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Utsanomiko

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  1. Well, I was thinking the changes from Beta to Gold - but left the headline vague enough that any bullet points on the list could be "I didn't know that!" for anyone here. "Nine we didn't (and one we did)" is pretty specific. I give up, I can't find Waldo.
  2. Disney came back a few months after the initial EU/Legends announcement and clarified that the goal wasn't meant to 'obliterate' the expanded universe but more to 'separate' it from Canon so that projects going forward (particularly the movies) could be free to establish content without conflicting previous material. This is why we're seeing EU material (particularly locations, technology and organizations) re-emerge in canon novels, comics, and games.
  3. It's because 3PO wasn't a vehicle for fart and poop jokes nor spent half his screen time bouncing around failing to juggle stuff like Roger Freaking Rabbit. It's as though Lucas forgot what's a muppet and overheard them mentioned and declared "oh yeah, the next movie needs a character like this (flails arms wildly)." The slapstick does escalate with each movie, but the prequels made too big of a leap.
  4. Episode I suffers from a lack of a main character (or even a cast with defined motives and personalities) and relied too hard on a scattershot of purposeless Classic Trilogy callbacks and *way* too much focus on the background events of the fall of the Republic, but it does have the best structured story and the most effort made into cinematography. So much of Episodes II & III simply drag on waiting to reveal plot points via scenes of walking & talking that just don't matter or were telegraphed hours earlier (then again Palpatine being obviously Sidious doesn't really make a difference in TPM either and they killed off the worth-while villain, so...). I wrote off a lot of the problems when I was seeing them as a teenager and just happy to see Star Wars explorer on screen with big special effects, but 10 years later the nostalgia has worn off and they're just aimless, tone-deaf, narratively backwards glowstick-spinning effects shows. Episode I needed a lot of little things polished up, but it would have been greatly improved by focusing chiefly on Obi-wan. Don't delve into what the Trade Federation is plotting while the Jedi are onboard; let Obi-wan get separated from Qui-Gon on Naboo and only rejoin when arriving in Theed; make Jar-Jar shut up and stop doing 'funny things', just let Ahmed Best play a character; Make Anakin older, force-sensitive just because they can sense it, and *don't* take him to Naboo (we'll have two whole movies to explore his growing friendship with Obi-Wan... Or maybe we'll get to that in a 6-season cartoon series), and don't kill Darth Maul, that'd be like killing Vader in Episode IV. And yeah, script rewrites and dialog polish is a must. Episode IV had like 4 major drafts and V and VI were written and directed using other people. Lucas wrote the prequels by the seat of his pants without a single contrary opinion from his entourage.
  5. Seats in the Galactic Senate were assigned to sectors (which were redrawn into 1,024 regions during the Ruusan Reformations), the number of member worlds actually totaled in the hundreds of thousands, while inhabited systems (consisting of member worlds' colonies and protectorates and various corporate outposts and operations) was well into the millions. Sectors usually contained dozens or hundreds of member worlds, but it appears that senators could come from any of the worlds within (For example, Mytaranor's senator during the blockade of Naboo was Yarua from Kashyyyk, though the sector capital is the heavily-populated human world of Randon). I imagine this created a lot of political tension and power play between member worlds, even before the Separatist Crisis complicated loyalties of worlds between their sectors and the corporations supporting them. Can you imagine the tension between internally-sovereign systems (some with thousands of subordinate colony worlds forming entire petty star empires for all purposes), vying for power with dozens of other worlds and alien species to have a say in Galactic policies regarding trade, taxation, social rights and massive industrialization projects? The issue of 'neutrality' that keeps coming up in the Clone Wars is regarding a world's stake in supporting the Republic or the Confederacy, to my recollection. The confusion surrounding the Trade Federation's senate present is mainly due to the fact that they and other megacorporations were granted senate seats in the waning decades of the Republic. Thus the Neimoidians could (potentially) have senators representing both their homeworld's Quellor Sector and the TF seat as seen held by Lott Dod. The later was held as the Trade Federation continued to profess neutrality in the crisis, despite their obvious continued involvement of resources via Gunray. A lot of the politics in Star Wars are muddled by the sheer corruption and indifference of the senate, as their attention was turned more towards internal power struggles in the centuries after the Reformation. the Sith certainly played a part in setting up the decline in the final decades but I suspect the sheer size of sectors and power put into individual senators was an inherent problem that created factors not present in the Old Republic's far larger representation structure. Unfortunately a lot of the prequel material doesn't do a good job at conveying this consistently. I'd recommend reading Darth Plaugeis for a good look into its political landscape, though it is rather dry read.
  6. I've got adventure notes for a rogue planet containing a shadowport, named Wounded Titan. The port only consists of a collection of landing fields and habitation domes dotted with floodlights, since its atmosphere has basically condensed on the landscape as a layer of snow and lakes of oxygen. The drifts through a sparse sector in the Expansion Region and its exact current location (and more importantly the hyperspace route to get there) is only traded among trusted black market contacts & smugglers. I ran an Age of Rebellion adventure on an old near-human colony world where Imperial occupation was present but light due to the 'Chromium Automata' present in major cities. Picture an arid Naboo with the streets lined with 30-foot tall droids armed with laser lances; they would activate and attack anyone firing guns in the city. This meant that Imperial troops only wielded stun batons at checkpoints and things got a little hairy when the Rebels blasted their way into an abandoned Rebel cell warehouse holding 4 X-wings. Otherwise I tend to just pull locations from the Wookiepedia that I find interesting, or simply come up with a random name & environment/societal feature if the world will only be a minor set piece. It's been a while since I've felt the need to create a custom species, I'd probably just employ the same process as I do with planets (borrow from EU or just slap on a name and basic description). My advise is to make the location have a fantastical 'space fantasy' element to it. Overall there should be a mix of sci-fi and fantasy to it. The science and history of the world can be present, but gloss over it in the presentation.
  7. Regarding the Hyperdrive upgrade: A GM that doesn't factor in the difference between the PCs choosing to spend resources to complete their journey in one week versus the standard two weeks is not doing his/her job.
  8. Maybe they just need a cheap title card where they gain an action (Boost, Barrel roll, +1 defense die when evading, etc). As it is they don't have a lot of action options to make up for their middling maneuver dial and somewhat high cost.
  9. I try to look at my opponent's list and identify what roles the ships are fulfilling in terms of offense versus support/defense, and focus on whichever one they don't want me focusing on. If Biggs is screening a couple of Y-wings, focus on Biggs. If a Lambda shuttle with a sensor jammer is cruising towards the middle of the board while some TIEs are placed near the edges, Ignore the shuttle. If that shuttle instead has a laser cannon, engine upgrade, and a gunner, then go for the shuttle. A smart player will use upgrades to compensate weaknesses or simply obscure them, but if the ships are being given different roles that are significant there'll be ways to spot them. Often times you gotta weigh in how much it costs and how many shots will be needed to take it down versus how many times it will shoot until then, but ultimately it's a question of how important is the ship in what role in that squadron. Once you're done hitting the squadron where it's weak you can gang up and hit it where it's strong.
  10. Alright, I take back all the mean nay-saying I did about Rebels. I took advantage of this series being free on Starwars.com until tomorrow and watched the whole first season and I liked it. Sure, there's some hokey contrivances here and there to let the good guys trick the enemy on occasion or avoid getting harmed most of the time, but the previews for the pilot I saw exaggerated this. I found the proper episodes were good at maintaining a non-condescending level of suspense and conflict, certainly good for a show for pre-teens. I was worried it was going to be more like the Ewoks cartoon. In fact, I say I liked season 1 of Rebels more than seasons 1 & 2 of Clone Wars (I'm only a few eps into season 3). The Separatist's droids are rarely more than an inconvenience, and the only villain I have found threatening so far was Cad Bane. Tarkin is just phenomenal in Rebels. And that's not getting into how much more range this show's characters have in comparison (Clone Wars has been OK for what it's got to work with, but they're overall rather narrow). I liked how Rebels quickly progressed through its story arc and called back onto a number of previous events and character developments. I'm a bitter old stick-in-the-mud about anything Star Wars made after 1996 but I'll give my approval to Rebels. Now I just need to figure out how I'm supposed to watch Season 2, given that TV is a dead medium...
  11. Utsanomiko

