STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Thrawn's Revenge 3.4 (Updated April 2nd)
Liphardus Mar 4, 2019 @ 12:49pm
Do heroes respawn?
I am pretty new to playing the mod in the campaign(but I have used it for multiplayer).
I have lost a lot of heroes in the first real battle of my campaign an if they don't respawn I might restart. (playing as the empire of the Hand by the way) Thanks for your help
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Showing 1-6 of 6 comments
Corey Loses  [developer] Mar 4, 2019 @ 12:58pm 
Nope, once a hero dies, they're gone.
Liphardus Mar 5, 2019 @ 3:55am 
Oh, okay thanks
yendorciv Apr 1, 2019 @ 5:27pm 
oh crap, I'm glad I saw this
chrisma Jan 18, 2020 @ 12:30am 
Originally posted by Corey Loses:
Nope, once a hero dies, they're gone.

Hey Corey,

have You ever reconsidered to change the respawn timer back to a positive value, possibly increasing it to a 'punishing' amount ?

If players 'hoard' heroes behind the front line, knowing that the 'AI' usually manages to pick them off in space battles or overwhelm them on ground - then their command boni, traits and abilities have practically no effect on gameplay.

To me they are just an RPG element, 'collecting' as many 'era' heroes as possible - they can't do anything in battle that a stack of infantry or cruisers can't (with the exception of the 'Eclipse' or 'Sovereign').

What's the rationale other than the satisfaction to permanently negate 'AI' heroes ?
Corey Loses  [developer] Jan 18, 2020 @ 10:40am 
Absolutely not. for one thing, half the story elements of the mod revolve around the heroes dying, so it's important that they not just start leaving and coming back. For the Empire and NR, if they respawned that would mean cutting the vast majority of them.

They're also the best units players have, and when they respawn it encourages people just using them almost exclusively, and if they die just sitting and waiting for them to respawn. Much like bombers penetrating shields, it's one of the things I'm happiest we removed because it stops warping the game around them. You can still collect as many heroes as possible if that's what you want to do, but then you're wasting their potential- people who use them get a lot of value out of them. It's the same logic as saying items or guns in an RPG or FPS should get unlimited uses or ammo because otherwise some players just hoatrd and never use them. Is that the case? Sure, for some. Does that mean it should change? No, because then every gunfight ends with using a rocket launcher.
chrisma Jan 18, 2020 @ 11:23am 
"(...) the story elements of the mod revolve around the heroes dying (...)"

Thanks for Your reply and sorry in advance, if picking up such older threads is an issue for this forum.

I didn't quite get the FPS analogy, but I understand that You intend to raise the stakes for a player, requiring a more thoughtful approach than the somewhat 'cartoonish' 'vanilla' version.

In the case of the era progression which replaces the original 'technology level research' quite ingeniously, could the same purpose not also be achieved via scripting ?

For example, a new player learns to use a certain hero and experiences it's boni in several battles - including defeats and possible 'respawns after injury' - but after 60 weeks the era will progress inevitably and 'Remnant' leaders and some of their entourage will be lost while the 'New Republic' gains new opportunities ?

I also understand that this may be more relevant to certain heroes (like Isaard, bound to a 'free' 'supercapital', a link that could be seperated as recently with Palpatine and the 'Eclipse') than to others (a 'command tier V' admiral).

I don't know if the engine allows for that: but increasing the respawn timer to a value that mere 'waiting' isn't rewarding under the pressure of steady expansion could be a middle ground for people who migrate from the 'vanilla' version. I believe in the original game, 'respawning' was precisely meant to encourage players to use the iconic heroes - making them vulnerable e.g. to glitches would lead to an opposite effect (which only effects combat related heroes while e.g. 'skilled administrators' grant boni even on the galactic map).

When You look back to any of Your replays, where do You think heroes work quite the way You want them to, e.g. granting boni to an extended sequence of battles by careful micro-management ?

I'll look into it and will try to grasp Your stance on this hallmark of Your mod.
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