Forum Discussion

LRMoser's avatar
9 years ago

New Capital Ships

So, right now there are 6 different factions Empire, Rebel Separatist, Resistance, and First Oder but only three Capital Ships Moff (Empire), Akbar (Rebel), and Mace (Resistance). So the question is who will be the characters for the other factions capital ships?

Theory

Separatist- General Grevous
Right now he is a difficult character to 7 star but he is lack luster in the game so far. The difficulty to get him and his usefullness just dont make since. This is why I think he lead the Capital Ship for the Sepratist. Similar to Mace and Moff who were just ok character but now must farms I think Grevous will see similar treatment.

First Order- General Hux
Right now there is not a First Order character that makes since helming a capital ship. Phasma is just a Captin, Kylo has not any skills in this respect, and the rest have are to low rank. A new character is needed and it would need to be Hux or Snoke. I think Hux fits the bill better as a Fleet Commander.

Resistance- General Leia
Similar to General Hux reason we do not have a resistance character that has shown any remote ability to be a Fleet Commander. General Leia seems like the only choice but i can't think of anyone from the Force Awakens that would fit the bill better. Maybe a yet to seen character will rise to the top in one of the next films.

Thoughts???

19 Replies

  • Kylo Ren - Finalizer - First Order (Hux would be better but Kylo has never been in a fighter and has been on the bridge in the Force Awakens other than the shuttle. Or have this be a Capital Ship that needs Kylo and the FO Officer)
    Kolaani (Super Tactical Droid) - Separatist (We see a Tactical Droid in the Top Hatch of the AAT Tank Raid) Would make an awesome Droid leader for a droid squad as well.
    Resistance Admiral Ackbar - Resistance (Was there with Leia at the holotable in Force Awakens but this may wait until the next Episode drops)
    Admiral Piett with a Super Star Destroyer would be cool too

    If they will start bringing in Characters from Rebels, there are a few more options with Commander Sato for the Rebels and Admiral Constantine or Grand Admiral Thrawn for the Empire. This will also allow more TIE and Rebel ships to fill a roster.
  • I think there should be a scoundrel leader. Scoundrels tend to have the most unique ships (Boba, Zam, Lando/Han/Chewie, IG-88, Cad Bane, and Nute all have non-generic ships). Unfortunately, Boba can't be the leader, since he is already a pilot, but maybe Jango could serve as the leader from a Kamino ship.
  • "Wildcats1203;801495" wrote:
    I think there should be a scoundrel leader. Scoundrels tend to have the most unique ships (Boba, Zam, Lando/Han/Chewie, IG-88, Cad Bane, and Nute all have non-generic ships). Unfortunately, Boba can't be the leader, since he is already a pilot, but maybe Jango could serve as the leader from a Kamino ship.


    Although it might make for good gameplay, I don't think there is a scoundrel that is a legit fleet commander.
  • I'm hoping to see this ship become one of the capital ships, with any pilot, doesn't matter to me.
    http://vignette2.wikia.nocookie.net/starwars/images/0/07/Munificent_TCW.jpg/revision/latest/scale-to-width-down/2000?cb=20090311013715
  • Seeing how things been going lately we'll probably get three orfour rebel capital ships before anything else.
  • Nute's capital ship is already in the game, just not activated yet-- it's been datamined.

    Resistance and FO capital ships will be introduced with Ep. VIII-- once we finally see a resistance capital ship.
  • A "pirate fleet" played a significant role in a number of the books, including IIRC in the Thrawn trilogy by Zahn and the Mara Jade stories.

    This doesn't mean that they have something that amounts to a Capital ship ...

    ... BUT we don't really need one, do we? All we need is something that has attacks and specials and that can't be damaged.

    So get a Pirate Fleet commander who operates from a cluster of smaller ships and fighters. The pirates get their invulnerability from their numbers and the disposability/ replaceability of their small ships. With fast small ships, they can remain at a safe distance, then send in a very fast raiding party to aid a particular squadron when called (i.e. when the Pirate Fleet turn meter bar is full).

    Fire and Forget (Basic): The pirate fleet launches a salvo of missiles to aid their comrades while remaining at a safe distance. Targets of this attack have a +10% chance to evade. This attack does physical damage with large damage variance. If this attack fails to do damage to the target, remove 100% Turn Meter.

    Raiding Party (Special): A small batch of fighters streaks in from hyperspace with escape vectors pre-plotted. The close jump confuses sensors and gains surprise, during which the pirates fire at random targets before hyper-jumping away again. Dispel Target Lock from all allies then do special damage to random targets 4 times. This attack cannot be evaded.

    Jammer Pulse (Special): Dispel all buffs on enemies, with a 35% chance to Target Lock each enemy. Any enemy that had no buffs dispelled loses 100% turn meter and gains OffenseDOWN for 2 turns.

    Juryrigged Systems, AKA "It's not my fault. It's not my fault!" (Unique): Pirates are adept at finding unconventional uses for otherwise common equipment. These frequently have the effect of increasing power and potency beyond what is normal for most ships, though they are sometimes subject to failure. All allied ships gain +50% potency and +30% offense, but immediately before each ally's turn (except for Pirate Fleet Command itself), there is a 10% chance to lose 20% TM.

About SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.81,295 PostsLatest Activity: 13 minutes ago