View Full Version : New idea for civ numbers in SWGB2
04-03-2004, 01:08 AM
In terms of SWGB2 civ numbers, it has been said by a few forumers that 5 is a good number. I disagree with this, mainly because it goes against what i like to call the 'adversarial policy'. By this, i mean that every civ must have a nemesis civ to compete with.
Therefore, i came to the conclusion that 4 or 6 civs is the best idea, with 4 proabably being optimal for balance and 6 for diversity.
HOWEVER i was thinking about this last night, and as many of you will know, i had my 8 normal civs and the Yuuzhan Vong as a secret 'bonus' civ. Now, however, i have a new plan.
What if we had, for civs-
with a Royal Naboo/Gungan bonus secret civ that you can access once you have done something like completeing the campaigns on hardest difficulty.
04-03-2004, 01:19 AM
i guess that could work, but i would add more bonus civs such as royal naboo/gungans, wookies, vong, and hutt cartel. <runs aways frantically>
04-03-2004, 03:46 AM
I don't know...It could work...It'd still would rather have a regular Gungna/Naboo Civ.
04-03-2004, 09:22 AM
What about having the 4 main civs (Rep, Rebs, GE and Confed) as unique civs, but then including a number of minor civs (Naboo, Gungans, Wooks, TF etc) which are basically copies of one of the major civs but with different graphics. That gets round the conflict between balancing and diversity to a certain extent, although it's probably not ideal.
04-04-2004, 01:23 AM
saber - actually i have considered that, but came to a slightly different conclusion.
With my idea of minor civs, which would include civs like the Wookiees, Gungans/Naboo, Corellians, Kaminoans, Hutts, Geonosians etc.
My idea is that they have no unique buildings or unique abilities/powers. Instead, they would be generic civs with different art, but also different combinations of weapons, such as the Hutts having no Navy etc.
This way, there could still be uniqueness in the game with minor civs, and without eating up lots of CPU or RAM.
04-04-2004, 03:11 AM
Hmm, interesting idea. Sounds good in theory, but will it actually work?
My main problem with forcing the Naboo/Gungans into a generic mold is that they are one of the most unique civs, particularly when it comes to Gungans. Sheild Fambaas and Gungan Catapults would need to be included, and I don't see how these can be genericised.
But I do like the unlocking when finishing campaigns. This encourages people to actually play the campaigns.
04-04-2004, 01:01 PM
My template was already cut down to those main 4 a couple of weeks ago with no secret civs. Maybe a few small camps of gungans,wooks,ewoks and naboo but thats all.
04-05-2004, 05:51 AM
When can we see your template, Froz? I always enjoy reading a new template.
04-05-2004, 11:10 AM
As soon as I get the site up and running, I'm still pondering ideas and pulling things out and revamping units.
04-05-2004, 10:39 PM
Excellent! We'll be bashing your template soon enough!;)
04-06-2004, 04:35 PM
Ill bash back twice as hard
04-11-2004, 09:40 PM
Originally posted by FroZticles
Ill bash back twice as hard
It's pretty hard to stand against the full might of the LucasForums' GB.com ... You should be careful :)
04-17-2004, 01:36 PM
Sounds good to me Windu. I really only wanted 4 civs, and added the N/G to satisfy people like you. As long as the N/G are balnced, Im perfectly alright with it. As for the minor civs, no comment.
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