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Any chance the website will be back up soon?
I know Thrawn was dead. However, it would not suprise me if many of Thrawn's ideals were added to the Ascendancy when they re-absorbed the EotH, as he was so influential. Also, the Empire of the Hand was not a sub-faction of the Chiss Ascendancy, but rather its own separate government that was absorbed into the Ascendancy slowly after Thrawn's death (even then it survived, albeit without the rest of the galaxy knowing).
Of course, if the conspiracy theories were true and the Chaf'orm'bintrano of 22 ABY onwards was really a clone of Thrawn, then he would have been most influential regarding military policies. But that matter is only one of speculation.
So is this an original design? I love the way this looks. A question though (I'm not the most versed when it comes to this era): what role exactly did the Mandalorians play in the Hyperspace War?
The inherent problem with having too many factions is that the Freeze hits sooner. You can have all the factions you want but if you can only play for 100 in-game days it gets boring really fast. In TR, the GC with the most factions has four playable (NR, IR, PA, EotH) and three minor unplayable (Hapans, Yevetha, Warlords). In order to prevent the freeze in some of the GCs, the Galactic AI of some of the factions must be turned off.
I was wondering, because if the EotH is being combined with the Chiss Ascendancy, then they shouldn't have superships, as Thrawn was ideologically opposed to them.
The Phalanx assault frigate, huh? Any relation to TR's Phalanx? Also, a question: are the Empire of the Hand and the Chiss going to be a single subfaction, or are they separate?
Is your website down again? I get taken to the Star Wars Rebellion website when I go to your website.
No news for a while...just wondering what's been going on.
Probably school/life getting in the way, I would imagine, it has a nasty habit of doing that. Just as long as you don't go on "business leave" and disappear from the face of the earth (without letting the rest of your team continue making the mod), I'm happy.
Oops, accidentally gave this negative karma. Sorry, Burntstrobe.
So upon ramming will both ships take damage? I would assume so (with he target taking more of course).
Hello Blackout. Good to see you here. I think multiplayer focus would be great for any mod, however I think it might be better once the mod nears completion (or at least until 1.2 comes out) as it's more of a finishing touch than actual gameplay features. TR is currently adding more MP GC's as they near completion.
To think that the good guys would have an army! O_o
Yes; I believe so.
Yes they do. They are great for light fighter resistance. I once wiped out a Rebel planet guarded with a Light Frigate Shipyard and 2 Golan Is with 3 Vindicators and 3 Enforcers. The fighter squads from the Vindicator got wiped out early; the Enforcers kept the fighters off my tail while simultaneously bringing capital-grade weaponry against the Golans.
I'm sure the mod team is happy to have suggestions. That being said, about your suggestions:
I'm not really sure about the AI thing, I've had some very hard opposition in all the GCs I've played. However, you say that the IR is Tech Level 3 and it is owning the other factions. That makes sense: the Imperial Remnant is at its strongest in Era 3 and can pretty much RoFLstomp the other factions.
The unit production priority for the NR is only really a problem (from my experience) in the first three Eras. Once you hit Era 4 and the New Class ships come into play, that changes. Not sure what you mean by "too many light ships" have you seen a Kariek and Warlord deathball? They are only light frigates but can even decimate an SSD if you're not careful.
World Devastators would be a superweapon; superweapons would severely unbalance the game and are hard to implement into the game. Dark Apprentices would be nice for Palpatine, but are hard to implement into the game; they either become hopelessly overpowered (like the Jedi were in 1.3), or they become helplessly underpowered (like they are in 2.0 for the PA). Maybe as an escort to Palpatine and Sedriss they would work. Wingless MC-80s were in 1.3 and were useless. Nebulon Bs and B-2s are available in Eras 1–3 for the Rebels. Mediators have no canon stats and would make the NR more like the IR (something that's not good). While I admit that ground fighters would be cool (like the AC Mod), the NR and EotH get them (V-wing and AirStraeker respectively) and I understand their not wanting to make all factions carbon copies (PA and IR have flying troop transports instead).
