you may be right.
At 02:25 p.m. 25/12/2005, you wrote:

>That wouldn't be a feasible idea in my opinion. If you take the time to work 
>out a good story, full of non-action scenes and things of that nature, then 
>chances are the action will work itself right into the non-action. Before a 
>major battle, for instance, you might have a long cutscene during which the 
>hero tries to talk to their opponent. To make a transition into a battle 
>that big with no cutscene or dialogue at all just doesn't feel right to me.
>----- Original Message ----- 
>From: "shaun everiss" <[EMAIL PROTECTED]>
>To: <[email protected]>
>Sent: Saturday, December 24, 2005 6:37 PM
>Subject: Re: audyssey: Star Wars story line.
>
>
>> We could add long periods of non action to the game as well as action.
>> However I suspect that to do that someone would have to do one part, eg 
>> the non action scenes, as its just audio, sfx I could previde not voice 
>> though.
>> And you do the battle programming and whatever.
>> You would still have to call the audio files for the na scenes, however at 
>> least you wouldn't need to do 2 jobs at once.
>> Also Its probabbly ok to add the non action stuff in at the end of the dev 
>> process.
>> Should be easy to do.
>> If not, having the non action stuff beta tested at the game end of 
>> development should be ok.
>> All you need to do is check if the files play fine and things like that.
>> However to all.
>> Said thing would make the game quite large, therefore I propose the long 
>> inaction scenes to be a seperate download.
>> ie the game is 200mb in size, the inaction is 600mb in size.
>> a full download is 800mb, meaning a cd, so you would have to buy the game 
>> on cd.
>> If all you want is the action, then its 200mb.
>> I don't know how well this would work though.
>> Even though I have a broadband, 800mb will take a bit to get.
>> At 12:27 p.m. 25/12/2005, you wrote:
>>
>>>Hmmmm... I guess there goes that idea. Looks like I am not to good at
>>>coming up with a Star Wars story line on my own.
>>>Here is the problem I am facing. In movies they have long periods of low
>>>action. Like discussing plans, eating out, flying a starfighter to place
>>>to place etc.
>>>In vidio games you want more action. that means more enemies to target.
>>>In the SW games I have played Dark Forces, Ambush at Altyr 5, etc you
>>>are usually battling dark troopers, storm troopers, etc on mass on the
>>>levels.
>>>Even in the newer titles like Obi-Wan and Revenge of the Sith you do get
>>>to fight hords of separitist battle droids.
>>>In this game we are missing an army of something to fight. The Empire
>>>for my opinion has been way over used though fair for the universe.
>>>Clones are good and easy to use, but you yourself suggested that idea
>>>has been over used.
>>>Armies of battle droids really doesn't apply much outside of the Clone
>>>Wars. Unless we take up the suggestion that someone has found a way to
>>>revive the droids, and used it against the republic.
>>>If we go back to the Old Republic I don't know there is allot of
>>>documentation on it. Although, I do know we could fight armies of Sith.
>>>Of course, we could make up a grand sith army in the  future many years
>>>after the fall of the Empire.
>>>If we went with the suggestion to use the  Yuuzhan Vong we would
>>>certainly have the grand army, leaders, etc but loose our saber battles
>>>with sith lords. The sith would be in the same boat as you.
>>>This is the reason I finally gave up, and put out the question. I want
>>>the story to fit well in to the SW universe, be as SW friendly as usual,
>>>but not impossible to make.
>>>
>>>
>>>
>>>
>>>Brandon Cole wrote:
>>>> The Mandeloreans would never sink so low. They hunger for battle. The 
>>>> Sith
>>>> only hunger for darkness and killing. If I may make another comparison 
>>>> here,
>>>> Mandeloreans are a lot like Klingons.
>>>>
>>>
>>>
>>>
>>>
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