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Nope, it's Rome. A planet in the middle of Italy Sector.
I understand that and I'm used to it - I meant it in a gameplay point of view. I mean that they're so small and probably slow and expensive, that I don't see a reason to actually build them. The enemies would simply avoid them. And in the best case, these machines could crush 6-7 units or 2-3 vehicles - not the hundreds as in the animation series.
So, how this Seismic Tank is gonna prove itself useful?
Which Forum? This one: Swbattlecry.com
or this one: Moddb.com
Which is your main Forum?
Just visited the official website: www.swbattlecry.com and saw the pool for weapon customization.
I choose neither of the three options ("Yes", "No", and "I don't care"). My choice will go for Rebels to have weapon customization (as well as other types of customizations), while the Imperials don't get customization. You could probably balance this by making the Imperials more accurate or give them generally good weapons/armor (which they should have, anyway), or more ammo, or advantage in numbers or tech. Or give them the option of choosing a bonus for the battle (like in the Battlefront 1 & 2).
At least In Universe point of view it makes sense - usually the Imperials were better equipped, had advantage in numbers, etc. The Rebels are usually the more stealthy type - ambushes, sabotages, hit and run tactics...
Hopefully tricks like this would differentiate a little more the two opposing teams and give each one of them more unique feel and need for different tactics. When I played the BF 1&2 the gameplay for all factions were the same to me - something quite boring if only the visuals change but not the "feel".
I wonder what the surface of the planets would look like.
But it looks too small to be really useful.
Copy/paste from Wikipedia: "The Demolisher was a Gladiator-class Star Destroyer used by the Galactic Empire around 15 BBY."
And also: "The Demolisher was Admiral Screed's flagship during the early years of the Galactic Empire."
So... you're both right.
I would suggest making some animations for when you hover your mouse over a facility. For instance, the shipyard could show building a ship (for example in a few steps/frames) and then it flies away. This should shorten the learning curve of what is what and because of the hovering the animation won't draw your attention when you don't want it (since it won't be playing then).
Also, in real life, often the results of one successful research could benefit other projects as well. So, when a research is done, for example - a boost on a fighter's engines, there is a chance that it'll increase the parameters of other fighters as well with certain percent. For instance there is 5% chance that it'll increase the performance of a given fighter (similar to researched), 3% to all similar fighters, and say 1% to all fighters.
Reminds me of the space platforms in some games (such as Star Craft and Galactic Battlegrounds).
It's probably some kind of a bug. It worked fine after I skipped to the middle of the video and then returned back to the first 2-3 seconds.
These aren't the droids they're looking for...
*Look, sir, that vehicle is smiling at us!*
(Upper middle-right corner of the pic if you haven't noticed yet).
It should be more yellowish/orange and glowing: http://images3.wikia.nocookie.net/__cb20130210051555/starwars/images/4/4a/Lava_Rivers.png (here we have more: http://starwars.wikia.com/wiki/Category:Images_of_Mustafar)
Also, the sky doesn't look right. And probably a red fog would be nice too.
I believe it's Seismic Charges: Starwars.wikia.com and I hope you'll recreate the sound effect: first silence and then - Vrooooom.
If not, then I have no idea what it is. For a moment I thought it could be planetary shields (because they look like they're around the planets) but somehow I doubt it.
I wonder how the land of the docking planets looks like.
Otherwise - great job!
In real, 3D life - yes, I agree. But this is a 2D game and if you look at the pictures, you'll see that the asteroids surround the planet completely.
Also, using asteroid fields to limit the approaching points is used in other games such as "Star Wars: Empire at War" (there are probably other such games but I haven't played many Space Sims and RTSes).
Also on the subject of planetary (and not only!) rings: En.wikipedia.org
"We have only found rings on gas giants."
That's probably because the Gas Giants are quite massive, while the rest of the planets (the rocky ones) in our star system are rather small. But we have detected massive rocky planets in other star systems (called superearths) and they might have rings. But that's just my speculation.
What's interesting is that once it was hypothesized that Rhea, a Saturn's moon, could have a small set of rings: En.wikipedia.org The possibility is still there although it's now believed that it's unlikely. But if it's there then the particles would be very small.