Enforcers have 30/3 Turbolasers, 6/2 Ion Cannons, and 2/2 Quad Laser Cannons (not a hardpoint) and no fighters. The Vindicator has 24/2 Medium Turbolasers, 10/1 Quad Turbolasers, and 10/2 Ion Cannons, as well as 3 squads of fighters/ bombers. They are quite different.
This is due to the fact that Thrawn was soundly against the use of such Dreadnoughts, due to the fact that a large fleet of smaller, more maneuverable ships is much more effective than a single, humongous ship that would draw all the firepower of the opposing fleet onto itself. He instilled this tactical mindset to his successor, Voss Parck, who continued in this abstinence of supercapitals. Besides, the EotH has the Phalanx, which is one of the best capital ships in the game, as well as some of the most effective fighters in the game. They aren't really hurting for a supership.
Just imagine that...maybe they could even make the game (dare I say it) good? Not that I don't like EaW or anything, but lets face it, its pretty terrible as far as most of the mechanics go.
I wouldn't say dethrone, I'd say "add another era option." If I wanted to play as the CIS I wouldn't want YVaW would I? Instead, it adds more variety to the number of quality mods out there. Each one will have their own strengths and weaknesses, and people will no longer be forced to play in an era they don't really want to just because it is the only good mod out there.
That's why you would have different types of troops take up different numbers of slots.
Maybe call it "Human Sacrifices to Dovin Basals." It sounds sufficiently Vong-disgusting that their shields and propulsion would be powered by their sacrifices lol ;D
I thought that would be pretty cool (maybe not exactly for this ship, but definitely for a Vong ship somewhere). Thanks for coming up with a more organic name for the ability too.
Well yeah, I know that, but maybe make it have an extra weakness to proton torpedoes or something.
Yup. Check out news post "Zombie!" on ModDB to see that they did indeed say that. For V-19s I quote Wookieepedia: "The Galactic Empire continued to utilize Torrents after the end of the Clone Wars, often reassigning these fighters to older carrier vessels and installation in the Outer Rim." Outer Rim=Oversector Outer=PA. It would make sense that Kaine would want to bolster fighter strength however possible, even by using outdated ships. Only three ships currently are slated to carry them (to my knowledge). The majority of the PA fighters are still TIEs.
I'll admit that Lucrehulks are a bit of a stretch, but they are only buildable on certain words that would have had the possibility of producing/actually having some. They both give the PA a very different feel than the IR, which is what I appreciate about them.
Just a thought. Dovin Basals were used for shields and propulsion, weren't they? So an "Increase Dovin Basal Power" would make the ship more shielded and faster, right??
Yeah, not saying that TR should be finished after 2.1, but from a gameplay perspective there is not much more to do (just a few bugs to still work out). Who knows, maybe it will be like when the team said they were going to quit after they released the first version of the mod, only to say later, " you know, we decided to stick to it and make it better." I personally hope this will happen, but who knows. And yes, ORaW would be better if it was done by a team; however, the amazing job done by simply one man is astonishing.
Assault could work. Maybe an "increase dovin basal power" or something. Will these be as weak to torpedoes as they were in the books?
True. Maybe make heroes and Tech 5 Republic gear (VSDs, ISDs) have combination ray and particle shields.
Yup. Teams are way better than single modders (ORaW and Second Galactic Civil War excluded). They tend to release better mods and stick to it longer than individuals. It is truly sad to see TR wrapping things up, but they've pretty well taken it as far as they can (who knows, though, maybe they just won't be able to resist still tinkering on it ;D ). Right now RaW and Golden Age of the Sith are the mods I'm following other than the ones mentioned and YVaW, and they are all being produced by teams.
3) I think one of my favorite things about Thrawn's Revenge is the fact that missiles and torpedoes no longer penetrate shields. Most ships of the line had both ray and particle shields, and thus could absorb projectile blasts as well as lasers. This makes it harder to bomber spam, more canon accurate, and makes bombers more of a strategic fleet asset rather than a mass murderer. It is still possible to spam them, and they are quite effective on heir own, but they really shine when a part of a fleet.
Alright, now on to a suggestion: the AT-OT. It could be like a moving bunker with its own weaponry. Infantry could be garrisoned in it and then they could fire out of it.
Sorry for the very lengthy post, but this is just some ideas I had while observing your awesome mod. Good job and keep up the great work!