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Old 02-25-2006, 12:54 AM   #41
Jmaster3265
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I would also like to add.

1. Get rid of the build pads.
2. Possibly have more options when deciding to make your base. (ex:Being able to choose the buildings you'd like in skirmish.)
3. When heroes die (in land) keep a body there like when troops die. Or make something exciting happen not just the body to disepear.....
4. Possibly make the maps have more buildings, more realistic to the movies. (ex: in the skirmish Naboo is so plain, not many buildings Theed is practically not there. Only thing that is there is the palace high on up and a few scattered buildings. (BORING)


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Old 02-25-2006, 08:28 AM   #42
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I wouldnt recommend getting rid of build pads as they can really change the tide in combat.


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Old 02-25-2006, 09:00 AM   #43
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personaly i would like to see a clone wars expansion covering epi 1,2 and 3 and another expansion pack covering epi 5 and 6 so the whole saga is covered
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Old 02-25-2006, 12:30 PM   #44
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i second, or third, or fourth the EP1-2-3, 5 &6 idea.

It is obvious in all the reading i have encountered while surfing the forums,
that people have a love for the "venator" class SD. Only Pirates having it
is a crock. Yes putting a Venator against a ISD is ridiculous, but this iswhere
you could use different time periods and upgrades.

IE.

Venators and acclamators vs the TFF Cruiser ship/droid control/battle ship like in the Battle of Coruscant. EP3

ACclamators vs Droid Control ships. EP2

EP1,, not sure, nothing really matches up with the Droid Control ships.

But that leads to having the TFF/Confederacy/BankingClan involved.

At some point in the time periods, you would need to decide which side you
take Rebels or Galactic Empire. Another twist.

If this game had all the factions like, Wookies, Confeds, TFF, Naboo, Gungan,Republic, MOn Calamari, and later on the GE, RA forces like SWGB it would be a fantastic game with more playablity. It is a lot of work, and as good as people are at Modding the game, i still think nothing beats the real game makers making it.

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Two civs to me is just a little too restrictive.
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Old 02-25-2006, 12:38 PM   #45
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Also to add

1. Being able to repair building, turrents etc. Not having them to slowly regain health.
2. Increasing the population cap (at least in skirmish 9 is WAY too small I think)


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Old 02-25-2006, 01:17 PM   #46
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Old 02-25-2006, 07:02 PM   #47
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This topic is about what you want to see in an expansion. Not about graphics.

Please remain on topic.


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Old 02-27-2006, 04:01 AM   #48
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I like to see workers cuting down trees an so on. Like we had them in Galactic Battlegrounds. I was dispointed wasnt in this one. Which was so fun.
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Old 02-27-2006, 07:12 AM   #49
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Repairing turrets isn't neccessary, just sell it and rebuild it.

It's great, you can change turrets whenever you want.

Personally I'd LOVE to see an episode 1-3 saga. I'd wet myself controlling massive armies of droids backed up by those sweet as tanks seen in Episode 1.
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Old 02-27-2006, 10:44 AM   #50
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in expansion

i would want to see padme(think that is utopia)

force crush for everything

better character modelization(think current one is terrible)

would want to see much yoda saying"the younglings"

and other jedis(luke , leia)

in my opinion current game is great i think especially vaders taking and giving
breath is awesome for a videogame and also obi wans voice
so impressive and space combat is more beautiful than
land combat

thats all


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Old 02-27-2006, 01:25 PM   #51
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Some great suggestions here. Of course, since I can neither confirm, nor deny the existance of an expansion....


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Old 02-27-2006, 01:52 PM   #52
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lol next thing we will know they will announce an expansion and use our ideas which would be a good thing
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Old 02-27-2006, 01:57 PM   #53
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Of course, they could't say that they got the good ideas from us......


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Old 02-27-2006, 03:44 PM   #54
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Covering Ep. V - 6 and some better EU, like Thrawn. No prequel stuff.

Change ground combat. The reinforcement system is cool, but for a model of how the actual ground combat should be - look at Act Of War: Direct Action or Blitzkrieg. Both the detailed, involved maps and how infantry and units moved and could be utillized. The maps for those games were hugely involving, with destructable scenery and myriad structures. Infantry duck and go prone when shot at. They can occupy buildings and can be transported from one area to another in vehicles. A disappointment for me in EAW were the ground maps. Wide open, low detail. They felt like someone had forgotten to add scenery or buildings, besides cliffs, some trees and build pads.