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    Zorba's Express confirmed for Huge Scum & Villiany ship.
  12. Utsanomiko

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    Happy New Year!
  13. I'd put more weight on to the assumption that the Scum Huge ship being developed was an Action VI Transport and whomever was in the telephone chain of sharing this inside info couldn't tell the difference. This is the same site that repeatedly called the Star Destroyer model in Armada a 'super star destroyer'. Yeah they corrected themselves in the video annotations, but it was so persistent in the video I had to stop watching. The constant tongue-twisted spew of "serperserdestrer" was just too surreal. They are getting a bit quicker with their X-Wing news though, usually within the same week.
  14. Well, if you want to be logical about this and treat the depicted material as evidence... The answer is because their weapons are powerful enough to do damage? These guys know how to destroy planets at the push of a button, they can probably punch holes through the materials they use in engineering projects. Though we don't know how hard these impacted the desert (though Grevious' dreadnought survived a guided crash landing relatively intact), so that's another factor.
  15. Right. That's high galactic, which is apparently the ancient poetic language of the galaxy. It was probably there to showcase the Death Star employees' high level of achieved literacy. It's an ancient alphabet, and in that scene it was there because Fox didn't think the audience would understand that Obi-wan was turning off the tractor beam generators (the the thing he said he was going to turn off a few scenes before) unless it was clearly spelled out to audiences. It was digitally replaced with Aurebesh for the DVD editions.
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