This mod isn't even in beta yet, due to lack of graphics and difficulty in testing. Actually, I'm not going to release it at all until Firaxis gives us a scenario editor with AT LEAST the capability to place units and buildings on the map, set civ government and diplomacy, etc. However, I do want to release the unit stats for review. I'm still undecided on all of the ground unit stats, and I will probably add somewhere between 8 and 12 ships for minor civs.
MECHANICS
The air units that aren't immobile are meant to be hyperdrive-capable ships, or ones that should be able to attack and destroy starships. The attack value, when used to destroy ships, is meant to represent the close-in attack capabilities of the starfighter (i.e non-missile). The TIE Bomber isn't immobile because the Defender is meant to come pretty late and I wanted the Empire to have some direct fighter abilities, however small. I made the A-Wing immobile because it's high attack rating, which is necessary to make it the premier superiority fighter, wasn't representative of it's anti-capital ship capabilities and would make it too powerful.
The starships have such high movement ratings because of my planned design to simulate hyperspace. I'm going to make coast into solar space, sea into mass-shadow affected space (I couldn't think up a good name for it), and ocean into clear space (again, I couldn't think up a good name). Solar space will be around solar systems (Imagine that!), take 100 movement points to cross, and have normal defense. Mass-shadow blah blah blah space will be exactly the same, just not in solar systems. Clear space will form routes about 2 to 3 tiles across, will take 1 movement point to cross and take away 95% defense. This is to enable easy defence of solar systems while encouraging clear space to be reserved for movement only and not combat. The starships will be able to make 1 hyperjump per turn due to the movement restrictions, and the fighters, which will be unaffected by terrain (I hope), will make up for their slower speed by not needing to stick to hyperspace routes.
GAMEPLAY
I've made it more difficult for the Rebels to transport troops (I'm also going to give them very limited ground attack capabilities) so that, realistically, they will not be able to fight a territorial war until they manage to gain a serious foothold. Rebel starfighters are far superior to Imperial ones, and most of them are hyper-enabled, giving them an element of surpise, but their capital ships are mediocre. The Imperial have the advantage of power, however, the Rebels have the initiative, being hidden. Still, this scenario will be meant to be difficult, unless you want the easy way out and play as the Imperials.
NOTE: You will need Microsoft Works Database to view the file in the zip.
MECHANICS
The air units that aren't immobile are meant to be hyperdrive-capable ships, or ones that should be able to attack and destroy starships. The attack value, when used to destroy ships, is meant to represent the close-in attack capabilities of the starfighter (i.e non-missile). The TIE Bomber isn't immobile because the Defender is meant to come pretty late and I wanted the Empire to have some direct fighter abilities, however small. I made the A-Wing immobile because it's high attack rating, which is necessary to make it the premier superiority fighter, wasn't representative of it's anti-capital ship capabilities and would make it too powerful.
The starships have such high movement ratings because of my planned design to simulate hyperspace. I'm going to make coast into solar space, sea into mass-shadow affected space (I couldn't think up a good name for it), and ocean into clear space (again, I couldn't think up a good name). Solar space will be around solar systems (Imagine that!), take 100 movement points to cross, and have normal defense. Mass-shadow blah blah blah space will be exactly the same, just not in solar systems. Clear space will form routes about 2 to 3 tiles across, will take 1 movement point to cross and take away 95% defense. This is to enable easy defence of solar systems while encouraging clear space to be reserved for movement only and not combat. The starships will be able to make 1 hyperjump per turn due to the movement restrictions, and the fighters, which will be unaffected by terrain (I hope), will make up for their slower speed by not needing to stick to hyperspace routes.
GAMEPLAY
I've made it more difficult for the Rebels to transport troops (I'm also going to give them very limited ground attack capabilities) so that, realistically, they will not be able to fight a territorial war until they manage to gain a serious foothold. Rebel starfighters are far superior to Imperial ones, and most of them are hyper-enabled, giving them an element of surpise, but their capital ships are mediocre. The Imperial have the advantage of power, however, the Rebels have the initiative, being hidden. Still, this scenario will be meant to be difficult, unless you want the easy way out and play as the Imperials.
NOTE: You will need Microsoft Works Database to view the file in the zip.