Space combat - be allowed to choose what frontline forces you go into battle with. Also what formation. Larger space maps. As has been said, allow us to choose when to launch fighters and also what to launch. Less nebulas and asteroids over every planet. Otherwise space combat is near perfect.

Some form of diplomacy as has been said. Aside from these things, the game is a blast and modding it is a peice of cake. A lot of fun.
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Old 02-27-2006, 04:41 PM   #55
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Quote:
Originally Posted by asdaf
Covering Ep. V - 6 and some better EU, like Thrawn. No prequel stuff.

Change ground combat. The reinforcement system is cool, but for a model of how the actual ground combat should be - look at Act Of War: Direct Action or Blitzkrieg. Both the detailed, involved maps and how infantry and units moved and could be utillized. The maps for those games were hugely involving, with destructable scenery and myriad structures. Infantry duck and go prone when shot at. They can occupy buildings and can be transported from one area to another in vehicles. A disappointment for me in EAW were the ground maps. Wide open, low detail. They felt like someone had forgotten to add scenery or buildings, besides cliffs, some trees and build pads.

Space combat - be allowed to choose what frontline forces you go into battle with. Also what formation. Larger space maps. As has been said, allow us to choose when to launch fighters and also what to launch. Less nebulas and asteroids over every planet. Otherwise space combat is near perfect.

Some form of diplomacy as has been said. Aside from these things, the game is a blast and modding it is a peice of cake. A lot of fun.
How is land battles a disapointment for MOST people. I agree about some things, but what about space? I think space is just as disapointing. Worse scenery and not as fun gets kind of boring. The heroes are worse and you don't get them all as you do in land. As well as you only get to have a space station and a few space turrents. BORING!


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Old 02-27-2006, 05:29 PM   #56
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I actually like the space combat, although the nebulas do get to be annoying. My gripe with the gameplay is the ground combat. It's boring, repetitive and the maps are un-involving.

I want to be able to fight in a City, like Mos Eisely. Have my troopers fortify buildings as defensive positions and cover from bombers. I want my StarWars game to feel like StarWars. Open terrain combat with infantry has been absolete since the Civil War, so why are these armies that are way more advanced doing it? They stand in lines shooting at each other, its like playing Robert E. Lee: Civil War General with starwars characters.

Troop transports don't exist. There should be some kind of armored or air transport to move troops from point A to point B quickly and efficiently. I wanna be able to land my troops in, have a Air Troop transport (think Episode 2: Attack of the Clones at the Battle of Geonsis) transport my troops in the city outskirts and have them land on a building rooftop and act as the first troops into combat to hold off the enemy until armored reinforcements arrive. Nope, in EaW we have holes in the ground with crates where the enemy can run right into them with your supposedly "dug in" troops. Defeats the whole purpose of "digging in" your troops.

I want a more urban combat friendly ground combat system in place. Something where your infantry can hide in to take cover from anti-infantry weapons. Make the buildings destructible just like in C&C Generals.

In all honesty I think the wholke ground combat system needs to be overhauled. Whipe it totally clean. I don't think that troop barracks, and Factories etc.. should be destructible, only capturable. I also don't think that they should continually pump out troops during the battle. Sure, have each building come with a garrison unit, but don't make the building keep pumping the troops out endlessly during battles.

Instead give the attacking army objectives. Like, hold the city space port for X amount of time to win, or you can also win by destroying all the enemies. In addition the city spaceport can be a heavily fortified defensive position. In which the defenders have control of in the beginning of the fight. Bombing should be available, but if you decide to bomb civilian targets, your public support in that system will diminish greatly and you will be continually attacked by civilians in the streets of the city.

If I were a Developer, I would have done the ground combat alot differently than what it is now.


