Ideas for a Star Wars scenario

Cimbri

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Oh God, not another one of those.


Yes one of those. Okay guys, I’m looking for a few ideas to implement in a SW scenario.

A few things first…

Some screenshots to give an idea of the scale...

Spoiler :

ibxb.jpg

A small Rebel fleet prepares to chase of an Imperial warship in the Outer Rim.

pee4.jpg

The Imperial Navy is assembling near the capitol.




The Map
The map is a large ocean map with small “islands” made of coast terrain. Each of these sectors has a number of planets belonging to either faction. Every planet is a single tile. All sectors are connected by sea (hyperlanes). I did this instead of basing it entirely on the official maps with scattered planets, those were simply impossible to play on.


Many planets have resources on them or in the surrounding asteroid fields, some of them unique, and some of them rare; Shipyard planets are for instance very important, they allow you to build the big ships, while the more numerous industrial worlds allow you to build smaller ships and snubfighters. Other worlds are trade centers or mining worlds.
The discovery of new resources can suddenly turn a small backwater system into an important world, and likewise the depletion of local resources can turn an important world into a backwater.


Units and Improvements
The goal of this scenario is simplicity; that means a select few units types available to each of the two main factions – which again means approximately 30 units for the Alliance and 30 for the Empire. All of them balanced and divided into three core groups: infantry, capital ships, and snubfighters. These are then further divided into subgroups, defensive infantry and assault troops, transports, carriers, and combat ships, fighters, interceptors and bombers, and so on. Researching tech will make better units available as you progress.
Improvements are similarly limited, with only around 19 different types of buildings, from the planetary Ion Cannon to refineries.

Heroes
The SW universe is pretty much defined by its heroes, but how do you implement those?
I’ve decided to use king units for the main heroes, five for the Alliance and two for the Empire. But that doesn’t really sit well with me. On one hand, you’ve got Luke, powerful Jedi, but ingame totally incapable of doing anything. In the movies they were always out there blowing stuff up. So maybe there should only be two kings, Mon Mothma and the Emperor? But what then of Luke, Leia, Han and Chewie?

There are general units too, three for the Alliance and two for the Empire. They’re pretty much just beefed up combat units, capable of dying in combat like every other unit. But I don’t want to turn Luke and the others into mortal combat units, because for instance, it wouldn’t do to lose Leia onboard a bulk freighter to a lone Imperial cruiser, would it? So does anyone have any ideas for the heroes?

The rest of the minor heroes, people like Lando and Talon Karrde, are represented by Small wonders with different abilities, reflecting their characters. They can be deployed anywhere, but you can’t usually build more than four on a single world. There are seventeen minor heroes for each faction.




...But anyway…

Now I ask you guys: what would a cool yet simple star Wars scenario need? What would you like to see?

And how should I go about representing the major heroes in a sensible way?
 
any scenario goes . Especially it ever involves new units .
 
None of the units in the scenario have ever been uploaded here.

But seriously, I'd like to know if anyone has any ideas on how to use the game mechanics to simulate heroes.
 
my version of the SW in Civ was supposed to have Yoda enslaving Jedi Padawans from barbarians and the like . Which doesn't exactly fit with the one tile planet idea , which is a must in any space game in my view . So why not having a divided map with one space half and other planetary one with a couple of different moons where you can send Luke Skywalker to capture the Princess as an invisible unit , or have Darth Vader hunt him down as a "sees invisible / has radar" unit . ı think ı first saw such a map in a scenario called Lost Worlds .

would possibly lack re-play value , but then ı am seriously interested in any SW scenario . And it might be fun chasing or escaping in one particular part of the map instead of slugging it out on an "all-sea" map . Considering the AI is sure to land one single 3-2-1 Swordsman to invade your capital defended by a whole horde of 15-15-1 Stormtroopers , even when there is no Swordsman in the scenario ...

so assuming you have various maps within a map and say play the Rebels , you might steal the plans of the First Death Star as the space race victory or maybe carry out a 10 part version starting from Kenobi Survives to the Battle of Endor , with the heroes carrying out various assignments in between . In which they might have to visit every moon because the resources differ for each of the spaceship parts and all require to be within the city radius . And the Empire would be doing the Death Star , a wonder that auto-produces a nuke with a range of 362 every single turn .
 
