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_army_woTJ
08-27-2002, 01:32 PM
does anyone have any ides for new units of swgb2 i don't but i will think of some :) and i want ewoks a a civ :ewok:

DarthMaulUK
08-27-2002, 02:40 PM
I would love to see a drop ship for the Republic, like they had in episode 2 - where the ship carries one of those walkers and drops it into battle - brilliant!

DMUK

KoL ShadowJedi
08-27-2002, 03:17 PM
i wud like to see a gunship for the republic................. NOT

im sorry windu hacked into my brain :S i would like to see more species in the toybox, i cant name em all but u know the ones i mean - i think

Kryllith
08-27-2002, 05:03 PM
Originally posted by DarthMaulUK
I would love to see a drop ship for the Republic, like they had in episode 2 - where the ship carries one of those walkers and drops it into battle - brilliant!

Heheh, this is the proposed changed to be made to the Republic transport if the gunship UU were implimented...

Kryllith

Sithmaster_821
08-28-2002, 07:09 PM
I think there should be unique unit sets (as opposed to generic unit sets) so you can make the game as canon and as balanced as you want.

I.E.-There is no assault mech. Instead:
the emps get an at-at, very expensive but very strong armor and attack, building eater.
the confeds get C.A. driod tank, quick and strong but dies reletively quickly.
Trade feds get MTT, slow and weak weapon wise, but high armor rating and can carry a whole lot of battle droids.

Also, it avoids forcing units (gungam air, wookie mechs, etc.) and concentrating on the things we know and love.

joesdomain
08-28-2002, 08:12 PM
Toy box units: Admiral Piett, Captain Piett, Old Owen Lars and Aunt Beru, Young Owen lars and Beru, General Nadine, Admiral Ackbar, Monmotha, Admiral Ozzel, Grand Moff Tarkin, and Moff Jerrod(Death Star II).

Empire-Imperial Probe droids, speeder bike scouts, snowtroopers from hoth, imperial officers and guards, Star destroyer imperial class I and II, super star destroyer, and death star I and II.

Rebel- Rebel Hoth troopers and Rebel endor Troopers, Mon Calamari cruisers, corellian corvettes, millenium falcon, escort frigate like medical frigate

Federation- droid controlled ship and battleships

Naboo- Queen's ship, Royal Bomber, Royal Cruiser, Royal Yacht

Wookies-non

Confederacy-none

Republic-Republic Assualt ships

Add increased shields, armor and duraamor to AT-AT's, increase population to 500 units.

Darth Windu
08-29-2002, 06:38 AM
I agree with sithmaster here, there really does need to be big differences between civs to better reflect their situation and abilities instead of just disallowing an upgrade or two.

lukeiamyourdad
08-29-2002, 12:51 PM
Less upgrades!
Give the units their ability right away. Not all but some like self regeneration, droid upgrade and tougher armor and raise the cost and built time of the unit to compensate.

joesdomain
08-29-2002, 08:48 PM
I think each civilation should have the ability to make other kinds of droids and the have droid upgrades.
Increase civilation population from 250 units to 500 units
Increase # of civilations- Add Mon Calamari, Hutt, Rodian
Add Cloud City, Bespin, Kamino, Coursant, Correllia, Alderran to Star Wars Locale
Increase shields, attack, armor and duraamor on AT-ST's and AT-AT's.
Get rid of Air Cruisers and replace them with a bunch of capital ships.
Give Naboo and Republic the ability to make ARTOO Units.
Increase carrying capacity of sith temple to 20
Increase carrying capacity of command center and fortress to 25 units
Increase Preface Shelter carrying capacity to 15 units and increase armor and shields.
Increase AT-AT carrying capacity to 25 units
Increase AT-ST carrying capacity to 5 units
When adding capital ships to the game, make them have a carrying capacity of 25-50 units
Make Empire Airbase different by making tie fighters, Tie Bombers, Tie Interceptors, Tie Defenders, Tie Advance, Imperial Lander, Imperial Lamda Class Shuttle at the same time.
Add B-wing, V-wing and Millenium Falcon to the Rebel Airbase
Add Trade Federation Battleship to Federation Airbase and Republic Assualt Ship to Republic Airbase.

Hopefully there will be sequel or expansion pack!

