Ideti

Star Wars Mod

Star Wars Mod

I figured since it is inevitable, I will start a thread to get ideas out on a star wars mod. Who will the sides be? What will the map look like? Units? Tech? etc.
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Reply #276 Top
That gives me an idea..... How about DOUBLE grav wells? May sound stupid but think of it... THe outer well is the gravity well you plan on introducing.... how about a secondary gravity well... inside it? Now think... the inner gravity well is where most structures will be placed, right? The outer well is the one that contains all the asteroid fields and defenses.... I dunno sounds like an idea for much more epic fighting.... Oh and think of this... The Rebels can decide whether to jump inside the second OR first gravity wells.... giving them a good chance at hit and run tactics... but the imperials are limited to the outside wells... so even if they call reinforcements they will have to close in to intercept the rebels....

Is there a way to make it possible to not use hiperspace to move between planets? I mean like going from A to B in normal drive.... It'll Take a long time but it can give you an element of surprise.... Just a thought
Reply #277 Top

Initially The Y-Wing was the official Fighter/Bomber of the rebellion and even pirates Due to its "Survivability".... It can stand a lot of firepower thanks to its powerful shields.... The Y-wing Should match a Tie fighter.... thats my opinion


It has strong shields but lacks the maneuverability of most fighter craft. If the same concept from sins (fighters squads having more units than bomber squads), then I would think a group of Ties would be able to take on a group of Y-Wings and win. It's really hard to say, though, since the rebellion has a couple utility fighters, like the Y-Wing and the B-Wing that serve both a fighter and a bomber role. Especially B-Wings, since they should be equally effective against both fighters and ships.

If they scrap the whole "fighter or bomber" thing, and it was 7 Tie fighters vs. 7 Y wings, then I could see it going either way. If Y-Wings could use missiles against other fighters, it might actually be way in favor of the Y-Wings. I haven't seen anything about how the fighter system will be handled though.

Reply #278 Top
Maybe you can change the setup to make it build Y-wings instead of bombers and X-wings instead of Fighters and A-wings and B-wings too..... I hate being spanish xD cant find the words
Reply #279 Top
B-wings were designed by Ackbar and replaced Y-wings. In this mod either B-wins or Y-wings should be the bombers and X-wings be the fighters. Or what ever Eville wants to do since this is his mod lol. Are you going to incorporate more than just 2 strike craft per faction? (XJ X-wings, the TIE variants, K-wins, E-wings, etc)

Got any cool screens to show us or is this all a secret until release?
Reply #280 Top
I think that people are missing the point that until we get the tools, we don't know for sure what is possible and what isn't.

It will be easy to have cap ships make and carry Imperial Ties/Tie Bombers/Tie Interceptors as they will function similar to strikecraft in the stock game. 'Cost' for these fimsy fighters/bombers will likely be measured by construction times.

The problem is how do you make hyperdrive equipped strikecraft that can phase jump on their own. Maybe the tools will allow us to do this. Or maybe we will need to have a shipyard construct these strikecraft as if they were mini-frigates.

The point is that we don't know yet what we will be able to do so it makes it difficult to make plans.
Reply #281 Top
worst case for strike group fighters is we will have to use something similar to escort carriers.
Reply #282 Top
Remember guys SD/IC did say they would work with us to add functionality if it was important to the community.
Reply #284 Top
Has this already been posted? A map of the star wars universe.

http://upload.wikimedia.org/wikipedia/commons/f/fa/Modimapgalaxy1.jpg
Reply #285 Top
All i gotta say is I supported the SW mod back when it came to HW2 and will support it 100% on this, EvilleJedi knows his stuff and with this game engine it will own all.
Reply #286 Top
What would be relly cool is too simulate the rebels\empire the way it was instead of making a nearly blue vs red type of game alla EAW.

