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1. Make planets cost credits to be conquered by both factions - In the vanilla game, conquering a new planet gives you a lump sum of credits. This encourages the player to go on conquering sprees to get more money, which in turn contributes to the snowball effect. I don't think this is how it should work. Instead, it should cost credits to conquer a new planet as you are setting up a new base / production line on a planet every time you gain access to that planet. For faction planetary conquest cost, it should vary. The Empire pay a lot of credits while the Rebellion pay a lot less in comparison. Underworld pay either the same as the Empire or more.
2. Make most planets provide negative income except for some planets which canonically provide a lot of resources (e.g. Bespin, Kessel etc) - This makes it so that certain planets are not beneficial to being conquered, and purely act as locations for production / specific bonuses / places to hide. Stealth, barren planets (e.g. Hoth) should cost the most. Planets which are canonically wealthy or resourceful are key planets of interest. They're never Neutral; they would be owned by someone at start (e.g. Independents, Empire or even Underworld) making them harder to capture.
3. Have a (free) option to "Evacuate Planet" for Rebellion if no land units are present on surface - This makes it so that you don't have to pay for a negative income planet if you no longer have a use for it as a base location while playing as the Rebellion. All static buildings on land / in space are automatically sold for their exact purchase price rather than selling them individually for a fraction of their original price. It'd be good to keep a fleet above the planet to prevent the enemy from interrupting the evacuation.
4. Have a (costly) option to construct a large "Mining Complex" for Empire - This makes it so that negative income planets are converted into positive income planets through mining the planet for all its worth. The Rebellion shouldn't allow this to exist on a planet, as it allows the Empire to consolidate its power and gradually get more credits.
5. Longer initial retreat time - The retreat button should take a little longer to fill up until the player is able to do so. This can make some battles, where retreating is paramount to success of the overall GC, all the more intense.
6. Empire gradually gain more income from conquered positive income worlds - Although their initial conquer cost is a lot, their returns come from taxing the planet more than the Rebellion over time. Constructing a new building (e.g. Tax Centre) increases it by a percentage. Of course, there would be a limit to how much it can gradually increase to for balancing.
7. Rebellion gain income from landed mobile buildings (this is where it gets tricky) - What I'd love to do is make it so that rebel buildings act as land units and make their constructable, static, planetary buildings purely defensive (e.g. get rid of the concept of build pads entirely on battle maps and replace them with constructable defensive infrastructure for each faction, but make the Rebellion have more choice). These land buildings would have scripts attached to them which make them act like normal buildings in battle mode (e.g. spawn units over time, research tech etc) and also provide income on the GC while landed on a planet. Those buildings, and not planets, are the main source of the Rebellion's income compared to the Empire's method of income. However, they cost a lot to construct, making it hurt when they are lost. This would make encourage one playing as the Rebellion to be more mobile where they have to keep them constantly on the move and away from the Empire, landing them on planets with (ideally) the least cost to maintain and build more of them. Alternatively, they can construct heavy static defenses to keep mobile bases at a certain planet for good. If the Empire do manage to successfully encounter buildings in a land battle, the buildings are formidable foes (spawning lots of units and research bonuses), and have an ability to be mobile even in a battle through a slow air transport that packs/unpacks them (spawning / bonuses are halted while it's packed). If the odds aren't in the Rebellion's favour in a land battle with buildings, they need to hold off the enemy long enough for them to retreat and get them (slowly) to a landing zone.
With all of this working, this would really make a difference in how both the Rebellion and Empire play the game - one is a static, slow-growing force that consolidates itself while the other is a constantly moving, fast-growing force which acts like a cancer; it's harder to nail them down. The biggest problem other than scripting would be that the AI's behaviour would need to be altered slightly to accommodate some of the new mechanics. However, I asked a few of my friends in the Thrawn's Revenge team if all of this was possible about two years ago and they said that it was, but would take a lot of time to perfect.