JediMasterEd
08-30-2002, 12:47 AM
wut i think should be changed is the choices of weapons. the Confederacy's Mech Destroyer fired TWO lasers. The assult mech...count the cannons on the thing. AT-AT, 4 lasers. wut i'm trying to say is, basically, give them more weapons outside of the standard laser (outside of the gundans...the boombas are...ok...).

joesdomain
08-30-2002, 01:17 AM
Jedi MAster has a good idea. Alot of units had more guns on them but only shot one or two shots at one time e.g. AT-AT and AT-ST. The same should be taken into consideration when adding capital ships to the game.
They should add Kyle KAtarn, Admiral Thrawn, and Prince Xizor to the scenario editor.
They should add all the main characters from Shadows of the Empire book and Thrawn Trilogy to the toy box unit section.
Add good lots of cheats that are actually realistic. Not whimpy corvettes and star destroyers that get blow up easy. An anti-air turrent and/or fortress could destroy it with two shots. Fighters and anti-air troopers can destroy it with 5-6 shots. That never happened in the movies. I don't see X-wings shooting 5 times at a star destroyer and blowing it up.
Add B-wing to rebel airbase for sure. Add V-wing from Rogue Squadron video game to toy box unit section.

Darth Windu
09-02-2002, 05:50 AM
New Units-
1. Commando - Sniper laser, ability to plant bombs on buildings/units (6-8 second fuse), build limit of 10

2. Combat Engineer - can repair buildings/units, can remove commando bombs, can capture enemy buildings when damage to a certain point


Unit changes- (examples)
1. AT-AT - 2 x very large laser, 2 x anti-infantry laser, forward firing only, very heavy armour, slow, can crush infantry, can fire at air

2. AT-TE - 1 x very large turret laser, 4 x anti-infatry laser (2 x fore, 2 x aft), heavy armour, slow

3. MTT - 2 x anti-infatry laser (forward only), very heavy armour, cheaper than normal, double unit carry capacity

4. ATT - 1 x large turret laser, 2 x anti-infantry laser (forward only), fast, moderate armour

5. Assault mech type units (eg AT-TE, AT-AT) can only carry 5 infantry

6. Mech Destroyer units (AT-ST, AAT) cannot carry units

7. 'stepped' unit holding for sea, air transports (ie 2 assault mechs, or 3 mech destroyers, or 4 strike mechs, or 5 infantry etc)

eizo131
09-02-2002, 09:09 AM
More Mandolorians, Less power 4 air crusuirs or remove them all together, more civis, limit the scenario editor or we will have a bunch of new dumb scenarios.

Admiral
09-02-2002, 11:19 AM
Originally posted by Darth Windu
New Units-
1. Commando - Sniper laser, ability to plant bombs on buildings/units (6-8 second fuse), build limit of 10

2. Combat Engineer - can repair buildings/units, can remove commando bombs, can capture enemy buildings when damage to a certain point

Taken Directly From the C&C universe.

The Falcon shouldn't be a regular unit (a hero unit yes), maybe generic YT-2000 instead of the Falcon as a regular unit..

I think it would be a little stupid to have 5 falcons around.

Crazy_dog no.3
09-02-2002, 11:52 AM
Hey joesdomain. Some of your ideas are... cool but if the cheats were realistic that would take away the whole point of cheats.

lukeiamyourdad
09-02-2002, 03:32 PM
I think giving too many guns to mechs would simply make them super powerful.

Darth Windu
09-03-2002, 01:21 AM
Luke - im giving examples, not exactly balanced units...

Admiral - yes it is, but whats wrong with that? I've said before that what lucasarts should do is look at the great RTS's, take the best features from them and add them together for a possible SW:GB 2.

Sithmaster_821
09-03-2002, 10:13 AM
not exactly balanced units
And it doesnt bother you why?

KoL ShadowJedi
09-03-2002, 12:13 PM
alrightish ideas, Capital Ships???? Dude do you know how powerful those things are?? to build them would be loodicroos ~ bad spelling :confused: I want a more realistic approach to this game! e.g Ship transport picks up 5 MECHS, comes back and can only 5 MEN. RA2's idea with the transport are good as they can pick up a certain amount of men and vehicles. Your idea about the AT-ST picking 5 men is wierd as the AT-ST's from the films etc.. have a capacity of 2 MEN.

DO NOT LIMIT SCENARIO EDITOR!!!!

Dude i know there are alot of ****ty scenarios out there.. but think of all the good ones.. But if your a RM freak then dont answer that. Dont get me wrong i do like RM but i LIKE SCENARIO's too.

ok
laterz all

lukeiamyourdad
09-04-2002, 07:45 PM
The AT-ST has TWO pilots.We don't know how many other persons it could carry but five is a little exagerated.