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Old 02-27-2006, 05:59 PM   #57
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1) Surface bombardment. You have a Star Destroyer in orbit, and rebels on the ground, bomb the hell out of them.
2) Tie fighters/bombers on the ground. It makes zero sense to call in a bombing run. Instead, have a part of your bombers/fighters from the above fleet join you. They can whipe out and decimate the opponent base.
3) No fog of war. When you have a fleet in space, you should easily be able to receive their 'god's pov'-info.
4) playing out assassinations. Imagine entering a base (a proper one, I might add) with Boba Fett, killing a rebel leader, and than quickly sabotaging the shield generator, to let in a quick strike force of storm troopers led by Vader himself.
5)If the game does move to a different region, I'd love to see it move to a EP I-II-III era. If they realize a proper diplomatic engine, the Old Republic/Empire could be an interesting side to play. Perhaps even allow the player to deviate from the set path.
6) Stealing from BFME2, create your own hero. An imperial commander ordering Palpatine? Please. Why not give us the power to actually have a player, that can, in space, control a vessel, and in land have some powers. Have him choose a prototype fighter, that in the next technological era, can be replaced by a new one. Give players the thrill of "I have to try out this new baby and see what it can do", knowing the risk when the personal avatar is destroyed (game over).
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Old 02-27-2006, 06:24 PM   #58
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Actually Homo, This game is very moddable and I have been able to create a hero of mine, although he is currently space-only. If I end up finding an easy way to create a land hero I will make a thread. You as well can modify the victory conditions of singleplayer scenario to have you loose if he dies.
I agree with the Episode 1-3 idea, Althoug 5-6+ would be interesting as well because you might have to play to destroy the entire empire not just the death star(Unlike most GC and campaign games). During the Campaign you are ordered by palpatine and you are an omincient watcher as you control him.
I don't see a reason why we would need to see Fett destroying a Power Generator and in the order you said fett would be discovered right after he kills the rebel commander.



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Old 02-27-2006, 06:33 PM   #59
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I don't know... Fett can be pretty sneaky. He would kill the guy and hide the body. The other rebels would just wonder where he went. (maybe to the bathroom?) Then Fett would be able to do whatever else he had in mind. I'm not sure why Fett is only usable by the Empire though. He would have no problem working for the rebels if they had the money to pay him. He could have been a neutral "hireable" character for individual battles or something. That could be a cool idea for an expansion/sequel.
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Old 02-27-2006, 10:56 PM   #60
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I'd like to see more story-related scripted events show up during a campaign or Galactic Conquest. While a freeform game is great (and should remain as a gametype!) there ought to be a bit more engagement with the story--for instance, I loved having the whole prototype AT-AT exercise on Carida. More things like that should show up on both the galactic map and within a ground or space battle (a pirate group could jump into the system and cause a three-way hairball of a fight, Lord Vader could sense a disturbance in the Force as he invades a planet and a new objective could appear, etc). Objectives in a tactical battle other than simply eliminating the enemy forces would be great, too, providing alternative ways to win the day--or escape by the skin of your teeth. I think the planets should have more tactical advantages and disadvantages then just production boosts. There's one planet in the galaxy (Jabiim, I think), on which you can't deploy repulsor units. This is much more interesting of an effect than any of the other planets have--more things like that that actually affect tactics used to attack or defend the planet would be great.

I'd also enjoy seeing more depth in the information-gathering on the galactic map. Spying on the enemy should be more involved and be able to reveal potentially more information than it does now. The smuggler/bounty hunter stuff is halfway there. You could have defectors suddenly appear in the enemy ranks, providing you with information--you could find a traitor in your midst and snuff them out. You could determine the exact makeup of an enemy force--or your probe droid could be intercepted and destroyed before it returns data, leaving you in the dark. Speaking of which, I'd love to see some galactic stuff that diverts attention from the map view--for instance, when a probe droid is deployed at a system, I'd love to see a fuzzy recon video showing glimpses of the enemy force, along with an "intelligence briefing" estimating the fleet makeup. Things like that could add to the feeling that the player is directing a galactic war effort with assistance from subordinate generals and admirals, not just doing everything by themselves.

Finally, there should be a bit more to play on the fact that this isn't just two factions fighting a conventional war; this is a rebellion against an already entrenched Empire. The Empire ought to have a much harder time finding Rebel forces and bases, and I think the Rebels ought to be able to sequester small forces on Imperial-controlled, but friendly to the Alliance, planets. Maybe add a "hide" slot on appropriate planets, like the "spy" or "steal" slots, that can hold a limited number of units. However, when the Empire does locate the scattered Rebel forces, the Rebels should have a hard time avoiding the hammer of the Imperial military. There could also be an espionage element, where the Rebels are allowed to assemble small strike teams for very specific purposes (such as destroying an Imperial factory), however, this may be getting too complicated.



