Space combat would honestly be easy, make it somewhat like homeworld with full 3d positioning but still keep the EAW arcade feel. Change ground combat so ground units are grouped as full armies instead of individual units ala the remake mod and change how ground combat works so that instead of it being a battle like space combat it's a weekly progress change done from the strategic map where you can move troop hexes on the planet as a whole to better simulate an actual planetary invasion of a planet with specific points of interest in order to contest the planet without needing to fully eliminate the enemy, but with the incentive being you do so eventually. Think turn based hex grid wargames but on a time dependent wego system. Supplies need to be run to the planet during the siege in order to better effect the outcome for whichever side has better control to in space. That in mind I would make it so 'planets' are changed to 'systems' with multiple points of interest to fight over in order to control the space of a system and better support ground operations and economies. I would also make the resources split from just credits into credits, metals, fuel and manpower which are used to build your ground armies and fleets.
I would also make it so individual systems house their own fleets that cannot leave their system but can be controlled by the player for that system and don't have to be maintained by the player, so long as the system in question has the resources and credits to buy and maintain those fleets. Better off systems will have more ships and better ships as the defence fleet. Most of what I've said is more in line with how the empire would run, for the rebellion I think you should be able to mix both regular and rebel forces to get a good mix of both worlds while the empire is like 95% conventional. I would make it so the rebellion has units that can do the sneaking around bit, but make it so you still have to keep them as small groups in order to stay undetected. Space and ground troops can remain anonymous or invisible so long as they stay out of trouble, but giving them the ability to sneak behind enemy lines as small, guerrilla units, sit on ground level near enemy facilities of import like orbital cannons, logistics facilities and repair yards, and shipyards, orbital repair yards and resource extractors in space so that when the rebels main forces come in, they can quickly strike, do damage and distract enemy forces. I guess if anything, making empire at war a little more wargamey could really do wonders to how much you could do with it's specific game systems. (2/2)
>>2364553real time with pause on the galactic map lol
>>2364558you can already do that
>>2364553Cool idea, but it aint't happening.Beancounters at Disney are too risk-averse to allow making games like these. Only big boy slopmakers can do it.
>>2364562you can't issue commands or something of that sort when you're pausedand you can't bind the pause to a convenient hotkey either
Space Battles are perfect. Just make ground battle work the exact same and not require you to scour a big janky map for every single enemy. Blow up the enemy HQ structure = you win.
>>2364687when you destroy all buildings, the map is revealed anywayyou have the fast forward button for moments like this
>>2364554>I would also make it so individual systems house their own fleets that cannot leave their systemfuck off captain anti-fun, I'm going to stack 70 star destroyers and there's nothing you can do about it. I'd make it so you can field all of them at once for maximum fun
>>2364553ground battles are way less fun and cool than space battles so they rightly made them just a singular battle because if they did what you suggest then they would be much larger than the space parti would make the maps and battles biggermore hardpoints on ships and hardpoints on land targets toomake strategic resources a requirement for more unitsmake the weather and terrain do more so you have to specifically prepare armies for it to make planets more unique
>>2364553I don't want it to be infected with Disney "lore". Petroglyph already deserve every praise possible for keeping the game updated and making it x64 bit.
>>2364553make the ground combat not shitmake the AI cheat less and play more intelligentlyall that needs to be done really
I'd switch it to Star Trek. Then there'd be no way to have huge ground battles. Limited to small tactical missions with away teams and elite forces.
>>2364840also nobody would play it because Star Trek is gay and retarded and Star Wars is based and cool so everyone plays EaW to this day
>>2364553>make it somewhat like homeworld with full 3d positioning but still keep the EAW arcade feelI don't know if that would work as well. It might change the feel of space combat a bit too much.>Change ground combat so ground units are grouped as full armies instead of individual I do agree that ground should feel more large-scale, given that your invading an entire planet. Perhaps a bit of Total War, but not too much? Hard to say.>remake I don't like remake.>planetary invasion Maybe draw from Total War, in that a planet is a bit like a total war map, with individual ground battles, but the ground battles would need to be significantly better for something like that to work, otherwise it would be tedious, especially if its not turn based.>credits into credits, metals, fuel and manpower EAWX kind of does the manpower part with ship crews, though that is usually not really noticeable. A resource system like this could be interesting if we factor in droid units. The problem is that all of this would be a bitch to manage in real time.
>>2364687That and fix up the pathfinding.>>2364761I would also make more space battles without stations. Having everything be a siege can be a bit boring.
>>2364553Add Rey Skywalker and Finn Neghro hero units
What mods do people prefer? I've been trying Thrawn's Revenge, Fall of the Republic, Remake and Awakening of the Rebellion. They all have some key flaws.>TR/FotRAwful management layer. The infrastructure system is pointless because every planet you take reduces your infrastructure so you need a building for it on every planet, so all it's doing is reducing your planet slots.>RemakeLooks great, but it looks too good. The space backgrounds are so detailed that I can't fucking see any of my units. The ground battles are also worse with individual units being lumped into big mixed regiments>AotRProbably the best of the bunch so far, but I haven't been enjoying the flow of the land battles as much as I did in TR and FotR. Honestly I think I just prefer how vanilla plays and just want some more content and better visuals that don't clash like in Remake.
>>2367979>I would also make more space battles without stations. Having everything be a siege can be a bit boring.where thoughbecause star wars has hyperspace there is very little reason for fleets to ever engage outside of at strategic locationsmy biggest issue with space stations was they are inherently better for the rebels since their fighters are way better than tie stuffmaybe there could be more neutral factions where you fight in their system but not with them necessarilyi'm imagining something like cloud city where it is the space station and you have an incentive to not attack them, unless you just want to deny it, because they will give you money and have strong defences of their own if you subjugate themneutral factions are cute and a good way to worldbuild too
>>2364553I honestly enjoy the ground combat in campaigns being a brutal meat grinder for the attacker. I get off from sending 40+ squads of stormtroopers into choke points just so the artillery can eventually break through. They just need to make air supremacy way more potent than a single air strike every 10 minutes
>>2364553>What would you change about pic relatedNothing and there shouldn't be a sequel