Anyway, the rings and moons must be inside the Hill sphere: En.wikipedia.org and I believe (or at least from the examples we have in our system) that the limit for the rings is much narrower.
And/or blocking the way of ships with larger size. Or maybe even make asteroid fields with different density: the denser the field is, the smaller ships it will block.
Similar gameplay was implemented in Star Wars: Empire at War. There only starfighter could pass through an asteroid field (not sure about freighters or other small ships), while the bigger ones, especially Star Destroyers could not. Unfortunately the field had just one, preset density.
Can you put short videos as well if the things are animated already?
2 sets of rings around Gas Giants is highly unlikely... at least in the way you showed it. If there are 2, 3 or more rings then I think they should be with little difference in degrees to each other.
For empirical "proof" look at these simulations of the Jupiter's moons orbits: Youtube.com and Ircamera.as.arizona.edu
You'll probably notice that while the orbits of the ones far from the planet are not in the same plane (probably because they're just captured asteroids), the moons close to the planet actually are. Probably the same rule would apply for the rings - they should be in the roughly same plane.
I suppose it has something to do with the planet's magnetic field, although I'm not sure if it's true or if it's the only/main reason.
Forgot to add the planet types I found/thought of:
- Iron planet (http://en.wikipedia.org/wiki/Iron_planet) - high content of Ore/Metals
- Protoplanet - planet in formation; usually inside asteroid fields and often bombarded with asteroids
- Rogue Planet - planet not bound to any star system. You can make it "system" of it's own.
- Arid - Mercury, Moon, lots of other moons in our system... Probably the most common type of planets. No bonuses (or even less population than normal). Good when there are no better options nearby or just for outposts.
Also, you probably know that there are few types of Gas Giants. You can make them mineable (with space stations from orbit*) but cannot be otherwise colonized.
There are planets with highly eccentric orbits, so you can put them as well: when they're far from the star they'll be cold, icy worlds or just arid, and when close to the star they become temperate, desert or lava worlds.
Some more planet types (haven't read them!):
*Can you also make slots for space stations? For instance, after some researches or level achieved?
Wasn't Desert already in? (http://www.moddb.com/games/galaxial/news/galaxial-planets-colonies)
Also, there's an old game called Outpost 2 (http://en.wikipedia.org/wiki/Outpost_2 and Wiki.outpost2.net). In it there's a similar thing to "Happiness" called "Morale". At the very least it's shorter and somewhat gives more freedom in interpretation.
I have an idea how to use the model... although I'm not entirely sure if it's possible.
So, here's the basics:
That's an assassin. A neutral unit who strikes (both sides) from shadows and tries to kill a given trooper (using a semi-random principle: the more elite units have more chance to be chosen as the prime targets and lone troopers are also more likely to be attacked rather than a group).
Give them some rather powerful close-range weapons and more health/armor to make them more of a threat.
An example of map where they could be used:
A night city map with dark narrow alleys on the sides where the assassins will hide in the dark and wait for their targets (i.e. someone worthy to appear in their domain) or crawl silently. The map could have a main road where most of the melee would take place and the dark, narrow alleys would give opportunity to go behind enemy lines or take a better position - on a roof for example. Of course, that would come at the price of meeting an assassin and possibly dying at their hands.
I hope you understood my rambling.
Here's another pic: Images1.wikia.nocookie.net
Wookipedia page for Rebel Commandos: Starwars.wikia.com
And one for different commandos: Starwars.wikia.com
Isn't Luke too short? Or Vader too tall? Luke is only 30cm shorter (Vader: 2.02m, Luke: 1.72m - taken from Wookipedia). Here it looks like he's shorter by a third or even by half of Vader's height.
I might be wrong, of course, I haven't measured them, but Luke here looks like a child.
Why not? This way there would be no reason to board the enemy ship.
Why not? This way you can raid a fight right in the middle of it, steal as much loot as you can get/hold before someone spots you, and then run as fast as the engines can allow it to the nearest friendly base! :)