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Old 02-28-2006, 12:00 AM   #61
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- Add a Pirate Faction maybe Black Sun! with prince xizor and all!! big potential

- much much more units Bwings,Tie-Interceptors, Vwings, DasgRendar, SuperstarDestroyer i can find 100more units just go to starwars.com databank,..

- Move forward to Ep 5-6

- NO PREQUEL 1-3!! everyones dead and this is about the Civil war...


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Old 02-28-2006, 06:53 AM   #62
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Customizable Ships and Space Stations-How about beign able to change the emplacements along the ship or station to whatever you want? They would be changed in the options menu and you would pre-set like 4 different ship layouts for quicker game pace on the galactic map. You could have a carrier star destroyer with hangers along most of the zones, an anti-fighter Assault Frigate with laser cannons, a balanced layout...


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Old 02-28-2006, 07:01 AM   #63
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Actually, a carrier unit isn't a bad idea.

Maybe the escort carrier for the Imperials as seen in the Tie Fighter/X-Wing games. Place it behind your fleet and just have it spew out some high (but balanced) number of fighters and bombers. Using code similar to the AT-AT's 'Deploy Stormtrooper' feature you could alternate between bombers and fighters....say 4 wings of each.

Of course make it totally useless against any other unit, 'tis a carrier afterall.
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Old 03-03-2006, 05:09 AM   #64
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I'd like to see:

1. Ability for units to barricade in buildings.

2. Water-based units (hover-boats and submersibles) and buildings -- like that big ocean world in one of the recent movies.

3. Units with persistent ranks. If a unit survives, during a mission, he/she/it will gain constant rank and will escalate in ability (armor, health, accuracy) - ranks being visible to friendly and enemies. The ranks can be maintained for those specific units until they are destroyed. This would make it so you will want units to survive and become more strategic in preserving their lives during a campaign.

4. Full cooperative play -- so you can play the entire single player or special coop campaigns with a friend. The friend can play the empire or you can both control squads to fight the AI.

5. Smaller campaigns with specific species -- Jawas or Wookies protecting their home planets from invasions, etc. Or your job is to be a smuggler or bounty hunter and earn a certain amount of cash.

6. Diplomacy with AI -- negotiate trade routes, planets, territorities, trade tech, etc, etc. Purchase and sell them as well.

Thank you.
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Old 03-03-2006, 05:11 PM   #65
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What I would really like to see is high score listings in LAN games. Such as in Generals or (my favorite) Yuri's Revenge were every players score is displayed and then ranked top to bottom with other various statistics.

Please add this!!!!


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Old 03-05-2006, 11:32 AM   #66
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Sorry, wrong thread, where did that delete button go?
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Old 03-10-2006, 02:15 PM   #67
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I'd enjoy having an option to play the conquest mode with more than two players - this should really be possible to implement - at the very least in the form of multiple players per side once a battle begins. Just split the available troops among multiple commanders, maybe with one supreme commander coordinating everything (retaining the monopoly on orders like "RETREAT" or "BOMBARDEMENT").More complex but possibly more entertaining options could be:
- a mode where one player per team would constantly be able to view the galactic map ( and access all options there) while the other - or multiple others- are in the midst of a battle (the respective planets would be considered as 'contested' - and give no credits or build options to anyone while this is so). Reinforcement could be organized by this supreme commander of each side.
- a perhaps less complicated variation: multiple commanders per team => the ability to have multiple battles at the same time (though this might mean that conquest mode would need to become more turn-based than it currently is). What I mean is the following: A team chooses to invade two planets at once and assigns one player to each battle, now the other team can choose to do the same thing - or perhaps concentrate forces on one battle and let the other one be handled by AI.