Sithmaster_821
09-04-2002, 10:56 PM
You just have to de-inflate your infantry:)

lukeiamyourdad
09-05-2002, 06:11 PM
funny...
but not-activated regular battledroids may fit....

joesdomain
09-08-2002, 11:59 PM
This list includes new units like weapons, buildings, heros, vehicles, and aircraft mostly toy box units.
B-wings-rebel airbase
Imperial Lamda Class Shuttle (with folding wings that lands on landing platform or ground)-empire airbase
Tie Advanced-empire airbase
V-wings-Toy box units
Trade Federation Battleships
Trade Federation Droid Controlled Ships
Republic Assualt Ship
Republic Cruise
Royal Naboo Cruiser
Royal Yacht
Star Destroyers
Super Star Destroyers
Mon Calamari Star Cruisers
Corellian Corvettes (Blockade Runners)
Escort Frigates
Imperial Navy Troopers
Imperial Snowtroopers
Imperial Interrgator Droids
Rebel Snow Troopers
Rebel Forest Troopers
MSE-6 Droids
R4-7 Death Star Droids
Mark IV Sentry Droids
Move z-95 Headhunter to toy box units
Imperial Scout Troopers
Dianoga
Scurrier
CZ-3
asp Droids
V-35 landspeeder
Bactatanks
Dengar
Paploo
Spaceslug
K-3p0
4-LOM
Zuckuss
Carbon Freezing chamber
Anti-vehicles laser cannon
Anti-infantry laser battery
Pk droids
Sith Probe Droids
Gian speeder
Flash Speeder
Sith Speeder
Salvage Droid
Geonosian Sonic Blaster
Anakin's airspeeder
Zam Wessel's airapeeder

lukeiamyourdad
09-09-2002, 05:26 PM
some of your idea are simply useless.
prove that you need to build some of the units you mentionned...

Sithmaster_821
09-09-2002, 07:44 PM
Geez, thats one LONG list!

The common SWGb player wouldnt know what half those are (i dont :confused: ), so how can they relate to the game? LA took the familiar units so that everyone knows what their using.

lukeiamyourdad
09-11-2002, 07:49 PM
I know some of them and I can tell you that unless they are toybox they will never be build by anyone like carbon freezing chambers....WTF!

joesdomain
09-14-2002, 03:25 AM
Another idea: Have each civilization have a second trooper, so you can build a regular trooper and a repeater trooper plus mounted troopers, anti-air troopers, and thermal detonator troopers. That is 5 troopers in all. Maybe come up with another type of mech for each civilization. Maybe one that can travel on land and in the water.

Sithmaster_821
09-14-2002, 08:36 AM
This idea was brought up a while ago (by Windu actually), but it got the same reaction that gunship got.:rolleyes:

lukeiamyourdad
09-14-2002, 12:03 PM
Why not having an deply/undeploy repeater trooper. It would be a standard repeater but slower more armor and more attack points with a faster attack speed?
I've been thinking also about the repeater and normal trooper thing just because the guy is running with a big very hvy machine gun makes it look weird but then I don't really care....

Darth Windu
09-15-2002, 12:51 AM
Actually sithmaster, the seperate repeater trooper idea was EXTREMELY popular. The general consensus was that the repeater would be either-

1. A new unit, with a relationship to the heavy trooper similar to that of artillery and the canon, OR

2. A deployed heavy trooper

Sithmaster_821
09-15-2002, 02:02 PM
It WAS popular until you gunshipped it (i.e. kept on makng threads even after it lost popularity, and people started seeing the downside of it.

simwiz2
09-15-2002, 02:05 PM
Originally posted by Darth Windu
(1) the seperate repeater trooper idea was EXTREMELY popular. The general consensus was that the repeater would be either-

(2) 1. A new unit, with a relationship to the heavy trooper similar to that of artillery and the canon, OR

(3) 2. A deployed heavy trooper

1 - Yeah, and your Gunship has a majority. :rolleyes: Seriously, where do you get this "general consensus" bull****? It was at most about 50% for it. Your memory is playing tricks on you. It's sad, you have such a desire to be accepted that you imagine a greater popularity for your ideas than exists.

2 - Ok, I hate to nitpick but 2 things are really starting to annoy me, one is turrents, the other is canon. Please people, learn to spell the units!!! This redesigned repeater trooper would have to have a niche other than that of the adv trooper (new upgrade to hvy), to prevent it from making the latter obsolete. Seems like it would be a lot of work for something that doesn't really help gameplay.

3 - Possibly the least stupid of your ideas thus far, as it is reasonably balanceable and could possibly allow more tactics. But there is a risk of making the game too defensive, or turning it into a clickfest.

Sithmaster_821
09-15-2002, 02:11 PM
Simwiz, if your feeling AoM withdrawal, go into the sound files on the alpha. You can listen to all of the greatest unit sounds and, if you go into the music folder, you can here each cultures start music, the different fight musics and the universal music (adult swim and chocolate outline are my personal faves)

simwiz2
09-15-2002, 02:13 PM
Originally posted by Sithmaster_821
Simwiz, if your feeling AoM withdrawal, go into the sound files on the alpha. You can listen to all of the greatest unit sounds and, if you go into the music folder, you can here each cultures start music, the different fight musics and the universal music (adult swim and chocolate outline are my personal faves)

Okay, ya sure I can't wait to try that! :rolleyes:

Sithmaster_821
09-15-2002, 02:20 PM
Fine, Im having fun so i dont care what you think (currently listening to eat your potatoes).:D :p