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Darth Windu

Latest Posts

Page: 13 of 17
Posted in: SW: Next RTS: Military
 Darth Windu
12-23-2004, 3:48 PM
#125
Here of course we have a problem. You can choose to allow the Confederacy to sneak around, and for the Empire to attack with fast vehicles, but then they stop being the Confederacy and the Empire. The idea here is to play as the different sides, and...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-22-2004, 12:25 AM
#122
luke- Now as for realism, (1) should the Rebels be allowed to attack an enemy head-on? (2) Should the Confederacy be allowed to sneak around? (3) Should the Republic try a slow ponderous attack strategy with very slow vehicles? (4) Should the Empire...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-20-2004, 6:40 PM
#119
FroZ - my 'complaint' is not limited to a turret push, but any tactic that destroys realism, such as a turret or fort push....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-20-2004, 3:17 PM
#117
luke - I have never claimed that the turret push is a common strategy, you simply assumed that that's what I was saying. What I was saying is that it should be eliminated....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-20-2004, 2:35 AM
#115
luke - its not about being 'violent' againt turret pushes, i am against any strategy that hurts realism to a great extent, which turret pushes do. After all, we're looking at playing a Star Wars game, and if it doesnt 'feel' like Star Wars, what's th...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-19-2004, 4:22 PM
#109
luke - if you cant explain that system to me without using all the Starcraft-specific mumbojumbo, how are you going to explain it to the average gamer? The borders system can easily be explained without using RoN-specific terms, im sure this could as...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-19-2004, 2:59 AM
#102
luke - look at it this way. I have never played StarCraft, so explain this system to me in non-specific terms if you could. However, if your system doesnt eliminate turret pushes, then it simply isnt good enough. FroZ - i completely agree with you....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-18-2004, 6:37 PM
#97
luke - i dont see how your system would be any different. Incidently, i have never heard of a 'zerg' so that went straight over my head. viceroy - i have already explained how it is beneficial to realism and gameplay. Perhaps you should go back and...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-18-2004, 12:14 AM
#94
But what im saying is that turret pushes shouldnt be a viable tactic. As i said before, they really hurt realism, and they arent good for gameplay either. As an aside, at the very least removing this tactic would make the game more unique compared to...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-17-2004, 5:33 PM
#92
luke - do you even know how borders work? In RoN, building cities or forts extends your borders further, as does a certain type of research. Therefore, basically you are saying that you want the borders system as well....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-17-2004, 1:58 AM
#89
For those of us who havent played WC3, what is a Night Elf?...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-16-2004, 4:08 PM
#87
luke - I never said the tactic was a waste of time and resources, I said that it hurts gameplay and realism. Realism, because we would NEVER see anything like that in a 'real' Star Wars battle, and it hurts gameplay because then, as i mentioned befor...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-15-2004, 5:07 PM
#78
luke - but then as i was saying, the borders wouldnt stop - they would actually promote - forward bases. By creating a forward base, you would be extending your borders giving you a larger area to control. What i'm saying is that using borders preven...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-15-2004, 12:04 AM
#74
luke - that is exactly my point though. The Empire couldnt build a base on Hoth, and the Rebels couldnt build a base on Endor. The whole concept here is that the FIGHTING SHOULD BE DONE BY UNITS. Combat becomes laughable when it is done mostly betwee...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-14-2004, 5:18 PM
#69
Actually, i have never been beaten by anyone, so cut the bull. I dont have a problem with forward bases, and they are necessary in RoN. With the Borders system, yes, there is neutral territory. Your borders dont just go on and on until they reach th...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-13-2004, 3:38 PM
#58
See, i prefer the Borders system. There is no good reason why someone who isnt an ally should be able to build in your territory....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-13-2004, 3:49 AM
#54
...which is exactly how the Borders system works. Of course you would want to change the name of it, but really it's just the area of land you control and can build on and mine resources in. Because of the latter point, it is really in the interest o...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-12-2004, 4:46 PM
#48
FroZ - Viceroy only calls things un-StarWarsy if they make sense, and hence he doesnt like them. As i said before, the Border system actually would work quite well, and would eliminate problems encountered in out RTS'....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-11-2004, 4:55 PM
#44
luke 1. Correct. All that should be built are military bases, but things like Borders force the player to expand their own territory by using forward bases which are quite realistic, and it also prevents stupid things like placing defensive turrets i...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-10-2004, 10:13 PM
#40
But if all you have is non-unit producing buildings, you've lost already. As for hiding units, in my template anyway there is only a small amount of cloaking, and i'm sure the team making the game can come up with a solution for this....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-10-2004, 5:22 PM
#38
Well there is a solution to this without going overboard. 1. Use the RoN 'border' system - this means you can only build in the area you currently control 2. Make it so that, once you have no units left, you are defeated. However, if you have unit-...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-09-2004, 3:44 AM
#24
I disagree about cities and whatnot. Star Wars really isnt about city building, but combat. RoN has city building precisely because your are supposed to be building a 'Nation', which is not the same as in a Star Wars RTS....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-07-2004, 11:20 PM
#15
In this case, i agree with FroZ. The pop cap shouldnt be any more than 1000, and 500 would be much better. The way to give a more 'epic' feel is to use the RoN system of having each infantry unit represented by three 'icons'....  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-06-2004, 10:49 PM
#9
Well i agree with the simplified economy and more focus on military - after all, that is what my template is based on and you all attacked. Anyway, it should definately be a smaller scale then the 'Total War' series, although a few thousand clones f...  [Read More]
Posted in: SW: Next RTS: Military
 Darth Windu
12-05-2004, 2:47 PM
#4
Well in terms of pop cap and whatnot, it depends on the sort of scale you want. For example, I was given 'Medieval: Total War' for my birthday, and in that you can have 10,000 soldiers in one battle. But on a scale such as in SW: GBG it would be impo...  [Read More]
Page: 13 of 17