[quote]From my point of view, Star Wars is good, SoaSE is good. So Star Wars + SoaSE has to be good If you get to have cool battles with Star Wars ships, and it feels kinda Star Wars like, and it's fun to play, then I'll be happy[/quote] I have to agree with Tom on that point. However that doesn't mean we shouldn't at least try to make the mod all it can be first. If worse comes to worst, Sins with SW ships can always be a back up.
DiscoJedi
Well thats just great. So there you have it. In simple terms... 1. Rebel Alliance can use "holonet transmitters" to spread culutre and flip imperial planets to their side. Or at the very least, cause serious production and resource penalties to Imperial planets. 2. Imperials must keep sufficient space based defenses and fleets to ward off Rebel Culture and ensure Imperial control. 3. This forces Imperial players to spread out their forces and allows Rebel players to
Also, I had some ideas about maps, tech trees, and planetary defenses... but one thing at a time. :)
Greetings to the community, I finally got caught up on this post and decided to drop my 2 cents in on the matter since it seems no one has addressed the idea I came up with. First let me just praise the efforts of the community in coming as far as they did before SoaSE was even released. The idea I have been nurturing concerns the "culture" system in SoaSE and how it can be effectively employed as a gameplay mechanic in a Star Wars mod. I feel that, if used well, this system could all