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Old 03-25-2006, 05:47 PM   #81
Genral O
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More space and land units!
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Old 03-25-2006, 06:11 PM   #82
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The random events, experience and possibly the naming of units (like in Force Commander, combined with experience). I like the missions you get, but a bit more variety would be nice. Another idea that I had in mind was to do something with the heroes and planets. Say you have missions that unlock heroes when you reach a certain tech level. I would like a more Warcraft/LOTR:BFME based hero system, where I would have to pay (a lot) for the resurrection of a given hero. Though that might give problems with the critical heros for the Rebels (R2 and Luke).
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Old 03-25-2006, 09:10 PM   #83
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A harder "hard" difficulty?

I've just finished another conquest game on hard, playing the Rebellion, and it was really too easy.

I'm not bragging or anything, but it just seems like the enemy AI doesn't try hard enough.

Mid-game things were pretty difficult, and very fun; the enemy AI was building nicely, and countering my strategies consistently. But in the last 1/3 of the game, the enemy AI wasn't building much of anything..it's like it gave up when it clearly could have beaten me, or at least given me a hard run for my money. I was facing lvl-2 space stations with only a couple of Acclamators present almost every time. And on the land there were no buildings present except one mine on the last 10 or so planets.

I'd run into the Emperor on almost every planet out of the last ten or so, and he'd force corrupt a few of my units, then run away not to be seen again. If it were me playing him, I'd force corrupt units, then force lightning a bunch of others, then use the light saber on the rest since he's pretty much immune to blaster fire. The AI just wasn't doing nearly enough with him.

Artillery is the hardest thing I run into on planets, and there didn't seem to be much of it present at all. On hard I'd expect masses of it.

So in an expasion I'd like to see more than three difficulty levels. Easy - Medium - Hard - Nightmare, maybe? Something that matches the Diety level in the Civilization series.
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Old 04-12-2006, 11:54 AM   #84
wedge2211
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I hesitated to bring this thread up again, but I keep thinking of mechanics to add tot he gameplay...

I would like to see some of the planets on the galactic map replaced with uninhabited systems/asteroid fields/deep space locations. These would work as all planets and systems do as far as the galactic map and space battles go, but with the following modifications:

- No ground map
- No construction allowed in the system
- No 'owner' of the system
- Tactical battles would not be initiated unless the system is the final destination of the fleet moving through or the Empire has an Interdictor present

These systems would just serve as 'transit points.' They would make galactic play more interesting--especially if they were added at choke points (corollary: add more choke points!) or as part of heavily trafficked routes. Systems like that could, for instance, serve as out-of-the-way staging points for Rebel fleets, stepping-stones toward enemy territory, or (my personal favorite idea), systems where the Empire could place a fleet with an Interdictor and ambush some Rebel transports or catch an assualt fleet before it was ready.

In conjunction with that, I'd really like to see the travel times on the galactic map increased. Launching an attack should be a big deal, and forces should not be able to be shuffled around as effortlessly (almost instantly) as they are now. And if the 'transit systems' I described above are implemented, longer travel times would force players to make a stretegic decision: take a fleet through secure routes to its destination, but delay their arrival significantly; or travel through the transit system and risk encountering an Imperial ambush?


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Old 05-07-2006, 11:28 PM   #85
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Expansion pack requests:

The ability to barricade units in buildings (for land maps).

The ability to put units in vehicles so they can shoot out of them.

The ability for units to jump on animals like tauntaun's and ride around on them for speed:

http://www.starwars.com/databank/creature/tauntaun

The ability to play as different species or factions -- i.e. play as pirates, etc.

Ranking for units -- i.e. like in Generals -- so you work on having the units survive because they will get better. I suggest having them gain a strip/rank if they survive an entire land or space battle, not during the battle itself. Then give them a little easy to see marker to show their stripes.

Dimplomacy -- trade with pirates or hire them as mercs, declare temporary truces, trade land for space and vice versa, etc.

Jedi and Sith classes, where you can actually create padawans (you can build an academy structures) and as they gain rank via combat they can build up more force powers and/or saber skills up to the level of Jedi or Sith. Imagine massive RTS saber/force battles with Jedis and Siths fighting it out.

Some kind of sea units with water and underwater abilities (stealth with other units having anti-stealth counters -- sort of Star Wars submarines) -- naval type battles are always fun.

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Old 05-08-2006, 12:02 PM   #86
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I don't if it's been said before but we need YODA! If we can have one of the hidden Jedi, why not the other? Would be cool to see him duel with Palpy in a skirmish.


"Take this guy... armed robbery, double homicide... has a taste for theatrics, like you... he leaves a calling card..."
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Old 05-08-2006, 12:20 PM   #87
Foshjedi2004
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Well here is what is in the EXPANSION!!

http://pff.swrebellion.com/index.php...50774#msg50774



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Old 05-08-2006, 12:38 PM   #88
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I want a expansion that puts more focus on infrantry combat in Tier 1 and 2..and/or Clone Wars.
And something remiscent of the "World Domination" feature from Tiberian Sun:Firestorm, instead its "Galaxy Domination", where you have to fight for planets instead of territories..that would be cool.
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