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  1. #1
    Forever British Member King Ragnar's Avatar
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    Default Re: Another Star Wars mod idea......

    Suggestions:
    The name should be something related with the clone wars as that is what happens after episode II.

    It should be the Jedi Order not council some units:

    Jedi Masters (The best, Generals Unit)
    Clone Sharpshooter (long range and high accuracy)
    Clone trooper (Backbone of the army)
    Arc Trooper (Heavy anti-vechile infantry)
    Jet Trooper (Has a jet pack probably impossible to do on RTW)

    The Droid Federation units:

    Super Battle Droids (High level Infantry)
    Scout Droid (Long Range Sniper)
    Battle Droid (Basic infantry)
    Assault Droid (Heavy Weapons anti-vechile)
    Destroyer Droid (Very High level Infantry)
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  2. #2

    Default Re: Another Star Wars mod idea......

    A suggestion...

    First off, before starting a new SW mod, I would look at the issues which torpedoed the last one and provided the problems they were struggling with.

    1) RTW is geared primarily to close combat

    Missile weapons do not work well out of context. The speed of firing, volley shot etc. do not well simulate the sort of shooting you get from modern projectile weapons, let alone 'hi tech' energy weapons. You need to either find a solution to the hard-coded behaviour, or a story idea that explains what WILL happen.

    2) Units fight in fixed formations

    Your units will fight in blocks, and will be limited to hand to hand attacks in a limited number of formations. Unit sizes are limited, so you cannot have small 'elite' units

    3) You are currently fixed to the stock skeletons

    This preculdes anything which isn't human, horse, dog, elephant or camel shaped. Wheeled vehicles are limited to the basic chariot form ( 2 wheeled ) and the absence of animated textures make tracks a nightmare too.

    4) No airborne units

    There isn't an acceptable way of making a flying unit that doesn't have an impact on ground units.

    Now...that is just for openers. I am not saying this CAN'T be done...but I am giving you an idea of where you should focus your thinking to start with. You need to either come up with technical solutions.... or storyline reasons.... why things are the way RTW will make them. For my Robot Mod, I have come up with reasons why energy weapons are not used, and why combat happens in a hand to hand sort of way. I wasn't constrained by a rigid storyline though.... which is another restriction Star Wars places on you.

    I would suggest you focus on a smaller, more out of the way kind of location. Choose units which do not have heavy reliance on blasters.... like the Sand People. Maybe you could do an ancient battle for Tatooine ? Banthas could be done easily enough, sand-people fighting hand to hand, with some missile weapons. Jawa's would be OK too. Add in some humans, and anything else you can find a reason for. Jedi's could be done in an 'early' form and so on...

    If you want to succeed with a mod, you need to make sure you actually have an idea which won;t be shot down by hard-coded restrictions. It is hard enough to make the actual mod, without having to fight against things that you can't change!
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