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    Removing Command NPCs

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    Darkwing
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    Removing Command NPCs

    Post by Darkwing on Sat Feb 12, 2011 3:27 pm

    So yeah, I was just looking at the command NPCs and thought to myself, this is ludicrous, way to much to keep track of! Therefore, I'm removing them and in their place, adding this change to combat and piloting rules.

    All ships are treated like they have NPC crews, meaning they can be flown without an NPC on board.
    For combat however, Fleet Commanders can command ships in battle even if they are not there personally.

    Willice Evans

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    Re: Removing Command NPCs

    Post by Willice Evans on Sat Feb 12, 2011 10:03 pm

    Ok, so now we dont need them to enguage in combat and all that....
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    Wade Banna

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    Re: Removing Command NPCs

    Post by Wade Banna on Sun Feb 13, 2011 1:43 pm

    Well adding them was good idea, but after a while, it kinda got kinda stupidish, thou it would be nice to keep Admirals

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    Re: Removing Command NPCs

    Post by Nuchiha on Sun Feb 13, 2011 3:59 pm

    You should increase the price of ships so that you still ' pay ' for the NPCs...

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    Re: Removing Command NPCs

    Post by John Marston on Sun Feb 13, 2011 5:01 pm

    nooooooo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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    Re: Removing Command NPCs

    Post by Nuchiha on Sun Feb 13, 2011 5:12 pm

    It's sensible, people are not going to work for free, even if they believe in your cause. People still want money, no matter who you are...
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    Re: Removing Command NPCs

    Post by Wade Banna on Sun Feb 13, 2011 6:04 pm

    Jedi don't want Money.

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    Re: Removing Command NPCs

    Post by Nuchiha on Sun Feb 13, 2011 10:22 pm

    There isn't a Jedi Order in this game, there is a Rebel Alliance

    The Rebel Alliance payed their troops, heck they even payed Privateers and Pirates. And, in actuality the Rebel Alliance payed per kill, so you should be paying for every kill that is made.

    Here was the pay table;

    Troopers / Deckmen | 100 Credits
    Sergeants / Chiefs | 200 Credits
    Ensigns / Lieutenants | 300 Credits
    Command Rank Officers | 500 Credits
    Flag Rank Officers | 1,000 Credits
    Sector Rank Officials | 5,000 Credits

    SOURCE

    Various Star Wars RPG sourcebooks, which are widely regarded even by Lucas Arts / Lucas Film lmt. as Canon.
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    Re: Removing Command NPCs

    Post by Wade Banna on Sun Feb 13, 2011 11:22 pm

    i never said there was a Jedi order In this game.
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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 11:00 am

    Actually, I need to go and do a massive revamping of all stats anyways, so prices will change while I'm at it


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    Re: Removing Command NPCs

    Post by Nuchiha on Mon Feb 14, 2011 11:05 am

    If you need help Darkwing I got literally a entire bookshelf worth of Star Wars sourcebooks, not the new ones... Like the old WEG and Wotc ones, d6 and d20 respectively. I also play KOTOR and KOTOR II a lot so I'm real familiar with the D20 stats, which I can probably convert to normal stats.
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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 11:07 am

    I'm good, things are based on the DOF engine, though I use sources like wookiepedia to judge balance, like what's stronger than what and by how much. While I'm at it, think I'll remove legacy era tech from the game


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    Re: Removing Command NPCs

    Post by Nuchiha on Mon Feb 14, 2011 11:13 am

    Yeah Legacy Era tech, honestly didn't notice it...

    Wookiepedia can be wrong though, so be careful...
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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 11:16 am

    Still gives a general idea of what is stronger than what, which is good for this game


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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 11:16 am

    Oh! And I'll be bringing back hotspots


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    Re: Removing Command NPCs

    Post by Nuchiha on Mon Feb 14, 2011 11:21 am

    Hot spots? Meh, we'll see them when they come, sounds like either a place of super production or something....

    That reminds me, certain planets should have perks, like this; Fondor had ships 25% off due to orbital facilities rivaling Kuat, Kuat should have ships 50% off. Kessel has a free automatic unique prison, and Spice mines. Capturing Bothawui nets the ruling faction a special spy unit that is better and possibly cheaper.

    Etc..
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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 11:31 am

    Maybe, right now I'm focused more on the tech of the game. Hot spots are basially defining the areas of the ship ie: weapons, engines, gravity well etc. These will each have their own HP level which when combined is the overall ship HP level. So basically, if you're attacking a ship, you can take out say the gravity well generator and not have to destroy the ship (unless it was the last hotspot remaining of course)


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    Re: Removing Command NPCs

    Post by Nuchiha on Mon Feb 14, 2011 12:57 pm

    I was thinking of adding that to my game except I called them hard points...
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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 1:02 pm

    Well they used to be in an older version of this game (you may remember actually) back when I had stats for everything, each type of weapon etc. Except the hotspots never reduced the overall HP of the ship if they were all destroyed, now they will


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    Lee Watson

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    Re: Removing Command NPCs

    Post by Lee Watson on Mon Feb 14, 2011 2:53 pm

    That version was over complicated
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    Re: Removing Command NPCs

    Post by Darkwing on Mon Feb 14, 2011 3:02 pm

    Yeah, that's why I got rid of it, but I think I've found a good middle ground now, so we'll see


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    Wade Banna

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    Re: Removing Command NPCs

    Post by Wade Banna on Mon Feb 14, 2011 3:36 pm

    Nuchiha wrote:I was thinking of adding that to my game except I called them hard points...

    I kinda all ready added HP's to the new Breed of ships.

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