Post news Report RSS Mega unit phases (boss battle stages)

The mega units (Viscount, Subjugator, Executor, Eclipse) were beginning to feel a bit lackluster compared to how epic they were meant to feel, so I set out to improve them.

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The mega units (Viscount, Subjugator, Executor, Eclipse) were beginning to feel a bit lackluster compared to how epic they were meant to feel, so I set out to improve them.

Several ideas were discussed and eventually someone came up with the idea of boss battle style stages. Initially I discarded the idea thinking that's not possible in EAW, but after some workarounds it turns out it's totally possible, and I've been working on them besides the usual development of the mod.

The phases work like this:
Your dreadnought, fresh out of the shipyard, starts with all systems online. You do battle with phase one of the unit and if it is destroyed, phase two starts, with new weapons, new abilities, new targetable hardpoints, and a different garrison. If you now win, you go back to the GC map and you're stuck with phase two of the ship. While for a couple of phases this isn't that big of a problem, in later phases your ship is so heavily damaged it will eventually no longer have any weapons left to fight with. On the GC map you can repair your dreadnought at high level shipyards, which resets it back to phase one.
While this is highly recommended, later stages come with increasingly more destructive weapons, abilities and garrisons, until the very end where you have no more ship left and you have to bring in a support fleet (Later phases have reduced pop value for the dreadnoughts) to save your husk of a dreadnought. If you don't, it dies for good. So while repairing back to phase one is the safest option, you may want to try and risk all for those juicy weapons in stages two and three for the Executor, or Palpatine's OP as shit abilities on the Eclipse stages three and four. Unlimited Power.

The phases are quite fun and add a bit more dynamic to the mega units, which were fairly set-and-forget before this. Additional changes to the dreadnoughts include less exciting features such as passive repair, and less pop value on later stages so you can bring in reinforcements to save your ship. Eventually the phases may be added to other objects such as the starforge, galaxy gun, and some battlecruisers like the mandator, but these things take time.

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loulou76100
loulou76100 - - 466 comments

That's such a great idea! Is this feature only for the GC or will it work il skirmish mode too?

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Works everywhere, though of course you can only repair the ship in GC mode. In skirmish the units will just die.

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loulou76100
loulou76100 - - 466 comments

Sweet, thanks!

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1kon
1kon - - 306 comments

Will you be able to build later phase mega units in skirmish mode?

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Jeroenimo Author
Jeroenimo - - 6,765 comments

No, the later stages of the units are damaged and as such, you wouldn't necessarily want to skip the earlier stages.

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Guest
Guest - - 690,582 comments

That sounds very promising!
Right now SSDs seems likely a novelty and a fleet of regular ships of matching credits/pop is superior.

Will the eclipse have it's super laser changed too over the various stages?

Can repairs be done everywhere or only at certain planets like kuat/mon cala?

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JanuszTankMaster
JanuszTankMaster - - 29 comments

I guess you will be able to repair ship on the planets, where you can build it, because those shipyards have capacity to build those and so to repair, so out of those 4 named Subjugator is in best position because there are several CIS shipyards

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Jeroenimo Author
Jeroenimo - - 6,765 comments

You'll be able to repair at level 5 shipyards only, and taking out the Eclipse superlaser capacitors is basically the first stage in the Eclipse fight. But careful, because the stage after that sees all that power redirected to the weapon systems for a huge firepower boost. Then you have to take out the capacitors that redirect the energy to the weapons and then you get to fight the ship normal. Eclipse is quite the unit.

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Prosecutor
Prosecutor - - 15 comments

So, stages progress when dreadnought takes damage?

Does it mean ship will all be burning and steaming like hell in every battle I'd like to use its late-stage superabilities?

Will it be possible to see the current/max stage of a dreadnought during a battle? How it's going to be indicated: description, icon changes, holes and fires in the hull, etc?

And dreadnoughts' hardpoints' targetability is back, right? How it's going to work with the stage system? Like, in Executor's Stage 1 only a set of it's turbolaser turrets are targetsble, in Stage 2 another set of t-lasers plus some of missile launchers, in Stage 3 any remaining laser/launcher, hangars/tractor beams/any other stuff still operational?

I hope you don't make Imperial dreadnoughts' shield generators targetable in early stages. Let at least them be spared of that rebel missile and underworld mass driver point-blank shield-extinguishing tactic of "snipe-the-ball".

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Currently there's no fires on any of the stages, I want to add visual feedback to the changes but just the coding and testing of all these stages is already quite a bit of work. It's basically designing and coding five or so super ships per ship, so this takes a while. Currently I don't have the time to add the fires, but it may happen later.

There'll definitely be some explanation to the stages in the description.

Eventually I'll make a video but atm I'm just too busy. There's quite a bit of bugfixing that still needs to happen between the details.

