrol craft as Cor Corv has the same price and do the same job. 2. Include Modified Cor Corvette for IMP (for removed IPV-1 slot). And allow Cor Corv only for NR. 3. Remove Star Galeon as it is redundant, IMP has Star Hauler anyway (both are IMP ships). 4. Include Gallofree Medium Transport for NR for removed Star Galeon. And allow Star Hauler only for IMP. 5. Remove Golan III as AI don't understands zero hyperspace concept at all. 6. Include new combat ship. It could be whatever. Eg hypothetical ISD3 (abilities below). Thoughts below are not from RR. Just my two cents. I would prefer ISD3 as "battle line" version of Star Destroyer. Both ISD1 and ISD2 are more like "galleons" from XVI century carrying all that troops/prefabricated bases/AT-AT and tons of crewmen. I would prefer more combat oriented ship like Man-of-war http://en.wikipedia.org/wiki/Galleon http://en.wikipedia.org/wiki/Man-of-war The man-of-war was developed in England in the mid-16th century. It derived from the carrack ship design, which ultimately derived from the caravel. The caravel was a type of ship invented for trading and transporting goods to colonies and settlements. In the late 15th century, Spain adapted the caravel and invented a new ship, the galleon. In the early 16th century, England created a smaller galleon which they called the carrack. Henry VIII of England occasionally called it a man-of-war, but Sir John Hawkins developed the legitimate man-of-war. The man-of-war was so successful that Sir Francis Drake created a smaller version he called the frigott or frigate. In terms of Star Wars: "Imperator III-class Star Destroyer was developed in Galactic Empire during Thrawn reign as Regent. It derived from pre Endor Imperator class ship design, which ultimately derived from the Victory class ship design of Old Republic. Imperator I-class ship design was invented to serve as sole capital ship or flagship of the battle squadron, operate more or less independently and often far from support ships and facilities, being able to invade planets, chase down blockade runners and protect fleets. After the Battle of Endor imperial officers realised that having universal ship like transporter-battleship-fighter carrier is pointless during heavy space engagements. A few years later Grand Admiral Thrawn ordered designing of pure combat space ship. All transport capacities were removed, ability to conduct ground operations abandoned. Bevel Lemelisk developed the legitimate design of new starships calling "At least I am sure I did it right this time." Imperator III-class Star Destroyer design was so successful that Grand Admiral Thrawn ordered it mass produced as standard imperial combat ship." Imperator III-class Star Destroyer is smaller than both Imperator I-class and II-class Star Destroyers. Ship has no rooms for stormtrooper complement nor hangars for ground vehicles. Imperator III-class has enough room for some landing crafts and small troops squad though. Space that was freed by removing ground troops and equipment was used for increasing starfighter hangars and installing additional guns and back up shield generators. Imperator III-class was built with a heavily reinforced hull, enhanced shield generators and numerous smaller guns mounted around the ship designed as point-defense to destroy incoming missiles and starfighters. This ship have the same number of turbolaser batteries as Imperator II-class, but most of 525 guns were upgraded to 750 standard. Imperator III-class Star Destroyer typically carry two standard imperial wings of TIE squadrons, for a total of 144 starfighters (12 squadrons). Like most other Star Destroyer models, this class is capable of entering atmospheres and supporting ground operations directly by bombardment. This ship also requires less crew to operate. Length: 1,200 meters Hyperdrive: Class 1 Armament: * 80 Heavy Turbolaser Batteries of 750 power * 20 Heavy Turbolaser Cannons of 525 power * 30 Laser Cannons of 150 power * 20 Ion Cannons of 300 power * 10 Tractor Beam Projectors of 450 Complement: 12 squadrons Shields: 150% of ISD1 Crew: 27,000 (later variants reduced this to 17,000) Passengers: 1,500 Consumables: 3 years Cost: 125 mln 125/32 Firepower=60.000+10.500=70.500:22.500=313% (313% firepower of ISD1).
