STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Ebone Dec 19, 2016 @ 12:44am
Idea for a Rogue One mod.
Since Rogue One has shown off many new vehicles and planets to the Star Wars canon, I think it would be perfect to have a mod dedicated to the new installment. For a Rogue One mod, it can be in Galactic Conquest though some maps should have their own specialized objectives to fit the movies canon. (Example: Capture/raid Scarif)

Below, I listed the units/heroes that should be in the mod for both the alliance and the Empire, as well as any of the vehicles from the film.

Rebel Heroes:

-Rogue One: They will be a Squad of heroes (similar to Delta Squad in the Republic At War mod). This unit consists of Jyn Erso (abilities:Sprint+EMP), Cassain Andor (Abilities: Sprint+), Chirrut Imwe (abilities: Blind Sense, or basically a sensor ping for a blind man?), and Baze Malbus. (Abilites: Switch Weapons, from Automatic Blaster to Missle Launcher) This does sound a bit OP, but I am pretty sure deathtroopers or enough vehicles can wipe them out. [Tech 2]

-K2-SO: A standalone hero from the Rogue One squad. He is a more interesting replacement for R2-D2 and C3PO. Although he would have the same function as them in the base game (Steal tech/Hack turrets), I think a passive ability he should have is "blending in." He is able to masquerade as any other KX droid (so player and AI can't target him), but if he gets too close to an infantry unit/attacks empire unit/hacks a turret he is immedeatly hostile. For the sake of balance, he should only deal melee attacks.

-Admiral Raddus: Commanding the MC75 cruiser "Profundity" he is the perfect Ackbar for this mod. Similar abilities to Home One, he can do Concentrate Fire, but a passive ability is to garrison two CR90's (like the end scene where the Tantive IV launches from the ship). [Tech 3]

-Conventional heroes: Mon-Mothma

Empire Heroes:

-Director Krennec: Can only participate in land battles, so in space he will be in his personal shuttle. He comes with a garrison of 4 Death Troopers, and comes with the normal commander bonus. I think this is a good balance to Rogue One. [Tech 2]

-Conventional heroes: Vader, Tarkin, Emperor.

Now onto vehicles!

Rebels:

-Hammerhead Corvettes: Basically an anti-fighter ship but with a ramming ability. The trade off is that its slower compared to the CR90. Replaces the Gunship corvette. [Tech 2]

-U-Wing: A fast transport that can carry two squads, armed with an ion cannon that can slow down enemy vehicles. [Tech 4]

-Commando squads: Like the rebel soldiers we see in the movie, they are the rebels counterpart to the Deathtroopers in the mod. In squads of 6. Abilities: Plant charge[Tech 4]

Empire:

-Shoretrooper: Basically the same as a Stormtrooper unit, except they cost slightly more, take longer to make, but ignore all weather effects. [Tech 2]

-Deathtrooper: Powerful infantry unit in squads of 5, at the cost of higher prices and build times. Can only be built at Officer academies. [Tech 3]

-TIE Striker: Basically the Empires version of the Snowspeeder. Can be used to thrwat air raids, but can be countered by AA guns. [Tech 4]

-TIE Transport: I know at some point there was a modified TIE Striker in the film that dropped off the Death troopers. [Tech 3]

-Assault Hovertank: To distinguish it from the 2M Repulsor Tank, this tank is better suited for infantry combat.
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Showing 1-15 of 21 comments
Awesomesauce Dec 25, 2016 @ 1:45pm 
sounds like a waste of time, and also sounds like a lot of work to implement some of those abilities, such as ramming and corvette deployment.
AgentK1130 Dec 26, 2016 @ 10:19am 
I think it would be cool what about the at act and Jeda map but who would do it.
Last edited by AgentK1130; Dec 26, 2016 @ 10:20am
Camarada Jan 7, 2017 @ 1:56pm 
It sounds great!
But steam is more focused on users than in modders. I suggest you to try to contact a modder comunity. For example, you can go to moddb and look for the most famous mods for Empire at War. In most of cases, in each one, it appears a forum or an adress, so maybe there you can get help with your idea.
Maxwell Sinclair Jan 8, 2017 @ 9:23am 
Just want to point out. The tank in the movie was tracked, not hover. Which in itself would be pretty rare for the empire to use a tracked tank. The only other tracked vehicles they have that I can think of is the Tie Mauler and Century Tank or Tie Crawler.

