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View Poll Results: Star Wars Mod
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Absolutely
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15 |
50.00% |
Hell No
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6 |
20.00% |
Sure, but your wasting your time
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1 |
3.33% |
Whatever
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8 |
26.67% |
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September 14th, 2006, 04:43 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Gaging the Need
I once put a lot of effort into making a Star Wars mod only too loose all of my hard work and many months worth of dedication in a hard drive failure last june. Now I am beginning to rebuild the mod but I don't know if it is going to be worth the time investment needed to make such a mod given the pending release of Space Empires V.
Please vote.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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September 14th, 2006, 05:10 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Gaging the Need
When I play EAW I find that the game is a good game but lacking in so many ways that its really a bore after a bit. I love many of the concepts of EAW and Rebellion and really want to combine both games into a working SW Mod for SE IV.
However working out the details of such a mod, albeit I had a good start, has proven to be a major mental undertaking.
1. Hero's like Bobo Fett, Han Solo, and many others would be used for INTEL projects much like they are now in EAW. Mon Motha, the Emperor, Vader, and others would be deployed to cause uprisings or qwell them.
2. The tech tree would be very simple.
3. There would be only six main weapon types:
A. Turbo Lasers - Primary Weapons for all units, ships, and bases.
B. Ion Cannon - Used mainly for weapon platforms, and a few ships.
C / D. Missile and Torpedo Weapons - Fighters and a one or two ships.
E. Blasters - Troops / Infantry
F. Lasers - Anti Fighter weapons used by ships.
4. Both the Empire and Rebellion would start the game with access to several ships and fighter hulls. Both would have a maximum number of ship hulls of about Six or Seven with the Empire having the largest ship, the Super Star Destroyer, and the largest Base, The Death Star.
5. Both races would have one or two basic bases.
6. Spaceyard / construction yard would be upgradeable via expansion yards much like it is in EAW.
7. Each ship will have a specific fighter / cargo capicity for fighters / troops.
8. Troops will be a seperate raical trait from Infantry
9. Troops will have two types, ground and air units with each having its own weapons.
10. Fighters will be limited to combat movements only, with an exception for the Rebel fighters and one or two Imperial ones.
11. Fighters will hopefully be indiviually unique and each have their own capibilities and weapons.
12. Facilities will be limited to Mining (Monolith type) ala Rebellion.
13. Cultures will be limited.
14. The focus of the mod would be to allow the Empire to be greater militarly while the Rebellion will have a greater appeal to the minor races and have better intel / sabotage abilities.
15. There will be 20 minor neutral races
16. There will be an Empire, Rebellion, Pirate, and UnderVerse racial traits.
17. I might use the Hero/Facility method to approximate Generals, Admirals, and Planetary Governors. (This would require new facilities be added)
18. I might add Captains, Commedors, and Admirals to be used as components for ships.
19. Components will be limited to basic componetns scaled by mounts.
20. Mounts will be very important in the mod for scaling.
21. All ships will have built in fighter launch capabilities, troop cargo, ecm, muti-tracking, and combat abilities.
22. Smaller ships will be much more maneuverable and cheaper to build.
23. Larger ships will take longer to build and hopefully be more important to the game than the general cannon fodder use.
24. Larger ships will be harder to kill than smaller ones.
25. Planet invasion is more important than planet glassing.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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September 14th, 2006, 05:57 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
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Re: Gaging the Need
Oh HELL yes !!!
I for one would love to see you do this mod.
May the farce be with you.....
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September 14th, 2006, 06:36 AM
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Major General
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Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
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Re: Gaging the Need
The Force is strong with this mod.....
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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September 14th, 2006, 09:20 AM
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Corporal
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Join Date: Apr 2006
Posts: 120
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Re: Gaging the Need
SEIV is no longer going to grace my PC. I've put all my hopes in SEV. So my vote is, if you're going to spend the time, get started on SEV shipsets.
j/m .02
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September 14th, 2006, 10:42 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
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Re: Gaging the Need
Quote:
RonGianti said:
SEIV is no longer going to grace my PC. I've put all my hopes in SEV. So my vote is, if you're going to spend the time, get started on SEV shipsets.
j/m .02
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This is one opinion that is NOT universal by far.
I personally plan to stick with SEIV and would readily play a new mod developed for it. I'm not going to bail on SEIV and write it off just because a shiny new version with " ooh, aah, oh !" graphics comes out.
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September 14th, 2006, 11:06 AM
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Corporal
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Join Date: Apr 2006
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Re: Gaging the Need
Quote:
Black_Knyght said:
I'm not going to bail on SEIV and write it off just because a shiny new version with "ooh, aah, oh !" graphics comes out.
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Good heavens why? If SEV is superior to SEIV in every way, why would we go back to SEIV? I would hardly call playing a game for an unheard of 6 solid years to be "writing it off". Please tell me you are NOT a beta tester. If you are, I'm very scared now....
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September 14th, 2006, 11:41 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Gaging the Need
SE:IV will continue to remain popular for some time because even though SE:V will be here shortly, it will take some time for the game to be polished to a similar degree and for new mods and shipsets to emerge. In time, SE:IV activity will diminish but I don't think it will go away as much as SE:III did.
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September 14th, 2006, 11:45 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Gaging the Need
RonGianti you might want to consider the possibility that you may not like SE V. It has been my experience that when you place too much "hope" into a single minded endevour, in this case SE V, that you are ultimately dissappointed.
I know from first hand experience that SE V and SE IV are differant enough games that both can still be played independantly of one another with equal enjoyment. I would hope that this would be true for you, but each is to own. Thanks for your opinion, it is a valid one and I appreciate it.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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September 14th, 2006, 11:47 AM
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Private
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Join Date: Aug 2006
Posts: 32
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Re: Gaging the Need
I'll play it either way, but why not hold off and build it for SEV? I'm not a beta tester but it seems that you'd be able to do bigger and better things with the V.
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