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Chimaera717

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  1. To me, it looks like EVE minus the awful grinding and plus actual fun combat. Our website's up and running, located at: http://z14.invisionfree.com/The_Imperial_Assault/index.php Come on over sometime, Evaders!
  2. So, there's a new game in development. It's like EVE Online on crack minus the Pay2Win system. I'm starting a guild up there based on the Imperial Navy with Lavo. We'd really love to have you all join. Check the game out: http://www.robertsspaceindustries.com If you've got questions, ask them here or message Lavo or I.
  3. Ooh. I love it. I'll talk to Lavo; I'm really not sure he wants to add massive, game-changing effects to a game we're already struggling to balance. But if he's cool with it, I'd love it. Maybe the WHoSaV could drop your diplomacy rating with other factions by 10%, or something. Or drop loyalty by a percent or two. The Ancient Sith Ghost...see, the problem with Force-based artifacts is there's no way to code ANYTHING related to the Force into this game. There's no human or personal side to SoaSE; it's pure logistics and power struggles. It makes it difficult to come up with appropriate effects for items. I'd LOVE to make the Ancient Sith Ghost allow your ruler to gain immense power in the galaxy through a gain in Force strength and wisdom, but that's not really possible. At the same time, I was struggling not making an artifact like 'Kuat Drive Yards Automatons' or something that increases shipbuilding speeds. The vanilla artifacts are cool, but they're predictable. I'm probably going to make another negative one (having a 6-1 ratio of positive to negative seems better than 12-1, anyway); I know there are some things you can discover that permanently harm a planet, and if we can make that happen, I'd love to see, for example, an ancient Sith War Machine be discovered that eradicates a planet's population and slows growth for a time period. How game-changing would that be?
  4. Lavo was already mad I made them as powerful as I did - I wanted to make them complete game changers. I already threw a negative artifact in there (completely unheard of previously).
  5. It's an actual technology that was recently revealed. It is a little tech-y for my tastes, but I wanted to do something better than 'Improved Laser Actuators' or something even more generic. It's hard to come up with unique and rare weaponry in a galaxy that uses the EXACT SAME GUNS no matter what side you're on.
  6. Qel-Droma's Holocron - The secrets of ancient Jedi Master Ulic Qel-Droma reveals secrets of the galaxy to your scientists, increasing research speeds by 20%. Ancient Sith Ghost - Your Ruler is corrupted, dropping loyalty across the galaxy by 5% Exiled Jedi Master - You recover a powerful Force user for use in your fleet's command center, increasing rate of fire by 5% Alderaanian Painting - You recover an ancient, beloved Alderaanian Painting, increasing your renown in the galaxy by 15%. The Ebon Hawk's Prototype Engines - You recover the Ebon Hawk's ancient prototype engines which were never replicated, increasing your ships' movement speed by 5%. Force Nexus - This planet contains a massive nexus of Force power, which your Force users channel into your ships' antimatter reactors, adding 15% to your base antimatter. Metal-Crystal Phase Shifter Technology - A lost technology from the Imperial research in The Maw, MCPS weaponry ignores traditional ray shielding and does tremendous damage. - increases energy shield penetration by 10% Kaiburr Crystal - shards from an immensely rare crystal that augments the Living Force has been implemented in your ships' reactors, increasing hull regeneration by 10%. Vein of Beskar - Impossible to acquire Mandalorian iron used in ship creation increases your warships' armor rating by 4. Wretched Hive of Scum and Villainy - This planet boasts an unsavory city where the galaxy's greatest pilots, scoundrels, and smugglers take refuge and work for your people, increasing trade income by 15%. I'm going to come up with two more later, but these are ones I just did. Thoughts?
  7. I would LOVE to design some Star Wars-y artifacts and their uses. We need 12, correct?
  8. That Viscount just stole the MC90's title of 'prettiest ship in the game', Warb. Unbelievable.
  9. Is there any chance you can post pictures of the Galaxy-class and the Strident? I'd LOVE to see them.
  10. I would, personally, very much like a new second-tier capital for the Imperials - nobody uses the Torpedo Sphere anyway. I see no reason to remove the Command ship or the Tector, and instead make the Allegiance a bridge to the Executor (more firepower than the Command or Tector, SUBSTANTIALLY less than the Executor), etc. We can generally say from the Dark Empire comics that the Allegiance was roughly 3 to 3.5 km long (let's call it double an ISD, for ease) with much more breadth and depth. It'd make a good third capital ship and first supercap for the Empire, and make them more capable of competing late games without an Executor. Let's face it, the Empire faces a handicap no other race faces - their one decent supercap is prohibitively expensive for most games, and any other race's first, moderately powerful supercapital can lay waste to their fleets. The Allegiance, already gorgeous in its own right, would fill a needed role.
  11. I think, generally speaking, the scale of THINGS in Star Wars is very large - ships of the line are 1.6 kilometers, true massive capital ships nearly 10 times that, etc. To me, it seems that it follows that orbital structures are also very big. Research yards (not like those exist in the SW universe...research is generally done planet-side from what I can tell) must be capable of holding tens of thousands of workers and scientists, equipment, provisions, etc. I honestly think we may as well leave the structures as they are - it seems to me to be unnecessary work.
  12. Max of 6 players, latest build, 1 player per faction, diplomacy available. Any unused factions as Insane AI's. 2 SuperCap limit (no spamming Mandators, Lavo ) Post here if you're in, and let's figure out a time.
  13. I've thought before that the YT-1300 freighter ought to be a scout-class or light frigate for the Rebellion...but CERTAINLY not an uber ship. As well-equipped as the Falcon was, she couldn't handle combat.
  14. Honestly, I think we oughta use the Blue Diver as a Cruiser (just call it a Mon Calamari Battle Carrier and use it to replace the MC60, which is underpowered as it is - you can nerf, say, the Majestic in its stead). It's decent looking, fully canonical, and frankly other than in the supercapitals the Mon Calamari Shipyards are sorely underused in the NR fleet. You could also remove that one terrible NR cruiser (the cheap one that's just basically a bigger Strike Cruiser, can't remember name off the top of my head) and put the Blue Diver in there. It'd diversify the NR fleet much better.

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