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Mindseye

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  1. Well maybe for empire there could be a coruscant upgrade for the hw making its population huge and giving it a treade bonus(prob tier 8 ).Are we still getting tie advance and tie defenders?Schimitar bobmers?
  2. Its really fun to play so far but the research is so short.Especially on the civ side.At least for empire.Wish you guys could beeef it up so I dont run out of stuff to research!
  3. No feedback from evill so I quit messin with it.I sent him a rough draft to see if he was interested in my direction.I figure I wouldnt waste to much time that way if he didnt like it.
  4. Well something needs to be done about the speed at which planets die.You cant respond very well on the defense.
  5. I dont like that everyship can bomb planets.Either that or the damage needs to be heavily nerfed.All the ai does is bomb you planets and you cant get from one to the other in time to save it even when its upgraded.
  6. Idea for ra.Give them a tech thats gives them more credits when they destroy a trade or refinery ship.
  7. I got some of the empire tree arranged and done.Im looking in to adding some nique techs but Im not pro at modding so its slow go.Ill send eville the empire files and if he likes Ill do the others.
  8. Ok I figured it out.I didnt add to the entity file.
  9. Here is another one.The large ships have really high dps.What if you broke their dps into 4 like a sb.They can fir at 4 different targets on each side and cut the dps by 4.
  10. Na I didnt read them plus I dont know where they are at.It shouldnt be a version issue cause I coppied one that was already there.
  11. I was gonna build a rough list and send to Eville but I cant even add a level 5 planet pop upgrade without a minidump.I copy pasted off of the 2nd terran pop up then I changed all numbers and block numbers and added it to the empire research list and it seems no matter what I cant add a new one.Am I missing somethin?
  12. Why not bring accuracy into play with scouts and smaller ships.In sw smaller ships were harder to hit.Bump up thier suvival without makeing them a threat.
  13. Ok my thoughts on economic are this: For the Empire since it is a massive entity its eco could be based on population the most and have lots of pop ups(tier1 and up).Incorporate sins plus and make the urban planet their hw(coruscant) if possible.With high pop and taxes their trade ports should be tier 3-5.The empire could have a tech that reduces cost of market prices via bulk discount(since empire is big it would get discount for buying en mass).Depending on how many pop ups and how early I would guess this tec around tier 3.Mine processing plants would come in around tier 3 maybe.Put culture structure at tier 4 and what would be cool is to see an empire based ship with a culture spreading ability.Like the Victory 2 as a patrol ship that enforces the populace improving taxes.You would need to keep one at every other planet to get the bonus.A tec like militia policing could increase allegiance.Would be tier 4-5.2 levels of sensors(tier3-4). The RA could have low pop planets with more abilities and techs for stealing money.Pervuasive eco and Smugglers techs.Make a smuggler tec/ability for a ra ship that steals eco and maybe have a type of cloak.Also if possible make changing hw for th ra very very cheap because they are always on the run.Give the ra shield generators for their planet for extra planet health.This would be a tech for the planet itself.Tradeports would prob need to be at tier 1-2 for ra.The mine processing plants should prolly be low around tier 2 for ra.Ability for scouts to get neutral mines should be for ra.RA should get advanced retreat tec where they make faster hyperspace jumps.2 levels of sensors and maybe the ability to see systems(tier2-5).They could get master salvaging for reduced cost of ships to compete with later game ecos. The cis should be focused on trade port with heavy upgrades on trade.Average population with low culture(tier4-5).Lower allegiances then the rest.Droid factories for faster build times.Droid master controller upgrade for increased fleet supply.2 levels of sensors(tier 2-4). Republic should be more balanced between trade and pop.Planet shield early on and incoming jump disruption.2 levels of sensors(tier 3-5).Clonig up for increased population times and recover times from bombardment.Maybe get the hardened cites tec. For a generl idea it would be cool to see more ships have more functions in relation to your empire.There seems to be plenty of shis for abilities to go around.Races could have a ship that increases mine production when it is near it.Tech called pirate policing for small time pirates.Could be mining lasers for said ship.
  14. I would increase shields across the board and come up with other abilities for them.Right now its basically a form of mitigation for all ships that have it.

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