48 minutes ago, Norsehound said:I'm not sure how far I want to push development on my contributions for this... I'm kind of reaching that point where either I'll go whole-hog on this or just acquiesce to Lyraeus. I know how I want to do things, and it's not like I have to compromise... most projects I do I've been working solo, or my role was pretty clear cut within the project and I have the absolute freedom to work within the scope defined for me (or that I've defined myself).
I've stalled in building out a Raider movement profile. What's next to do on my end is finish that and build up some AI activation/behavior cards for fighters, then come up with a rudimentary xp spending system and build off of "Mission 1", which seems like a good start. I know I want to go the single-ship customization route, but I remember that's not what Lyraeus wants to do.
I will throw down some of my thoughts for what I was doing next;
- The Nebulon-B in Mission 1 is an assistant put in if you're single player, though under player control. It and the fighter squadrons go away after the first mission, you begin with either a corvette or a ship of your choice (hammerhead, GR-75) depending on how I want the upgrade tree to look.
- Mission 2 is platform defense. One station at the center of the board with three squadrons of Z-95s as defenders. Fend off a few waves of TIE/LN and TIE/SA, followed by either a Raider (easy difficulty) or an ARQ that kites at long range (hard difficulty). Empire's trying to destroy the station, defend it!
- These missions will have a relatively small amount of ships on the board- we're not looking at a fully automated Armada game. I'd sacrifice bulk for mission specifics.
I think we can come to some form of agreement or we can end up with two variations of AI and let the community have their pick. The ones who want more HotAC can have that, the ones who want a "smart ai" can have that


