Head of the Expanding Fronts mod for Star Wars Galactic Battlegrounds, and an amateur voice actor for numerous Mod projects including: Mental Omega, Rise of the Mandalorians, and Star Wars Battlecry
Will yell things at computer for food.
Striker was the other primary choice, yes.
We used 'Attacker' because it is the real-world designation for that type of combat aircraft. We can easily switch it if we can come up with a better title.
We're working on a new system that will hopefully require far less time, and should be easier for players to pick up and learn.
Only the Empire is functional in the currently available build.
I think KotOR II is one of the best Star Wars games in existence precisely because of Avellone's input, so to each their own.
The guy who made that decision was Chris Avellone, the lead designer for KotOR II. To be fair, he thought pretty much everything about Star Wars was really, really stupid, which is why KotOR II ended up being the giant, glorious middle finger to Star Wars storytelling that it was.
No, there's no role they could fill that the other watercraft can't already do.
The weird expendability of TIEs has always struck me as odd. When the empire can crank out things like massive hulking walkers, giant planet-killing space stations, and Super Star Destroyers (because the regular ones weren't huge and expensive enough), why would they suddenly try and be cost effective when it comes to basic fighters?
In the movies, there's no evidence to suggest the TIEs are in any way worse than the rebel fighters - other than not having hyperdrives/life support. It only takes 8 of them (9 counting Vader) to wipe out almost all 30 of the Rebel fighters at Yavin.
X-Wings being some prototype super fighter was equally silly - they were whatever trash the Rebels could get into the air.
So... has any tangible progress actually been made, or is this just an idea?
Doesn't really affect our project - besides putting a lot more on the "to do" list. There's an audience for everything, and we'll hopefully be able to add plenty of aspects from both the old and new continuities to EF.
Star Wars isn't really the place to go if you want to talk about sensible vehicle design.
This problem pops up every once in a while, and the big issue is there doesn't seem to be a consistent cause or solution to it. In most cases just restarting the computer sorts it out.
I'm sure there's a way, but we don't have anybody that knows how.
It will be able to fight, but it won't be very good at it.
It's sort of used as both in the show. This also carries over to EF. There will be two variants of this vehicle; one as a troop transport, and the other decorated with various cargo containers.
The transport was originally a toy released by Kenner in the 70's. One of the first of their Star Wars toys not based on something that appeared in the films. It only had a handful of comic book appearances until recently.
Star Wars: Rebels gave the vehicle a slight redesign and made it a significant part of the Empire's ground arsenal. Our design is based on their interpretation, as seen in the background of this image.
Not without rebuilding pretty much every single unit and structure in the game. For the most part everything looks fine as is.
If all goes as planned, every civilization will have a new campaign.
Not by default. We're looking for ways to fix it. Voobly however, does have widescreen/windowed mode features and is compatible with EF.
This is a series of modular 'hull' pieces that can be mixed and matched to create any type of surface. So long as that surface is 'Death Star.'
If everything goes to plan, all of them sans the Royal Cruiser should be available during normal games.
All of the game's original units are in this shot, alongside the new ones.
Yes, as featured in Battle for Naboo.
That's how it looks by default; we aren't going to mess with it.
We've got plans for the Confederacy. All in due time.
There will be a handful of roster changes to accommodate new unit types, but for the most part none of the stock units are being outright replaced.
We'd absolutely love to properly implement widescreen features, but sadly the individual who was working on that for us decided to stop.
One thing at a time.