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        <title>Star Wars Combine Sim News</title>
        <description>daily news from the Star Wars Combine</description>
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        <copyright>Copyright: Star Wars Combine</copyright>
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        <ttl>180</ttl>
        <item>
            <title>Super Capital Stat Adjustment + Generic Super Capital</title>
            <link>https://www.swcombine.com/community/simnews/index.php?display=2&amp;postID=23567</link>
            <description>&lt;p&gt;&lt;strong&gt;Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them. &lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Y27 D230 Redjon Edit: &lt;/strong&gt;After a bit of discussion, we wanted to reveal some design intent for Super capitals since it will be very tempting to dump resources in mass into these entities. While balance is always subject to change and these will take quite a while and probably a few features to balance we will share the intended end design goals as these entities are incredibly expensive and time consuming to build&lt;br /&gt;
1. Supers will more then likely be &lt;em&gt;incredibly&lt;/em&gt; powerful siege and logistics tools for engaging stations and fairly strong vs capitals as well as other (maybe) supers.&lt;br /&gt;
2. These ships will be &lt;i&gt;incredibly&lt;/i&gt; weak too bombers. Having large quantities of supers will very likely be a liability, they are expensive weapons you will need to be capable of defending them.&lt;br /&gt;
3. These ships will remain slow and cumbersome to move and committing them into a combat situation without proper support will result most likely, in a dead super.&lt;br /&gt;
At no point will Supers be game breakingly impossible to stop rofl pawnmobiles. they will have clear uses cases, weaknesses and strengths as with eveyrthing we have balanced so far &lt;br /&gt;
All stats are subject to change and we will not be releasing them to combat until we are fully satisified with how they fit into the overall combat ecosystem.&lt;/p&gt;

&lt;p&gt;-----&lt;/p&gt;

&lt;p&gt;As part of our ongoing work towards global PvP and balancing space combat we have made the decision to release a &lt;a href=&quot;https://www.swcombine.com/rules/?Super_Capitals&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Super Capital&lt;/strong&gt;&lt;/a&gt; to the public early. This should help factions acquire these strategic assets before Super Capital combat due to the exceptionally long build times these ships have&lt;/p&gt;

&lt;p&gt;This new Super Capital will be the &lt;a href=&quot;https://www.swcombine.com/rules/?Super_Capitals&amp;amp;ID=316&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Behemoth-Class Star Dreadnaught&lt;/strong&gt;&lt;/a&gt;, a ship unique to SWCombine to better reflect the myriad of different factions that exist outside of the Galactic Civil War. &lt;strong&gt;It will be available to all factions that possess the government module.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;As part of this release &lt;u&gt;preliminary stat reworks&lt;/u&gt; for both the &lt;a href=&quot;https://www.swcombine.com/rules/?Super_Capitals&amp;amp;ID=11&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;MC-80 Home One-class Star Cruiser&lt;/strong&gt;&lt;/a&gt; and &lt;a href=&quot;https://www.swcombine.com/rules/?Super_Capitals&amp;amp;ID=2&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Executor-class Star Destroyer&lt;/strong&gt;&lt;/a&gt; have also been released. This better reflects future design decisions and eventual power scales between the three super capitals. Along with better reflecting these design choices in their production costs and production times.&lt;/p&gt;

&lt;p&gt;However, I must preface this release by stating&lt;em&gt;&lt;strong&gt; &lt;u&gt;Super Capital Combat is not coming anytime soon&lt;/u&gt;&lt;/strong&gt;&lt;/em&gt;. A lot of internal testing and design is still required to get Super Capitals to a point we’re comfortable with their release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(This Sim News has been posted by Falcon on behalf of Thrall Lothbrok because Thrall is too scared to post it himself. &lt;strong&gt;&lt;a href=&quot;https://www.swcombine.com/members/messages/msgframe.php?mode=send&amp;amp;receiver=Thrall%20Lothbrok&amp;amp;communication=I%20have%20a%20question%20about%20Super%20Capitals.%20Please%20answer%20it:&quot; rel=&quot;nofollow&quot;&gt;Please send him a DM if you have questions&lt;/a&gt;&lt;/strong&gt;. That is all.)&lt;br /&gt;
&lt;br /&gt;
NINJEDIT: All currently produced ships will be updated to reflect these changes over the next 24 hour&lt;/p&gt;

