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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Tue Oct 11, 2005 4:05 pm    Post subject: Discussions to date: Reply with quote

From: GMLocutus
To: bearclaw
Posted: Mon Oct 10, 2005 12:42 am
Subject: Re: SW mod for SF
Ok here are some ideas that I had, now bear in mind i have never modded starfury so some might not be possible.

Firstly I think the ISD's, SSD and Mon Calamari Cruisers should not be allowed to be bought, meaning they should be off limit ships, now thats not to say that somehow they cannot be obtained, perhaps through a mission, but they're going to be like the powerfullest ships in the game, and it kinda makes everything unbalanced if you're flying around in ships which really you shouldn only fly if you're in those factions. The SSD should be completely off limits to fly.

The Acclamator, Venerator (EP III) could be bought since they'd be older designs from the republic.

Shields shouldn't be on all starships except ISD's and the SSD, they can be bought from pirate bases, or stations which obtained shields for sure, but as a standard thing they shouldn't. I only know of the Imperial ships that had shields, i don't remember rebel ships having them.

Imperial ships should have weapons that are faster firing rate if possible to simulate their many guns on them, i'd like the same with the mon calamari's.

Now I have been thinking of what empires to put into the game and i came up with a few including the obvious:

Galactic Empire (Imperials), Rebel Alliance, Trade Federation, Corporate Sector Authority (Expanded Universe), Hapes Consortium (Expanded Universe)

I have been thinking about the map, but i'm not sure the total number of systems allowed ideally i'd like them all, if not then we'll have to think about what systems to have[/b]


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Tue Oct 11, 2005 4:13 pm    Post subject: Reply with quote

From: bearclaw
To: GMLocutus
Posted: Mon Oct 10, 2005 9:59 am
Subject: Re: SW mod for SF
I agree completely on the ships. All imperial ships except TIE Fighters had shields. And of TIE's only the x1 (Darth Vaders's) had shields. All rebel ships Including fighters had shields. My thoughts were for the purposes of this mod, perhaps a nebulon freighter should be the largest size available to players at all? I'd like to coordinate a massive space battle at the end.

I'm thinking of a storyline that would require small ships. Hyperdrive capable fighters should probably be available as ships (X-wing, Y-wing) But if someone has a carrier then perhaps some form of x-wing, y-wings as fighters also could be available? Not sure if that will work really.

As for the map, Intimdator had someone working on a canon SW map for his SEIV mod. Not sure where that's at but that would probably be the best place to start with a SF map.

Oh OH! IDEA!!! The storyline should be a rebel mission to steal the data plans for the original Death Star! The opening crawl for A New Hope (just watched it the other day) says that rebels managed to steal the plans during their first success against the evil Empire. That should be our finale. That way, we're not bounded by any events in the movies or books. It's a completely grey time period.

Like any good story, it would have 3 Acts:
Act 1: Minor rebel activities to capture Imperial transports and gain some resources ending with finding rumors of some super secret Imperial construction.

Act 2: Discovery of the Death Star nearly done construction. Possibly some minor battles to 'escape' with the knowledge. Along with some missions to try to discover what can be about it. Ending with finding out about an Imperial transport mission that will have the plans to the Death Star.

Act 3: Secret missions to gather the forces needed to stage an attack as well as to find the location of the Imperial transport, culminating with the final battle. I picture something with 2 or 3 Imperial Star Destroyers, lots of TIE's some smaller ships and a whole wack of out-numbered and/or out-gunned rebel ships.

The story end will be something to the effect of "in order to get the plans out you are forced to send a secret transmission to Princess Leia onboard the Tantive IV on it's way to Tatooine in an effort to locate the forgotten Jedi Obi-Wan Kenobi to help in the battle against the Empire."