Concerning more mundane - but still necessary - expansion material:
Well, while - to be honest- I don't care about the introduction of clone wars material (don't like that era very much - and it would probably mean: less new galactic civil war content), I do like several other ideas around here very much. Super Star Destroyers, for example, should really be included. And good old Thrawn! And Tie Interceptors - and yes, probably also those shabby b-wings. And many other things ... such as a slightly more complex research system ... But ... what I either overlooked or couldn't find so far in the suggestions:
What about new infantry units? Especially in the case of the empire? I mean, all they really have are stormtroopers (at least that's what it seems to me)- that's not very exciting. Scout units are more vehicles than infantry and heroes are different anyway. Surely the imperial army has more to offer! Cheap, regular army units, for example. Or dark troopers. Or - at the very least - stormtroopers with slightly different equipment. Some kind of agents/special forces with nice abilities - the pesky little rebels seem to have those already, so why should it be impossible for the mighty and glorious empire? The current situation is not very satisfying for loyal protectors of peace and order in the galaxy - at least in my humble opinion .


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Old 03-10-2006, 09:40 PM   #68
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I want:

1. Better maps - Comments: too small for a space battle. Increase pop cap to like 100 to make it a real huge space battles. Too many annoying debris, not all planets has that many asteroids, nebulas, etc.

2. Units - Too few ships. Add more.

3. Factions - too less factions. Add more.



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Old 03-11-2006, 12:12 PM   #69
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More missions like the Han and Chewy ones.
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Old 03-11-2006, 04:31 PM   #70
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My thoughts on "expanding"

Patrol Waypoints

Hotkey troops/vehicles into groups

Multiple maps for planetary control (say up to 4 areas to invade and take control of to capture a planet)

Invade Space Station. Depending on the amount/type of your ships you can take control of a space station instead of destroying it. (Maybe auto resolve only)

More Empre ground units. Example Heavy Stormtrooper

Troopers that have to "man" turrets like in Force Commander

Actual losses accounted for. Meaning if you lose 3 out of 4 AT ST's and retreat you only have that "1" AT ST left in that unit. You cant just reinvade and have 4 in that unit again.

ADDED:
Upgrading Space Station defenses from the Galactic Map option instead of having to upgrade after a battle starts. Same goes for ground structure/unit upgrades.

Just some quick ideas


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Old 03-11-2006, 05:08 PM   #71
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Old 03-11-2006, 08:02 PM   #72
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I'd like to be able to make squads, like in command and conquer.


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Old 03-11-2006, 08:37 PM   #73
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I'd prefer to see an expansion delving into the other two films and possibly into the EU somewhat. But in terms of general game quality...

1)More customisation for base building(for example, SWG building placement - a small map that comes up and allows you to place the buildings within a certain raidus or something).

2)Larger maps. Especialy for ground assault. I am probaly one of the few people who enjoy ground assault but the maps are too small and rushed. Larger maps for space too.

3)Persistant damage. Plenty of topics on it, so no need for detail here.

4)Stronger AT-ATs. How incredibly realistic...an Imperial Walker being toppled by a lone civilian.

5)The ability to build 2 death stars instead of just 1.

6)More units, mostly for space, including fighters.

7)Starbase upgrades - specific ones. I find this Level 1 - 5 system very dull. I'd prefer if you could build shipyards and defences etc as "modules" seperate to the actual starbases. The more modules, the better the starbase gets. Having to take over defense platforms in your own system just doesn't make sense to me.

8)Tarkin in pink slippers, for realism.(just google it, you'll find the fact eventualy)
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Old 03-14-2006, 03:20 AM   #74
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my thoughts - great game that i cant get nuff of

but main gripe - not enough units for depth


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Old 03-14-2006, 04:51 AM   #75
jpinard
 
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Here's some ideas I had (and edited repost).

First I think it's important to thank Petroglpyh for an excellent game Lots of long-term potential here

1. I would really like to see the game start around the "Empire Strikes Back" movie, and then proceed to include all the technology that the game "Star Wars X-Wing Alliance" had. I loved all the experimental ships that were done in the game. Go here for a list of all those ships and pictures of them: http://www.xwaupgrade.com/

2. I'd like to have an option in the gameplay menu for "real-world scale". What this would do? If it's left unchecked the visual scale of units woudl be like it is. If it's checked, then the scale of the units is more identical to that of the movies. Therefore people with beter systems or those who like playing with the camera more, can truly get that feeling of "awe" when an AT-AT stomps ona troupe of men, or a Star Destroyer is in battle with differet Corvettes.