&lt;p&gt; &lt;/p&gt;
</description>
            <author>Falcon</author>
            <pubDate>Sun, 12 Jul 2026 04:10:27</pubDate>
            <guid>273cfc835c96d80d6f1f254d6a8f0ffa</guid>
        </item>
        <item>
            <title>Sync Report Y27D228</title>
            <link>https://www.swcombine.com/community/simnews/index.php?display=2&amp;postID=23566</link>
            <description>&lt;p&gt;&lt;strong&gt;Capture Changes&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.swcombine.com/rules/?Space_Combat#Ship_Capture&quot; rel=&quot;nofollow&quot;&gt;Capturing Ships&lt;/a&gt; and &lt;a href=&quot;https://www.swcombine.com/rules/?Locks_and_Keys#Breaking_a_Lock&quot; rel=&quot;nofollow&quot;&gt;Door Breaking&lt;/a&gt; has had an update. Now you must break through a &lt;a href=&quot;https://www.youtube.com/watch?v=sMamS8sf0Oo&quot; rel=&quot;nofollow&quot;&gt;series of firewalls&lt;/a&gt; before capturing the ship. Thanks to &lt;a href=&quot;https://www.swcombine.com/members/messages/msgframe.php?mode=send&amp;amp;receiver=Noctis&amp;amp;communication=Please+send+thank+yous+to+Tip+for+the+detailed+capture+suggestion&quot; rel=&quot;nofollow&quot;&gt;&lt;s&gt;Noctis&lt;/s&gt;&lt;/a&gt; Tip for the initial suggestion.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Other Changes&lt;/strong&gt;&lt;br /&gt;
- We have done the previously mentioned classID changes with this sync.&lt;br /&gt;
- Repair UI has had some tweaks.&lt;br /&gt;
- Adding and removing from garrisons commands now skips ships with errors.&lt;br /&gt;
- Fixed an issue where destruction escape pods were not picking up enough party members.&lt;br /&gt;
- Fixed an issue where you could not party a ship with an active infantry garrison.&lt;br /&gt;
- Fixed an issue where garrison rearm action could overwrite other actions. (This fix may cause further issues, please raise them if encountered).&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;/p&gt;

&lt;p&gt;This change also sets the ELB and Computer spike modifiers to &lt;strong&gt;1.0&lt;/strong&gt; and removes the door level restrictions for bandits. As a result, bandits can once again have blast doors.&lt;/p&gt;
</description>
            <author>Clarr Solo</author>
            <pubDate>Sun, 12 Jul 2026 02:51:08</pubDate>
            <guid>ebb884f6fc4d14827b8c55d8411d8213</guid>
        </item>
        <item>
            <title>WS Change: Renumbering Internal Class Identifier</title>
            <link>https://www.swcombine.com/community/simnews/index.php?display=2&amp;postID=23565</link>
            <description>&lt;p&gt;Next sync we will be renumbering a number of internal IDs used for identifying ship and vehicle classes. You may have used or stored these IDs internally on your own WS services or websites. Please be aware it is changing like this:&lt;/p&gt;

&lt;table class=&quot;zebratablehighlight staticzebra&quot;&gt;
	&lt;thead&gt;
		&lt;tr&gt;
			&lt;th class=&quot;tableheader&quot;&gt;Ship Class&lt;/th&gt;
			&lt;th class=&quot;tableheader&quot;&gt;Old ID&lt;/th&gt;
			&lt;th class=&quot;tableheader&quot;&gt;New ID&lt;/th&gt;
		&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;th&gt;Super Capital&lt;/th&gt;
			&lt;td&gt;0&lt;/td&gt;
			&lt;td&gt;1&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;th&gt;Capital Ship&lt;/th&gt;
			&lt;td&gt;1&lt;/td&gt;
			&lt;td&gt;2&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;th&gt;Frigate&lt;/th&gt;
			&lt;td&gt;2&lt;/td&gt;
			&lt;td&gt;3&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;th&gt;...&lt;/th&gt;
			&lt;td&gt;X&lt;/td&gt;
			&lt;td&gt;X+1&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;

&lt;table class=&quot;zebratablehighlight staticzebra&quot;&gt;
	&lt;thead&gt;
		&lt;tr&gt;
			&lt;th class=&quot;tableheader&quot;&gt;Vehicle Class&lt;/th&gt;
			&lt;th class=&quot;tableheader&quot;&gt;Old ID&lt;/th&gt;
			&lt;th class=&quot;tableheader&quot;&gt;New ID&lt;/th&gt;
		&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;th&gt;Ground Vehicles&lt;/th&gt;
			&lt;td&gt;0&lt;/td&gt;
			&lt;td&gt;21&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;th&gt;Speeders&lt;/th&gt;
			&lt;td&gt;1&lt;/td&gt;
			&lt;td&gt;22&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;th&gt;Barges&lt;/th&gt;
			&lt;td&gt;2&lt;/td&gt;
			&lt;td&gt;23&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;th&gt;...&lt;/th&gt;
			&lt;td&gt;X&lt;/td&gt;
			&lt;td&gt;X+21&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;

&lt;p&gt;With the sync all class identifiers in the WS output will be updated with the new identifiers.&lt;/p&gt;
</description>
            <author>Clarr Solo</author>
            <pubDate>Thu, 09 Jul 2026 06:41:13</pubDate>
            <guid>bfa2cc382822c1a2b110ac28ef1a6aca</guid>
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