Star Wars Rebellion sequel proposal

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The Star Wars Rebellion sequel proposal (abbreviated SWRSQ in its own text) is a design document for a possible full sequel to Star Wars: Rebellion with modernized graphics, interface and gameplay. The header lists the engine as Unity, game data as XML, the active developer as Lodrig, the release date as "Someday" and the status as pre-alpha.[1]

Core changes

  • Turn structure. Play becomes explicitly turn-based, with both sides' orders executing at the same time once per in-universe day. This applies to the galaxy and to battles. An optional time limit on entering orders would replace the original's speed setting.[1]
  • Galaxy map. A zoomable 3D map replaces the sector windows. Systems stay as points with a wheel of icons for menus, sectors appear only as lines, and movement is point to point, faster along hyperlanes and slower in uncharted or nebula space.[1]
  • Retreat and hiding. Fleets retreat to the nearest player-set rally point rather than across the galaxy. "Backwater" icons stand for several minor systems, where both sides' ships can be present without a battle, although either side may try to start one by hunting for the other.[1]
  • Missions. Recurring missions can be automated, and agents stay at their destination by default; extraction is its own risky mission. Teams such as Bothans, espionage droids and Noghri would be limited, perhaps by a special resource or facility.[1]
  • Space combat. Battles move to a large 2D hex grid inspired by tabletop naval games. Ships form lines that fill a hex (a single Imperial Star Destroyer is a whole line; the text suggests 6 to 8 corvettes per hex, and the Executor could span several hexes). Fighters move on a separate plane and carry limited missiles. Large ships respond to orders after 1 to 3 turns, ships keep their last speed and heading, and firing arcs are multiples of 30 degrees.[1]
  • Ship stats. Most original statistics stay but are made more canon-accurate, and the cost gap between small and large ships widens; the text gives 10 resources for a Corellian Corvette against 415 for an Imperial Star Destroyer.[1]

Design goals

The document lists several goals:[1]

  • More power asymmetry: the Rebels start with scraps against a far larger Empire, which in turn faces logistical, political and operational difficulties (finding the Rebels first).
  • More style asymmetry: for example, Imperial research is done in labs by scientists, while Rebels may find, steal or be given technology.
  • Less hidden math: equations or dice rolls shown to the player, and coarser character attributes.
  • Economic depth: facility capacity set by population rather than energy, little new facility building, and separate manpower and fuel resources.
  • Sturdier planets: costlier planetary attacks, bunkers, more shields, and ground battles lasting longer than a day.
  • Neutral parties: Hutts and other syndicates, plus groups such as the Mandalorians, the Corporate Sector and the Hapes Consortium, and a pool of neutral characters with low loyalty.
  • Counter-insurgency play: population as individual "pips" in one of five support states (active or passive Rebel, neutral, passive or active Imperial), with active supporters hidden from the opponent.
  • Multiple victory "keys": a side wins by reaching 4 or 5 listed objectives, but "locks" such as a fully operational Death Star block a Rebel victory regardless of keys, with an equivalent lock for the Rebels. A lead of 2 is likened to tennis scoring, and Rebels might gain a key per year (360 turns).

References

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 RSQL.txt, "StarWars Rebellion Sequel proposal" (plain-text design document, author handle Lodrig listed as active developer; undated), SWR download folder.