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Author Topic: land hardpoints  (Read 1011 times)

Kassius (Darthme)

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land hardpoints
« on: April 15, 2009, 02:32 am »

i had the idea of having hardpoints for land. just like garm bel iblis!  this would make the player think more about how they move their units.  think about it.  if your AT-AT got it's front cannons destroyed, then you wouldn't want to spearhead an attack with it.  instead it would make the player use different units to upport the AT-AT.  the hardpoints would be for things down to the size of an AT-ST, like space.  i think that having land hardpoints would make the game more interesting. oh yeah i thought this one through, and checked to make sure it wasn't already rejected or accepted too.
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Sarcastic

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Re: land hardpoints
« Reply #1 on: April 15, 2009, 02:51 am »

Already discussed and thought of.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #2 on: April 15, 2009, 03:10 am »

sorry. i did check the dealt with though.
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(xXx)Billsta14

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Re: land hardpoints
« Reply #3 on: April 15, 2009, 04:34 pm »

i think we should re discuss this request/topic because it would make land more fun.... it would make UEAW more unique....
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Argonnath

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Re: land hardpoints
« Reply #4 on: April 15, 2009, 05:34 pm »

If AT-AT has leg as hard point you take on leg down and whole walker explode. That's why they don't make that happen first time! End of topic.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #5 on: April 16, 2009, 12:06 am »

i meant weapon hardpoints. it would be mostly lasers and missiles though.  and since the ZC is being cut, there would be no pulse cannon hardpoint for the pulse cannon.
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Solar

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Re: land hardpoints
« Reply #6 on: April 16, 2009, 10:00 am »

But most vehicles have one weapon at best, also the added work this would mean is far too high.
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Doktor von Wer

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Re: land hardpoints
« Reply #7 on: April 27, 2009, 08:09 pm »

Depends very much on vehicles; but it's expected that perhaps some buildings at least will indeed have some...

All depends on versions; don't expect to see it for V1.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #8 on: April 27, 2009, 09:52 pm »

yeah, V1 is space.  although this would go  nicely with some special powers.

1) the AT-AT's deploy troops would be negated by the fact of the hatch's hardpoint being destroyed

2) (if added) the AT-ST would not be able to use a grenade launcher

3) the T4b tanks wouldn't be able to switch to missles if the corresponding hardpoints were destroyed

4) the gallofree HTT wings would not be able to garrison if their back hatch is destroyed
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J. Bruneau

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Re: land hardpoints
« Reply #9 on: April 29, 2009, 09:22 pm »

i think we should re discuss this request/topic because it would make land more fun.... it would make UEAW more unique....
i would like to know how ueaw would be more unique... AOTR, FX, and Phoenix rising mod already has land hardpoints. so you can expect poeple to say ''oh, another mod that has land hardpoints, cool, whatever.''
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(xXx)Billsta14

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Re: land hardpoints
« Reply #10 on: April 30, 2009, 09:39 pm »

tisk tisk ueaw is unique plus it has its own launcher dat rules i dnt no hw 2 do da files stuff so i dnt play mods....plus snow speeders could destroy toe cable thingy
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Mandalor Vipeer

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Re: land hardpoints
« Reply #11 on: April 30, 2009, 09:46 pm »

yeah. Snow speeders could lose the tow cable ability if their tow cable launcher is destroyed. Just like the tractor beams on the ISD's. Just use hard points for the special weapons, and the big weapons. Like the lasers on the AT-AT's, or the Blasters on the T4-B's. Get what I mean?
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Kassius (Darthme)

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Re: land hardpoints
« Reply #12 on: April 30, 2009, 09:51 pm »

that's what i was implying
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Mandalor Vipeer

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Re: land hardpoints
« Reply #13 on: May 01, 2009, 04:26 am »

I know. It seems others didn't quite understand the entirety of it. Just clarifying a bit.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #14 on: May 03, 2009, 01:42 am »

OK thanks then.
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Buwaro

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Re: land hardpoints
« Reply #15 on: May 10, 2009, 11:30 pm »

Good idea, but only on major vehicles like the AT-AT and T4-B. Not for Scout Trooper, T2-B, 2M, TIE Mauler, etc.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #16 on: May 10, 2009, 11:32 pm »

that's what i meant, big things get hardpoints an dlittle ones don't like space.
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Stockholm Syndrome (pORG13i)

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Re: land hardpoints
« Reply #17 on: May 11, 2009, 10:15 am »

but which hardpoints would you give an AT-AT?
bring it to fall and everything is dead, but shoot on it's "legs' and nothing will happen.
I don't think it's a good idea because very hard to realize.
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Mandalor Vipeer

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Re: land hardpoints
« Reply #18 on: May 11, 2009, 11:24 pm »

Well, the hardpoints would most likely be just for weapons, and not for the other systems. Or maybe they could just be for the large laser cannons, and not for the smaller ones letting it still be able to shoot, but be less powerful and it still wouldn't be useless.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #19 on: May 11, 2009, 11:27 pm »

an dfor transports they could have a hatch hardpoint, negating thier garrison ability an drendering them useless.  this would make escorts more important to transports and better protection woul dbe required
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Mandalor Vipeer

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Re: land hardpoints
« Reply #20 on: May 11, 2009, 11:31 pm »

Yeah and that would require people to add abit of strategy instead of the all famous RUSH EVERYTHING mannerisms. Even the computer does that.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #21 on: May 11, 2009, 11:32 pm »

maybe this will become a more tactisbased mod for a game that instead is a build a huge army and storm their base game
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Mandalor Vipeer

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Re: land hardpoints
« Reply #22 on: May 11, 2009, 11:34 pm »

Yeah. Exactly. And that will make it more fun.
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Kassius (Darthme)

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Re: land hardpoints
« Reply #23 on: May 11, 2009, 11:35 pm »

my point exactly
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