3. Also in gameplay options I'd like to see a menu option for "realism". This would change unit stats to be "real world". This way those of us who like realis more than balance (many people don't like rock/paper/scissors balancing) could play more like what we envisioned the Star Wars universe could be.

4. Another menu item to deselct "Fog of War". this woudl make managin space battles easier.

5. Get rid of nebulas, asteroids, etc in Space Battles. The grid is somewhat distracting from the immersiveness, and the asteroids, nebula etc - all get in the way of what you're trying to do in a space encounter. It's difficult enough with such large & small units and trying to be in the fun - and the aforementioned articles get in the way of that.

6. Veterancy might be a nice thing for all the units. Not giving them extra special abilities or special attacks, but increase the amount of damage, defense, accuracy - something like that for units that make it through battles...

7. A slight re-design of the tactical cinema camera. Basically during combat (space more than anything), I'd like to be able to have an option to click a unit and follow that unit in ceinma mode. Much of the time the camera tracking action and changes to show nothing but empty space or empty ground.

8. This is very important, but I should decide what space units go into battle. The computer shouldn't make that decision for me when I have more units than the population cap allows.

9. The AI definatley needs to be strengthened in the Strategy mode, plus the ground and space battles.

10. After the AI is tightened up, a larger Galaxy map for normal campaign mode single play might be nice.

11. Going back to balance, I think Hero Units sway battles too much. Lower their offensive power.

12. For the expansion pack (I hope we get an expansion pack!) allowing us to play as Pirates would be pretty darn cool. The "I'm not joining the Rebels OR the Imperials!" attitude.

13. Collateral damage. This goes along with the realism settings. During bombing runs any units hit should be hurt/killed - not just the opponents.

14. I think a lot of people skip ground combat becomes it becomes a bit tedious. Part of this is a result of having to baby-sit units due to rock/paper/scissors, part of it is due to way maps are setup. It woudl be nice to have maps that are much more wide open, and giving us more building options.

15. Persistent damage across all units across all battles.

To re-cap, the most important thing right now is a better, more flexible, more competant AI. A battle replay mode, and more customizable realism options. For an expansion pack, expanding into the units that are in Lucasarts (developed byTotally Games) older X-Wing Alliance would be perfecrt, making the strategic games timeline longer, and maybe making all lasers fire out of the approriate turrets/guns would be excellent. But if that last request is too heady for computers, maybe make some of the lasers/ion cannons positional.
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Old 03-14-2006, 01:29 PM   #76
wedge2211
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Quote:
7. A slight re-design of the tactical cinema camera. Basically during combat (space more than anything), I'd like to be able to have an option to click a unit and follow that unit in ceinma mode. Much of the time the camera tracking action and changes to show nothing but empty space or empty ground.
You can select a unit and press [C] to get a camera view that's locked on to that unit. Move the mouse around to pan the camera around that unit.

You can also press SPACE to switch cinematic camera angles if it's picked up empty space or you just want a different view of the action. If the cinematic camera sets on a view you like, you can hold SPACE down to keep that camera locked into that view.


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Old 03-14-2006, 08:48 PM   #77
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Quote:
Originally Posted by wedge2211
You can select a unit and press [C] to get a camera view that's locked on to that unit. Move the mouse around to pan the camera around that unit.

You can also press SPACE to switch cinematic camera angles if it's picked up empty space or you just want a different view of the action. If the cinematic camera sets on a view you like, you can hold SPACE down to keep that camera locked into that view.
Thanks!
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Old 03-25-2006, 01:43 PM   #78
wedge2211
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I was just thinking a bit more about what I'd like to see in a sequel/expansion, and here are some old ideas, some new ideas, and some consolidations of ideas:

Maps: A lot of people have mentioned bigger or more open maps in general--I think this is definitely a good idea for the space battles, so the ships can no longer fire across the whole map. On the ground, however, I think that the Rebel and Imperial bases should be on completely separate maps, fitting the factions' characters. The Imperial base should be centrally located in a big, open expanse; or perhaps on a hill; in a place where the overconfident Empire can project power and march out to meet their attacker in full force. The Rebels, on the other hand, should build their bases off to the side in twisting, narrow canyons or caves, or behind mountains or in forests, opportunistically taking advantage of natural barriers to hide away and mount a defense. Finally, I'd like to see partially-constructed buildings, space stations, and capital ships appear on tactical maps. It would make a Rebel hit-and-run attack with a few squads of Y-Wings and a few Corvettes much more viable if the bombers could target a half-complete Star Destroyer with no shields, partial health, and inactive weapons. Raid fleets could be that much more devastating if some Rebel Infiltrators can sneak into a base and blow up a skeletal advanced factory. But, to compensate, a raid on a planet should not be allowed if a raid on that planet already took place in the last galactic day (or half-day, or whatever).