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Tue Oct 11, 2005 4:14 pm    Post subject: Reply with quote

From: GMLocutus
To: bearclaw
Posted: Mon Oct 10, 2005 12:03 pm
Subject: Re: SW mod for SF
Well for missions i was thinking along the lines of freedom to pick which side. I mean sure we could work for the rebels, but than that makes it linear, what we could do is perhaps this:

You recieve a message from a friend who was msyeriously killed, he has information about something but died before he delivered the information..Your friend was Bothan, and had been acting strange the past couple of months. The last thing he did was leave you with a starship and information on a person he wants you to talk to about personal items, the planet is Yavin IV.

Now this could open up into your idea, that your bothan friend had encrypted plan for the death star (like mon mothma or whoever sais 'many bothans died to get us that information') But it could also open up that you inform the imperials of this and work for them, or inform the trade federation, or inform whoever, that way opening up several new possibilities that could end differently which ever side you pick.

As for the Nebulan B..that could work, i always thought the Imperial Venerator was larger but sure that works, i was thinking a starting ship being a CR110A (i've been looking at the Star Wars Combine website for ships)

Since thats the basic of the CR110's it'd fit well. As for fighters, would it be right to fly fighters ingame? I mean imagine what it'd be like if you were being attacked by a Y-Wing and you launched mini Y-Wings to attack, to me fighters should be fighters in starfury, perhaps the rebel ships might be seen as illegal cargo, making it simulate being a rebel supporter. And when carrying Tie's you get attacked by the rebels as an imperial supporter.

I remember a star wars map that Andres had but i've been looking for it and cannot find it at all, i remember finding it on his old websites.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
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PostPosted: Tue Oct 11, 2005 4:15 pm    Post subject: Reply with quote

From: bearclaw
To: GMLocutus
Posted: Mon Oct 10, 2005 12:40 pm
Subject: Re: SW mod for SF
Wow, you're talking about a HUGE mod then. Sounds good though. Let's keep some ideas flowing. After next weekend we can really start some work.

I'm going to re-study the data files this week for SF and get a grasp of what can and cannot be done.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
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Joined: Aug 04, 2003
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PostPosted: Tue Oct 11, 2005 4:16 pm    Post subject: Reply with quote

From: GMLocutus
To: bearclaw
Posted: Mon Oct 10, 2005 12:52 pm
Subject: Re: SW mod for SF

We need to start listing the ships to use, i mean sure we could use all the ships in the star wars universe, or a large amount of ships. If i can talk to atrocities about the ships he has for his shipsets. I have his ISD mesh and his rebel escort mesh.

I get told though that the pixels on them is to high, i can try and dumb it down, if atrocities converts it to a bormat for bryce i can lower the pixels on it, i can also add in some new designs if needed, perhaps seom of the ship designs from the SWC website.

Finding planetary pictures are easy, i was also thinking perhaps research on the items available in the game, and maybe some of the less common items (lightsabers and such) could be more expensive to buy or sell depending on how you acquire them.

I was also thinking that some of the smaller organisations could be involved like the black sun only owning a couple of small planets or stations without making them proper governments, I'll look on starfury to see the maximum governments allowed.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Tue Oct 11, 2005 6:33 pm    Post subject: Reply with quote

I'm thinking... once we get the mod details (ships, components, maps etc) all straight, then the missions themselves should be fairly straightforward as far as i can tell.

I'm thinking that we could do both of these and even more storylines once we've got the background details worked out.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Oct 11, 2005 10:11 pm    Post subject: Reply with quote

So most of the timeline is pre- A New Hope?

Space Empires Depot | SE:V Balance Mod


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GMLocutus
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Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Tue Oct 11, 2005 10:16 pm    Post subject: Reply with quote

Quote:
between revenge of the sith and a hew hope yes, it sorta gives a grey area to work in i suppose. Since at the end of EP3 Obi takes baby luke to tatooine and in a new hope Luke is i think 18 when he meets obi again.



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bearclaw
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PostPosted: Tue Oct 11, 2005 10:34 pm    Post subject: Reply with quote

Ooops... I clicked edit instead of quote!! Sorry GM.

slaps self across face twice.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
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PostPosted: Tue Oct 11, 2005 10:37 pm    Post subject: Reply with quote

Quote:

between revenge of the sith and a hew hope yes, it sorta gives a grey area to work in i suppose. Since at the end of EP3 Obi takes baby luke to tatooine and in a new hope Luke is i think 18 when he meets obi again.