Rebellion
Jyn Erso:
Sprint (Taken from Han Solo)
Switch Weapon from Blaster to Stun Baton (Functions like lightsaber, allowing it to ignore cover bonuses and such.) ((Doable I'm sure))

Cassian Andor:
EMP (Taken from Han Solo)
Switch Weapon from Automatic Rifle to Sniper Rifle. (Same coding as Delta 7 from RaW)

Chirrut Imwe:
Force Sight/Sensor Ping (Taken from Yoda/Taken from Command Vehicle)
Force Protect. (Taken from Obi Wan)

Baze Malbus:
Place Proximity mines (Taken from Consortium Grenadiers)
Switch Weapons from Heavy Repeating Blaster to Missile Launcher (Similar to Delta 62 from RaW)

K2SO:
Cloak (Taken from Urai Fen) ((Easier to code than the "blending in" ability.))
Hack Turret (Taken from C3P0 and R2D2)

Admiral Raddus:
Concentrate Fire (Taken directly from Ackbar)
Call up a Hammerhead (Recoded version of Vaders "Deploy Squadron" ability from FoC set to deploy a Hammerhead corvette instead of a fighter group. Maximum of 2 at any one time"

Hammerhead Corvette:
Power to engines (Same as the Blockade Runner)
Full Frontal Ram (While the ship itself, doesn't actually visually ram into the enemy ship, the targeted hardpoint is immediately destroyed and the hammerhead takes 1/24th of its max health in damage.)

U-wing:
The U-wing is a replacement for the Gallofree heavy troop transport. It uses the same pathfinding mechanics as Assault Speeders, enabling it to fly over hills and such, rather than behaving as a repulsorlift vehicle like the gallofree or Lancet. Each U-Wing can carry two squadrons. The U-wing has the "Lock S Foils" ability, providing it all the same benefits that the X-wings get (S-foils closed means increased speed and defense. Open means slower speed but more attack power.) U-wings come in squadrons of 1 and cost 2 population cap to deploy. Their main vulnerability is Anti Air however when landed they are suceptible to all manner of fire.

Commando Squads
The Rebellion answer to the death trooper, they deploy in squads of 4, have galactic stealth and carry rapid fire anti infantry blasters. They are able to use the cloak ability (Renamed to Camoflague or something) and they can plant explosive charges.

X-Wing:
A replacement for the assault speeder on the ground, outfitted with laser cannons and proton torpedoes, it can fly like the assault speeders but has slightly more strike power. These are used on the ground much as they were in scarif, but also because we hadn't seen the rebellion using assault speeders at this point. They have the "Lock S-Foils" ability.

I am going to leave a second comment for the empire, this one is getting wordy and I want to expand on your ideas more.
Last edited by Maxwell Sinclair; Jan 8, 2017 @ 10:13am
Maxwell Sinclair Jan 8, 2017 @ 9:48am 
Empire
Director Krennec
Comes with 4 death troopers, provides land commander bonuses and has unique abilities. Unique passive ability: Krennec can only take damage when all death troopers in his squad are dead.
1.~ Send my troops into battle! (Deploy a "Garrison" aka free squad of Death troopers at any owned reinforcement point.) ((The coding for this ability exists, there is a Clone Commander unit in Republic at War that can deploy squadrons for free.))
2.~ Men, with me (Director Krennec calls for more death troopers to reinforce his losses in the squad.) ((This is like... the land battle version of Darth Vaders passive ability in space during the base empire at war, his Tie Advanced could only take damage if all his wingmen were killed, and his ability called for more wingmen.))

Death Troopers:
Deployed in squads of four, these elite troopers carry rapid fire anti infantry blasters, and have the ability to place thermal detonators. (The blaster I am thinking of is like Arc Troopers from Republic at War)
They also possess the "take cover" ability, allowing them to increase their defense.

Tie Striker:
Pretty much as you described, it functions like an assault speeder, meaning it's properly flying, not a repulsorlift unit like the Lancet (The lancet still has to follow defined paths, the assault speeders can fly over hills and stuff.)
They have the "Lock S-foils" ability.

Shore Trooper:
Pretty happy with your idea, normal stormtrooper unit that is immune to weather effects. Becomes kinda pointless if Felucia is controlled though.

Transport Striker:
Basically a tie striker with less weaponry, can carry 2 squads and is flying (not repulsorlift). Deploys in groups of 1 just like the U-wing.

Assault Tank:
Heavily armored but unshielded, the tank is the imperial answer to the T-4b. It is tracked, slow moving, and can transport a squad of troops (It was a cargo transport in the movie but lets repurpose it a little.) It's main gun is an anti infantry e-web blaster controlled by the commander, the secondary weapons are used when the tank uses its ability (Designate Target, aka Maximum Firepower, that's right. Stolen from Colonel Veers) The big blue lasers on the sides of the tank will take aim and fire at the designated target for massive damage.