  10. Allegiance class Star Destroyer: http://www.modelermagic.com/wordpress/wp-content/uploads/2009/02/front_c4.jpg http://www.resinilluminati.com/showthread.php?p=91487 This is the ship I really like in this mod. I didn't make those images but I am big fan of Ansel Hsiao' abilities. I dream it would be possible to have that kind of images in SWR Now, lets' start the main part of topic. I'd like to use some stats for Allegiance, but it's not very well known ship, so I found only some, fragmented info. That is what I have now: cost: no (I consider it as 150% of ISD1, as it's hull value is 150% of ISD1) hull: yes (I used calculator and it is like 150% of ISD1) shields: yes (I used calculator and it is like 150% of ISD1) hyper: class 1 ? sublight: 5? (ISD1 has 6) fighters: zero to 4 troops: 4800 to 20K ? firepower: * 80 Heavy Turbolaser Batteries (if the same as ISD2\SSD, then 750 power) * 50 Heavy Turbolaser Cannons (if the same as ISD2\SSD, then 525 power) * 50 Ion Cannons (if the same as ISD2, then 300 power) * 20 Warhead Launchers (if the same as VSD, then 675 power) * 15 Tractor Beam Projectors (if the same as ISD2\SSD, then 450 or 675 power) You can wonder what numbers are there. So I inform that I use numbers to set relative firepower for all ships in RR mod, basing on values from that page: http://www.sluisvan.net/statek,imperial_star_destroyer ISD1 is my "standard" ship of 100% value. Overall ASD would be: cost, hull, shields: 150% ISD1 hyper: class 1 as ISD2 sublight: 5 (faster than SSD, slower than ISD2) firepower: turbolasers of 338% of ISD1 plus ion cannons plus some point defense laser canons Do you feel it right? Should it be changed? What values would be more suitable for "small super destroyer" or "heavy star destroyer"? Some other examples: firepower of ISD2 would be between from 169% to 283% of ISD1 firepower of SSD is like 1413% of ISD1 firepower of Victory SD is like 52% of ISD1 firepower of MC90 is like 100 to 112% of ISD1 Sources: http://starwars-exodus.wikia.com/wiki/Allegiance-class_Star_Destroyer This is fictional world (RPG) of SW, but I take some proportions from it. http://starwars.wikia.com/wiki/Allegiance_(Super_Star_Destroyer) Not much here. http://www.theforce.net/swtc/dagger.html#allegiance Some info.
  11. I tried it today and that WORKS It simply does the trick: two seconds after initial of Command room all briefings are gone without any escape key. PS: you do not need to delete it just, rename them to --EMBRIEF.dll and --ALBRIEF.DLL or something.
  12. In my comp Rebellion used to use 100% of CPU speed So it's either play SWR or exit game and do something else. I think it's because how it's coded. I also have Win XP. AFAIR this was not a problem in Win 98.
  13. Rebellion Reloaded team wrote in disclaimer that "This is beta release, not everything is yet done. Rest assured that we're working on that as you read it" but sadly they stopped working. So I don't consider it as "idea for a Mod" but rather as continue work on RR mod. They also wrote "You are not allowed to use any of the material we created without our permission" but I am NOT gonna use their material for MY mod. I only try to finish the same work they did. AI is working great ... if you allow AI to build. In my recent test game, I tried to be inactive. After 450 days AI attacked me in Yavin (I play New Republic side). It was strong attack, but not devastating. I set droid for garrisoning and production, plus moved all characters and flees to Yavin (I renamed planets, but in fact, it's old Yavin). After 1000 days of my inactivity AI was strong and attacked a few times and won that battles. After 2000 days of my inactivity AI had Death Star (Eclipse SD), 10 or more IDSs, 10 or more Interdictors and many fighters/troops. And it used Death Star at my alone planet with all characters ! Unfortunately for AI, planet was destroyed and 3 regions (sectors) become republican If AI will not blow that planet AI would have decent advantage over me. AI also captured, sabotaged my assets. So to have a challenge in game, I suggest: move all your stuff to one planet, avoid being detected, play 1000 or more days in full time. Then start your normal game style.