Good luck with this! I was working on one a few years ago with a few people, we didn't get very far on it though. I have some tech graphics I made for it though, the link is in my library in my sig.
 
A few screenshots have been added to the first post.

Hi r16, I like the idea, but it might not work in this scenario.

And thanks Varlin, I might need those graphics.

But the main question still stands: what would a cool yet simple star Wars scenario need? What would you like to see?

And how should I go about representing the major heroes in a sensible way?
 
sounds cool and i like your overall setup.

some questions you need to ask: what is the period/goal intended? is it just a general "conquer the entirety of the opposition" or do you want more?

something i thought of that could be fun as a rebel Victory Condition would be to make the "space race" called "Return of the Jedi" (and yes, i know its about Vader, not Luke, but bear with me). and have certain stages in luke's progression from farm boy to Jedi Master be the different parts. The first part would be "Meet Obi Wan and Learn the Ways of the Force" or something. Next could be "Travel to Alderaan" or "Learn to Let Go"... you could do it either chronologically from the movies or in terms of skills/things that he learns throughout them. The final one could be "Redeem Vader", securing your victory. ON THE OTHER HAND, you could make an improvement that can only be buildable in the city where this last one can be built (require a resource or something) called "Take Vader's Place" or something, which gives access to a host of super powerful units, such as a usable Luke with nigh-godlike stats, repurposed star destroyers, etc. just to allow for the option of more military fun instead of ending the game. (while yes, both could technically be built, the fact that they have to be built in the same city means that you can only do one at a time)

as for the other heroes, i think units with higher stats or a special bombard (maybe charm) would be fine. and i would not make them kings... honestly, leia dying wouldnt have ended the rebellion by Empire or RotJ
 
Hi Cimbri,

that´s a difficult question about doing convincing jedis (and other heroes) in Civ 3 as Civ 3 isn´t suited very well for doing this kind of units. Long ago I made a space mod for Civ 2 ToT: The Galactic Conquests Mod (GCM).
Spoiler :
attachment.php

With the options of Civ 2 for me it was no question to make the spies and superspies of Civ 2 the jedis of that mod. Unfortunately such a kind of unit is missing in Civ 3.
Spoiler :
attachment.php

I sometimes reflect about converting that mod to Civ 3, as in my eyes this mod is by far the best and enjoyable modding work I have ever done (so linked maps offering invasions "from the third dimension" are not possible in any version of the Civ series but Civ 2 ToT).
The best solution I found for jedis in Civ 3 was to set them as army units giving additional benefits to the units that are under their command.

Last rests of GCM can be found here: http://forums.civfanatics.com/showthread.php?t=421505. So the download link and many explaining screenshots are not longer working (as GCM was removed from the SOC site since a longer time due to no interest in it), the screenshots about buildings and wonders of that mod are still active. I frequently play this mod until today with random settings, so it can happen that the Kilrathi battle the Cylons and the Klingons and when you think your borders are safe, than suddenly a wormwhole opens and you have to face a huge invasion from another galaxy. :cool:
 
well , any new SW scenario is a good idea . Could be much better if Civinator and like minded modders could induce a line of Galactica units as well . Which is obviously an invitation for the conversion of the mod above .

regarding the game , would it look awkward to land a Jedi to one of those astreoids to use lethal land bombardment or maybe collateral damage ? Or perhaps as an air unit with precision bombing right from the start ? Possibly looks real odd and no possibility of any lightsaber duels . Meanwhile TIE fighters and the like would be coastal ships with 1 or 2 moves , while Stardestroyers are ocean capable and all trade is handled with airports ?
 
A few things about game mechanics.

Fighters are very important, especially for the Alliance – most of their ships can carry fighters. So fighters must remain air units.
Ocean is inaccessible to all units – this is because it allows me to create “sectors” of coast terrain connected by sea terrain (hyperlanes where you can move twice as fast)

Alas, there is no trade in this game. Since it only have to factions, I figured it wouldn’t be necessary. Important trade hubs have a resource called, well, called Trade Hub, with good benefits to tax revenue. Other worlds have other resources, like Shipyards or industry.
 
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