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Empunor
Empunor - - 13 comments

Ya ready for a giant list of ideas on this kind of stuff? Okay here we go:

I'm hoping to see some fighter waves like Royal Interceptors and Shadow Droids? I'd also like to at least have some sort of escort fleet be able to go with some of these dreadnoughts in at least some form, I can't build Death Squadron with just the Executor. Perhaps an ability to customize the base pop caps on ground, space, and galactic with 200 as the base?

Will the Eclipse be getting Palpatine throwing lightning or force storms around in his later stages and converting ships? Can we get a ramming ability? Man I'd love to see the Eclipse do what it oh so loved doing with its axe-like head but that would require maneuverability.

Maybe something where it traps them like as the Eclipse gets into its later stages it gets some movement restricting abilities and reinforcement ships to surround its opponents? Something that feels manipulative where it's begging for you to engage it further so as to act as a sort of trap because that's what Palpatine does.

I think something interesting boss stage-style action could be done like this with the Death Star as well, like making the Death Star the map being fought over and in order to destroy it you have to capture a specific hardpoint in the trench under the Imperial fleet while the DS-I is regularly adding more TIEs or something along those lines while the entire map has some point defense turrets firing all along the fight. Something that gives massive advantages to the Imperials, makes it so you have to batter your way through the Imperial force to the Death Star's vulnerability as fast as possible, but also leaves the Imperials with a crippling weakness where most of the Imperial fleet is crippled if the Death Star is destroyed? Make it really feel like you're approaching the Death Star and an Imperial fleet is trying to stop you.

I do wish the Mandator II was replaced with a Bellator. Keep it Imperial, ya know?

I really like the idea of stealth dreadnoughts, and there are a few in the EU lore like the cloaked Executor, but you could use ships that are in the EU like the Vengeance or Aggressor or some of the other smaller Dreadnoughts. I'm not a big fan of inserting fandom ships honestly, not a huge fan of that design and in moving away from the established stuff too much. I do love the Imperial Escort Carriers in their implementation, though I'd like them to have some ability for short range action as described.

Being unable to use Tarkin on most fleets because it's better to be able to hyperspace them in is a bit annoying, there a way you could fix that or am I just going to have to always keep him with the fleet-consuming dreadnoughts?

You could maybe have a few ISB heroes such as Yularen that can reveal and pull stealth units into a fight while eliminating things like the Rebel sympathizers in the future when that stuff gets implemented, stuff that plays with the mechanics a little more. I'd also like to see them actually able to act on the ground as singular units, hell if it's at all possible maybe have Tarkin and similar characters be 0 point units that can join like garrisoning the officers into squadrons on the ground so you can assign them a squadron of Storm Commandos or Royal Guard or Stormtroopers or non-hero vehicles at your choice, something like that where they boost that individual unit directly in addition to the overall effect on the current battle. Then in space be shuttles that are sort of garrisoned into ships for heroes not linked to a specific ship. Have Yularen in a similar way where he boosts a single unit's range and can reveal stealth units nearby or something like that. Just throwing ideas at the wall for how to implement them in command roles that make sense. I feel that much like adding the boss battle system this would still follow the way the original game was meant but expand the complexity and tools to be used. I have concerns of the complexity of programming it in but I think it would be a really neat addition.

I think you could give the Maw some cool uniquely modified units using the Maw Irregular Fleet for inspiration, just something to give it real serious relevance with its technology, some form of high tech expensive production.

I really wanna see Boba Fett return to the Empire's box of toys. It always bit me that Boba Fett was out of my Imperial box for most non-base pre-Zann versions including mods.

When the ground units come, can we get the Hell's Hammers Imperial Armor for a hero elite tanks group? I always loved that story.

Also if ya want a voice actor I'm available! I'm pretty decent as an armature with a few voices. Discord is Puncle#4981 Don't mean to push just offering my application if ya need it.

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Guest
Guest - - 690,582 comments

hey!

i have a problem !!

when i star building quene the credits starts to drop , and the progress stops whet its hits zero , in GC when the weekly credit amount is added to my whole credit amount (zero at that point) for this amount is reaching zero again the progress is resumeing but after itst stops again.
pls help i cant play at all with this bug !! :(

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kaloonzu
kaloonzu - - 44 comments

That is intentional. Remake uses a "pay as you go" credit income/spend model, rather than the lump payments that were in the base game. This means that your income can run down to zero while building ships/stations/upgrades, and will stop progress on all projects. The upside is that you can start building bigger projects earlier, rather than having to wait for all the credits to be saved up. Its more realistic to how government spending often works, too.

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kaloonzu
kaloonzu - - 44 comments

Is repairing at Level 5 stations not enabled yet? My Executor was at P4, and I brought it to Kuat (where I built it), no option to repair. Now its P5 and I still can't repair it. I've tried over Byss, Kuat, Coruscant, Duro, and Alderaan.

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Guest
Guest - - 690,582 comments

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AdmiralRogers1
AdmiralRogers1 - - 3 comments

I'm having the same problem as well.

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