I'm re-re-reconfiguring this mod.
There are just too many issues with this thing for me now. that last reboot i did i had included most of the Unity era coding but i just threw most of the units back into the recoded mod in groups instead of one by one like i did when i started Unity. This resulted in lack of balancing and a broken GC.
I've been playing a few other games such as Star Trek Online, Star Trek Armada III, Thrawns Revenge 2 Ascendancy, Battlestar Galactica Fleet Commander and lastly World of Warships. This has resulted in lack of modding and also the desire to change up the way this mod is played.
I will be giving ships better dedicated roles in the fleet and also adding the feel of actually being a stand-alone faction instead of just making this the Clone Wars with Sith ships.
Roles:
BB = Battleship
Battleships will have an impressive main and secondary anti-ship batteries with little-to-no anti-fighter coverage. These behemoths will be able to demolish lesser vessels and brawl with each other.
BC = Battle Carrier
The Battle Carrier is a carrier that can also act as fire support against armored targets.
CA = Heavy Cruiser
The Heavy Cruiser is the ideal front-line vessel, armed with many weapon types and able to battle even a battleship if used in packs.
CL = Light Cruiser
A hunter of smaller vessels or support against larger. Armed with smaller anti-ship weapons in large numbers and with great speed.
DD = Destroyer
The main combat vessels, usually cheap to field and offer greater speed, Anti-fighter cannons and maneuverability at the cost of heavy anti-ship cannons and armor.
PT = Patrol Ship
A small fast vessel able to speed through the field to unleash their anti-ship weapons or provide fast ant-fighter support.
AA = Anti-Aircraft
Basically a fast vessel with only anti-fighter/corvette weapons
Each of the types of ships will have a Armor/Shield/Weapon rating system that is in the game now that i completely ignored before.
![Some Info]()
I'm re-re-reconfiguring this mod.
There are just too many issues with this thing for me now. that last reboot i did i had included most of the Unity era coding but i just threw most of the units back into the recoded mod in groups instead of one by one like i did when i started Unity. This resulted in lack of balancing and a broken GC.
I've been playing a few other games such as Star Trek Online, Star Trek Armada III, Thrawns Revenge 2 Ascendancy, Battlestar Galactica Fleet Commander and lastly World of Warships. This has resulted in lack of modding and also the desire to change up the way this mod is played.
I will be giving ships better dedicated roles in the fleet and also adding the feel of actually being a stand-alone faction instead of just making this the Clone Wars with Sith ships.
Roles:
BB = Battleship
Battleships will have an impressive main and secondary anti-ship batteries with little-to-no anti-fighter coverage. These behemoths will be able to demolish lesser vessels and brawl with each other.
BC = Battle Carrier
The Battle Carrier is a carrier that can also act as fire support against armored targets.
CA = Heavy Cruiser
The Heavy Cruiser is the ideal front-line vessel, armed with many weapon types and able to battle even a battleship if used in packs.
CL = Light Cruiser
A hunter of smaller vessels or support against larger. Armed with smaller anti-ship weapons in large numbers and with great speed.
DD = Destroyer
The main combat vessels, usually cheap to field and offer greater speed, Anti-fighter cannons and maneuverability at the cost of heavy anti-ship cannons and armor.
PT = Patrol Ship
A small fast vessel able to speed through the field to unleash their anti-ship weapons or provide fast ant-fighter support.
AA = Anti-Aircraft
Basically a fast vessel with only anti-fighter/corvette weapons
Each of the types of ships will have a Armor/Shield/Weapon rating system that is in the game now that i completely ignored before.