Jump to content

Tanegar

Members
  • Posts

    4
  • Joined

  • Last visited

Legacy Profile Fields

  • LOCATION
    Munich, Germany

Tanegar's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. What about when the CPU builds a buoy in a facilities game? For that matter, what about when I build a buoy? Buoys pretty much obsolete all shipyards; why are they buildable from shipyards?
  2. I don't know if this is happening to anyone else, but apparently someone forgot to brief my copy of Warlords that when you wipe out all the other guy's ships, you win. Yes, I'm sure I killed them all. I sent out probots to extend my sensor coverage over the entire map, and there were definitely no red dots left, but the game just sat there, not granting my victory. Also, are nav buoys supposed to be untargetable/invulnerable? I can't get any ship of any class to attack an enemy buoy.
  3. I can understand that goal, but then documentation becomes hugely important. What is the difference between a Recusant destroyer and a Recusant patrol destroyer? The Wookieepedia entry doesn't mention any variants on the design. Never assume that any given player knows anything at all about any given unit. A manual would be great, but in a pinch filling in all those empty construction tooltips will do.
  4. OK, I've been playing Warlords for Homeworld 2 for a couple of days, and on a technical level, I'm very impressed. On a game-design level... not so much. One problem immediately leaps out at me: redundancy. The CIS have both a "Recusant destroyer" and a "Recusant patrol destroyer." They cost exactly the same, 36,000 RU. What's the difference? I don't know. I don't care, to be perfectly honest. Whatever role these two ships are supposed to fill, pick the one that fills it best and discard the other. Likewise with the Imperator I and Imperator II Star Destroyers, the Acclamator I and Acclamator II frigates, the Victory I and Victory II Star Destroyers, et tedious cetera. Memorizing lists of statistics for ships that just aren't that different is not fun. It's not just ships with the same names, either. The ANH-RoTJ Empire has eight or ten different kinds of fighters where three will suffice. What's the difference between a TIE Defender and a TIE Sentinel? Again, I neither know nor care, nor does it make any difference. The Empire needs three fighters - no more, no less. It needs the TIE fighter (quick, cheap scout), the TIE interceptor (anti-fighter and anti-corvette fighter), and the TIE bomber (anti-starship fighter). These are the iconic fighters that everyone immediately recognizes as "Imperial." Redundancy in unit design only serves to dilute the identity of each faction: focus on iconic units that are instantly recognizable, discard units from relatively obscure sources (yes, I know the TIE Fighter game still has fans; I happen to be one of them, but TIE Defenders and assault gunboats are simply superfluous in this mod). My strong recommendation is to confine yourselves to ships that appear in the movies, to make each ship both flavorful and useful in its role, and to discard ships that add nothing of substance to the mod. Yes, Star Wars has a profusion of cool and cool-looking ships, and it is sorely tempting to cram as many of them in as possible, but more ships don't necessarily make a better game.

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...