  14. My works on mod are progressing. I've collected most info about ships. I think RR team just didn't change much in ships armaments from original game. My idea is to use all RR stuff that is in beta but significantly change assets abilities. In SWR Rebels had nearly the same firepower as GE, what was in contrary to everything I know from other sources. Rebells had no access to heavy caliber guns and not enough resources to build heavy warships. That is why they rely on cheap and cost efficient starfighters. Until MC 90 they also didn't have dedicated warships. Until they introduce rebuild MC80 type they had nothing that could stand against ISD (or even VSD). I'd like to have that kind of situation in game/mod. NR/Rebels: - tons of starfighters - better overall starfighters - tons of small warships (light cruisers, frigates) - some numbers medium warships (MC 80) - a few heavy warships (MC 90) - many good diplomats - many good sabotage/espionage specialists - overall cheaper ships Thrawn/GE: - tons of starfighters (mostly cheaper TIE Fighters / TIE Interceptors) - good but expensive bombers (Scimitars) - some number of TIE Defenders (AFAIK Thrawn didn't get them, but he SHOULD) - many ISD1/VSD - some ISD2 - many Carracks/Lancers/Dreadnought supporting battle line - a few good diplomats - many great leaders (officers) - some sabotage/ espionage specialists - overall expensive ships but with great firepower COSTS OF SHIPS: I have collected it from different resources. I plan to use it as it is: 145 mln credits for ISD2 is 145 resources needed for building it. 145 mln is 145.000.000 (I know US people have different names for millions). I want epic battles like Endor, so i plan to cut maintenance costs. What do you think is more sensible: maintenance as 50% of production costs or 25%? Thrawn: 1. ISD1 135 mln 2. ISD2 145 mln 3. SSD Executor 1.143 mln 4. Eclipse/Death Star ???? (Should be much enough to make it VERY unlikely to build?) 3.000 mln ??? 5. VSD 57 mln 6. Strike Cruiser 34 mln (I am not sure this number) 7. Carrack 19 mln 8. Nebulon 14.5 mln (15 mln) 9. Golan III 39 mln 10. Dreadnought 35 mln 11. Sys. Patrol Craft 3.3 mln (3 mln) 12. ATR 275 K (1 mln as it is not possible to have less than 1 resource) 13. Star Galeon 17.5 mln (18 mln) 14. IE Carrier 9.7 mln (10 mln) 15. Lancer 4.7 (5 mln) 16. Interdictor 52 mln 17. Enforcer ??? at least the same as Interdictor I think 18. Allegiance ??? maybe 150% of ISD1 as its hull is 150% more durable ? 19. Star Hauler 2.5 mln (3 mln) 20. Corellian Corvette 3.5 mln (4 mln) NR: 1. Home One 450 mln 2. MC 80b 85 mln 3. MC 80a 75 mln 4. MC 40a 25 mln 5. MC 90 131 mln 6. Assault Frigate 41 mln 7. Sys. Patrol Craft 3.3 mln (3 mln) 8. Bulk Cruiser ??? 9. Dreadnought 35 mln 10. Carrack 19 mln 11. Nebulon 14.5 mln (15 mln) 12. Golan III 39 mln 13. Corellian Corvette 3.5 mln (4 mln) 14. Quasar Carrier ??? 15. Peregrine ??? (more than Strike Cruiser I think) 16. Star Hauler 2.5 mln (3 mln) 17. Corellian Gunship 4.8 mln (5 mln) 18. ISD1 135 mln 19. VSD 57 mln 20. Carrack 19 mln This is not my dream list, as some ships are not included, others are useless, but it's taken from RR list. My suggestions: 1. Remove system patrol craft as Cor Corv has the same price and do the same job. 2. Include Modified Cor Corvette for IMP (for removed IPV-1 slot). And allow Cor Corv only for NR. 3. Remove Star Galeon as it is redundant, IMP has Star Hauler anyway (both are IMP ships). 4. Include Gallofree Medium Transport for NR for removed Star Galeon. NR has access to ISD1 / VSD/ Carrack ("traditional imperial ships") as all of them were part of Old Republic fleet and many were captured by Rebels during all those war years. So again what do you think? PS: Slocket, this is translation: pelna nazwa: full name polska nazwa: full name in Polish prędkość: sublight w atmosferze: atmospheric speed hipernapęd: hyperspeed uzbrojenie: armaments producent: who produced it wytrzymałosc: hull durability oslony: shields długość: length załoga: crew pasażerowie: passangers (troops) ładownosc: load (cargo) cena (nowy): price for new ship używany: price for used ship baterii turbolaserow o mocy: turbolasers batter of firepower (number strength of firepower) baterii dział jonowych o mocy: ion cannos battery of firepower (number is strength of firepower) emiterow promienia sciągajacego o mocy: tracking emitter of power (number) dywizjony myśliwcow: fighter squadrons Example: http://www.sluisvan.net/statek,mc80 Mon Calamari MC80 Star Cruiser 48 baterii turbolaserow o mocy 300 = 48 turbolaser batteries each of power of 300 20 baterii dział jonowych o mocy 225 = 20 ion batteries each of power of 225 6 emiterów promienia ściągającego o mocy 300 = 6 tracking emitters each of power of 300 3 dywizjony myśliwców = 3 squadrons of starfighters were based on ship
  15. I hope someday, Reb2 will be finished enough to play it Good luck, you need Iron Will to make it to the Finish.

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