New ground/space interaction for galactic conquest only: Single Reactor Ignition.
To use this ability, requires the Death Star, and either Krennec or Tarkin to be in orbit at the same time. If you only have Krennec and the death star, then deploy krennec on the ground, then this ability won't work. However, if you have Krennec on the ground and both Tarkin and the Death Star in orbit, this is usable.

Single Reactor Ignition, fires a shot from the Death Star that basically triggers a forced retreat for both sides, any units that do not make it to a landing zone owned by their faction, will be considered lost at the end of the 10 seconds, this includes your own. The Death Star then fires a shot that wipes the base off the ground map, leaving the planet open for invasion. Either that or, it's an instant victory button, that wipes out all units, your own included.
Last edited by Maxwell Sinclair; Jan 8, 2017 @ 10:13am
Originally posted by Maxwell Sinclair:
Empire
((The coding for this ability exists, there is a Clone Commander unit in Republic at War that can deploy squadrons for free.))
Woah, wish I could find that in RAW, because sadly I don't think that unit is implemented.
Maxwell Sinclair Jan 8, 2017 @ 1:55pm 
Originally posted by Grey Star, The Rival Defender:
Originally posted by Maxwell Sinclair:
Empire
((The coding for this ability exists, there is a Clone Commander unit in Republic at War that can deploy squadrons for free.))
Woah, wish I could find that in RAW, because sadly I don't think that unit is implemented.

It's either RAW or "The Clone Wars" I know it's one of those mods.*
Last edited by Maxwell Sinclair; Jan 8, 2017 @ 1:57pm
Also, about Deathtroopers.

If only Star Wars writers would actually consider regular Stormtroopers good enough to kill important people.
I mean, Not even a ♥♥♥♥♥♥♥ Death Trooper could take out Blaze, Blaze died only because one had prepared an explosive. And Carrasian didn't even die from the fall, much less the blast that hit him!
Last edited by Grey Star, The Rival Defender; Jan 8, 2017 @ 1:56pm
Originally posted by Maxwell Sinclair:
Originally posted by Grey Star, The Rival Defender:
Woah, wish I could find that in RAW, because sadly I don't think that unit is implemented.

It's either RAW or "The Clone Wars" I know it's one of those maps.
Ah, okay.
AgentK1130 Jan 8, 2017 @ 2:45pm 
but u would have to have it all set and done to show them it
star_krafter Jan 8, 2017 @ 5:27pm 
but isnt the roge one before a new hope and after attack of the clones
Maxwell Sinclair Jan 8, 2017 @ 9:23pm 
Originally posted by KKW:
but isnt the roge one before a new hope and after attack of the clones

Yes but I fail to see how that's overly important when talking about a mod. The movie itself explains why the tech we saw didn't make it beyond that movie. Everything was explained in one way or another.

Not to mention, there are mods that take place in any point of the timeline. From the old republic to the galactic republic to the empire to the new republic.
Last edited by Maxwell Sinclair; Jan 8, 2017 @ 9:24pm
Demon of Razgriz Mar 27, 2017 @ 11:46pm 
I don't really think the movie explained why tech didn't make it past the movie. I mean, I am sure the empire had those TIEs on other planets, not just on Scarif. Same with the Deathtroopers. In fact, I think the original trilogy explains why we don't see that tech in the movies. We only ever actually see Empire ground forces on two planets. Hoth - extremely icy, snowy and cold, which would limit vehicles and equipment to things that could handle that weather and Endor, which is essentially a giant forest. So, big ships and vehicles are going to have a hard time there, because those trees are big enough to stop an AT-AT, they would be restricted to clearings only.

We also never see atmosphere fighting other than Hoth (and I wonder if those ships in the movie were made for atmosphere fighting), which again, it was too cold to allow most vehicles and equipment most likely. As for the deathtroopers, we only see Darth Vader in any place besides the Death Star or a Star Destroyer. We never see any Imperial higher ups anywhere that bodyguards would actually be used.

TL:DR I don't think Rogue One explains why we don't see the tech at all. I think it makes sense once you look at the OT though.
CNKommander Mar 28, 2017 @ 11:53am 
There are several mods that have some Rogue One content in it already.
Last edited by CNKommander; Mar 28, 2017 @ 11:54am
Meiloorun Sep 3, 2017 @ 12:33pm 
Originally posted by harrison**:
Originally posted by CNKommander:
There are several mods that have some Rogue One content in it already.

what mods?
Star Wars Battlefront Commander's next update includes a lot of Rogue One stuff.
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Date Posted: Dec 19, 2016 @ 12:44am
Posts: 21