Oh, I misunderstood what timeframe you were referring too. The comment about the Bothan spies was from Return of the Jedi concerning Death Star II construction location and Emperor's visit detail. That's when I thought you were thinking of.

What about this: (gettting pretty big now)
3 storylines

-A background story concerning the plans for Death Star I (my suggestion)
-An Empire Strikes Back era story revolving around the flight from Hoth, some minor skirmishes and attempts to find a new hiding place ending with establishing the rally point at Sullest (seen at the end of ESB and strike point for ROTJ)
-The Bothan spy storyline revolving around the Death Star II. (your suggestion)

I'm sure with some work, we can come up with various paths for each of these to have a player go to the Light or Dark side of each story.

Like I said before, once we've got all the hard details figured out, then the storyline aspects become much more straightforward to mod.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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GMLocutus
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Location: The North, UK

PostPosted: Wed Oct 12, 2005 12:18 am    Post subject: Reply with quote

my personel preference is either before a new hope, or in between episodes 4,5 and 6. the problem with the latter is we always find the odd 500 people who like to point out the flaws, and what should have happened, and what was supposed to happen.

At least with the grey area it gives us more options.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Oct 12, 2005 2:13 am    Post subject: Reply with quote

I think the pre-death star time would be an excellent period to work with.

Space Empires Depot | SE:V Balance Mod


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Combat_Wombat
Space Emperor


Joined: Nov 04, 2003
Location: Minnesota

PostPosted: Wed Oct 12, 2005 2:43 am    Post subject: Reply with quote

CaptainKwok wrote:
I think the pre-death star time would be an excellent period to work with.


I agree, lots of room to make stuff up and have fun with it Smile


Co-Lead of the FrEee project an open-source Space Empires IV clone

Author of Invasion! for Space Empires IV


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Sat Dec 24, 2005 6:08 am    Post subject: Reply with quote

So... no final boss fight where you have a system-sized death star and have to get to the weak point and shoot a torpedo into it?
All while fighters and blasters from the station fire back?


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bearclaw
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PostPosted: Sun Dec 25, 2005 12:49 am    Post subject: Reply with quote

Keep that one in mind SJ. Even if not used for this adventure, my plan is to leave this entire 'universe' open for other adventures to be easily added to it. And I do like that idea.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Rojero
Space Emperor


Joined: Feb 18, 2006
Location: Kent, WA

PostPosted: Sat Feb 18, 2006 10:25 pm    Post subject: Reply with quote

Is it too late to throw in my two cents? I think if you create the Mod for when the Emperor fell after Return of the Jedi, you would have a greater area to work with. Think about it:
1. A fractured empire (many warlord type admirals)
2. A weak new republic (many warlord type member worlds)
3. You can use all familiar vehicles and ships (the ships before a New Hope are a bit hazy meaning you cant really use the X-wing for example)
4. The Timothy Zhan books comes to mind, about a decent after the Return of the Jedi movie (about 5 years later i believe)
anyway just a thought.


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bearclaw
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Location: BC, Canada

PostPosted: Sun Feb 19, 2006 6:53 am    Post subject: Reply with quote

An excellent idea in fact. We have done some discussions on the 'when' of the mod and basicly have come to the conclusion that we want to get a massive 'universe' created. From there, it becomes relatively easy to add things like storylines, new ships for different time frames etc.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Rojero
Space Emperor


Joined: Feb 18, 2006
Location: Kent, WA

PostPosted: Wed Feb 22, 2006 4:10 pm    Post subject: Reply with quote

Got a few more thoughts since you said that it will be so opened ended. So you can pick Rebels, Imperial, how about The Hutts? (arent they a criminal syndicate that stretches across the known galaxy) so you get good, evil, and neutral (Hutts) you can also add a whole mess of different bounty hunter type missions or illegal cargo runs. Just a few more thoughts.

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