Empire advantages:

More supply. Starting with wealthy core worlds. Powerfull ship out of the box, ability to instill fear(culture repel, allegiance mod) to system containing large navy and via laws.


Rebellion: ability to hit and run, Ability to rally people to the cause(via fleet beacon and rebellion ability) ability to level all the game ship (I think IC need to give us the tool for that because we can't do it right now)
Reply #287 Top
I thought of that capability to level all kinds of ships... it would really transfer even MORE value to the rebel ships...
Reply #288 Top
Looking forward to this, and appreciate all the effort people will be putting into it.
Here's an idea I'm tossing out there, to help balance the Rebels vs the Empire. The Rebel Alliance could have, as it's "secret weapon" a much more powerful and pervasive system of culture. In other words, the empire may find open rebellion happening on their worlds without the alliance having to attack it, just from the cultural spread.

Anyhow, just an idea. Cheers, guys!
Reply #289 Top
Let's not forget rebel fighters have hyperdrives and shields, unlike imperial tie fighers (unless you include the annoying additions of lucasarts in games like TIE Fighter). In that sense, rebel fighters are much more like small frigates in the Sins universe than fighter / bombers. There are going to be some VERY interesting differences between playing as the Empire or the Rebels.

How does one get involved in this mod, anyway? I'm interested in doing some administrative / mission building / writing work.
Reply #290 Top
Wow Iantis... you sound like we are making a game xD Administrative/Mission building/Writing? As far as i know sins didnt even have a single player campaign.... and what do you mean by administrative? We are just throwing ideas into the bowl and hopefully something will come out of it....
Reply #291 Top
Hmmm, from what I've been able to dig up, it seems that we won't be make 'carrier bound' strikecraft able to phase/hyperspace jump on their own. Not such a big deal for the Empire, but it is a bummer for the rebels.

Of course, this doesn't stop us from building single strikecraft (EvilleJedi already has the fighter factory model) and simply grouping them into squads (no, we won't be able to produce them as premade squads).

So the rebels will be able to make hyperspace capable strikecraft squads that aren't bound to carriers. We'll just give these hyperspace capable strikecraft a low purchase cost and quick build time.

Maybe we can also give certain rebel ships the ability to build strikecraft like a shipyard would.
Reply #292 Top
Are you changing the factory models for frigates and capitals too? eville's models in hw2 were pretty nice
Reply #293 Top
This is a main map of the Star Wars galaxy good luck making it heh. :CONGRAT: 

http://images.darkhorse.com/darkhorse/downloads/desktops/swgalaxymap/swgalaxymap_lg.jpg
Reply #294 Top
Without a change in the sizing of EVERYTHING or a change in the scale of maps, I do not think that a full galaxy map is going to be made any time soon. Remember most of those stars actually had two or more habitable planets, plus outposts and other bases. It is possible, but the map would be really crowded in its current state.
Reply #295 Top
good idea on having rebel ships level faster than imperial ones. It might be interesting for the rebel ships to level faster (more levels) and the imperial ships level slower (less levels) in terms of ship survivability it would allow any surviving rebel ships to ramp up quicker, but still allow the imperials to have veteran vessels (thus encouraging the player to do hit an runs on the rebel side, whereas the imperials would want to guarantee victory)

it would be a subtle mechanic

culture will be spread through holonet transmitters, one idea is to have rebel ships drop rogue holonet transmitters (like the automatic turrets in the game right now) I have to look into this.

I'm running into some roadblocks regarding number of ships and buildings that show up on the UI and I am waiting on IC dev response.
Reply #296 Top
I think I will setup a chat on the swr irc server (or stardock irc?) some point soon to maybe answer some questions and get ideas.
Reply #297 Top
what about just making it like a thing to research for fighters?
they start with y-wings they upgrade then they have X-wings and Y-wings another upgrade or so or two more and they work thier way up the fighters?
also what about finding a way to make rebal planets invisible to imperial scouts, so they look just like what neutral planets would look like?