Options for fleets in galactic play: The galactic map should have more options, reflecting the Empire's role as a tyrannical government and the Rebellion's role as an insurgency. Someone earlier mentioned the idea of an Imperial "trap" slot to offset the Rebels' "raid" slot--the Empire could move a fleet into their "trap" slot on a planet and that fleet would no longer be visible to the Rebels. If a Rebel fleet moves in-system, a tactical battle is initiated as usual--but the Rebels are caught by surprise! "It's a trap!" In addition, I think the Rebellion should have the option of moving ships into a "hide" slot on any friendly system, even if it's controlled by the Empire. The "hide" slot would hold a limited number of units, would not be revealed to the Imperial player unless a probe droid, TIE scout, or large number of other units are present, and would not initiate a tactical battle unless the ships were revealed by such a method.

Fleet commanders: I think that right now Fleet Commanders don't really do much for their cost. I'd like to have the ability to set fleet options via a fleet commander. In particular, I think a fleet commander should come with two options: Initial formation and initial range. Initial range sets the distance from an enemy space station the commander prefers to hyperspace in at, within simple variations (i.e., "long range," "close range," and "firing range"). Initial formation would allow a number of pre-set formations to be chosen at the beginning of the battle: for instance, a defensive ring, fighting wedge, line abreast, fighter screen, or pincer. The types of ships initially deployed might change accordingly; for example, a fighting wedge would have more heavy-hitting capital ships and a defensive ring would have more anti-fighter and anti-corvette ships. Then, when a fleet with a fleet commander starts a battle, the initial forces present would be deployed in the specified formation and at the specified range. This would be a good way to allow players to choose the initial disposition of their forces without micromanaging it in an "initial fleet selection" screen--and if players generally prefer one setup, they just have to assign appropriate options to their fleet commanders instead of having to manually pick roughly the same forces each time. Plus, imagine the combination of tactics: an Imperial fleet sets a trap, and their fleet commander is set to deploy forces initially in a pincer within firing range. The Rebels will be caught off guard and annihilated unless they think fast!

Planetary Bombardment: I think that this should be implemented for the Empire, but not in an overpowering way. Planetary bombardment should be a special ability of Imperial Star Destroyers within tactical battles, so the Rebels have a chance to fight back with ion cannons and whatever defensive fleet they have. This ability should freeze the Star Destroyer in place and focus all its weapons on the planet surface. The ability should not be possible if a shield is on the planet.


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Old 03-25-2006, 01:53 PM   #79
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- a campaign and/or a galactic conquest where the player can play as the pirates.

- much more creatures and settlements on maps.

- some nice C&C type cutscenes would be nice for the main campaing of a Empire At War 2
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Old 03-25-2006, 04:51 PM   #80
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Quote:
Originally Posted by {DHU}Screed
I actually like the space combat, although the nebulas do get to be annoying.
Yeah...And since when are there nebulas orbiting planets? Nebulas are huge "star factories". And masses of asteroids don't exist in planetary orbit either.

Space debris, sure. Especially in an age where many, many space craft dump their junk, and where they grow outdated and become space junk themselves. And ring particles are realistic, to some extent. But nebulas and asteroids orbiting planets? No...probably not even in another galaxy - even though Ep. 3 portrayed an asteroid field orbiting a planet. Then again, they also portrayed a galaxy in the middle of a starfield at the end of Ep. V, so some leeway for the fantasy aspects I suppose.

As for an expanstion pack...I'm torn between wanting to see aspects of Eps. V, IV and beyond, but also would be excited to see the story of Eps. I-III. I think the latter I'd like to see first. Needless to say, this game will probably have more than one expansion.
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