View Full Version : good vs evil
10-17-2004, 08:50 AM
As some of you know, I always play as the Empire, but sometimes I wish I had a droidekas to fight along side of my stormtroopers (along with other "evil" units. Therefore, I purpose a "Good" and an "Evil" civ. The good civ being a combination of Gungans, Wookiees, Rebels, Republic, and Royal Naboo. The bad civs, of course, are the Confederacy, Trade Federation, and the Empire. I can also see a Gungan and Wookiee civ (Mon Calimari and others can be added to this "non-human civ). Would such an idea work? I know its unrealistic, but it might be cool. What do yall think? (Thus, the flaming begins...)
10-17-2004, 09:13 AM
Evil would be damned near invincible... Droidekas and Darktroopers makes for a hard army to beat. Then, with the confederacy's trooper upgrades they'd be a tough team to beat...
Good has the best airforce, with airspeeders, Naboo and all. They have the best Jedi, too. But other than that they have nothing on the evil side.
10-17-2004, 09:16 AM
What exactly are you proposing this for? The next Star Wars RTS? Or just a fun way to play SWGB? Or something else entirely?
10-17-2004, 09:31 AM
It would be hard to tell who would have the Numerical Superiority since the republic and the rebels would propably be able to field a good number but the evil sides could filed a far larger force and crush them comepltly.
Especially since techincally they're all controlled by the same person.
And Nitro will you be gracing us with your presence at the forum game Turnout has been abysmal as of late.
10-17-2004, 10:50 AM
Sorry, not this week. I've managed to get behind on some school work.
10-18-2004, 03:55 PM
Well, of course the evil guys would own the good guys, therefore the civs must be balanced. I meant for this to be like a scenario in the new SWGB. An extra option to make it even more re-playable.
10-29-2004, 08:48 AM
I think that it would be a blast to play, and if its not balanced, so what, life's not fair get over it. Play as the good guys, you could use a good challenge. then play as the bad guys for a nice easy day. There are a lot of bonuses that the so called "good guys" could be given to "even things out". Their Jedi would be superior, air force, the Gun-Gun famba shields, etc. Wookie soldiers are no wimps there either and go toe to toe with any other troopers out there. The advantages would be in the mechs, but the Gun Gun mechs really aren't that bad and their heavies are top notch. As for the specials, well, the goods are kind of ugly there, I think the air force would even it out.
It would be nice to be able to produce each unit from each civ, and of course I am thinking with the current stats not any new ones that would come with the new game because that could change all of this.
But doing it just for fun would be fun all the same.
10-29-2004, 09:45 AM
This actually reminds me of StarCraft. There was a game mode in StarCraft that was quite fun to play, and which I haven't seen in an RTS since. Basically you nominated one of the three races as your primary race but also got workers from the other two races, so you could get access to all three civs' buildings and units. Perhaps something similar could be done here, where you nominate a primary civ then nominate up to two secondary civs.
This would allow several different iterations of things. So if you wanted an all-Evil civ, you'd take Empire as primary and Trade Federation and Confederacy as you're secondaries. This would give you an Imperial Command Center to start with, as well as an Imperial ASP-7, a Federation PK-Droid and a Confederacy Geonosian Drone.
Of course, this would really depend on how the game works. It would be a bit silly for SWGB1-style, since all the civs are generic and all that really differs is the art. But if each civ were unique, like in StarCraft, it might be fun.
[spelling nazi]Nairb, it's Wookiees and Gungans ;)[/spelling nazi]
10-29-2004, 10:24 AM
There is pretty much the same in Red Alert 2 where you pick a civ and then get the other 1 or if your Yuri 2 MCV's.
11-01-2004, 02:55 AM
Thanks Vostok for the spell check. At home, I am the "Grammar Nazi". I can't stand the phrase, "I seen it" Aaarrrrrrgggg!!
Anyway, good point about the balance thing. The only real difference between civs is the artwork in GB1. I've never played Starcraft so I can't relate. That would be a simple solution, giving the workers of the other civs, or providing the buildings that produce those units of those civs. If a building produces Empire AT-AT's, then no matter who controls it, it should produce AT-AT's right. I mean that is how the building is tooled. Just because all of the Imperial workers leave and Naboo workers walk in doesn't mean that the laws of physics change, all of the machinery changes, nor do all of the supplies change inside. It should still produce AT-AT's.
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