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		<title><![CDATA[First Strike Forums — No Missile Lockon?]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=2233</link>
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		<description><![CDATA[The most recent posts in No Missile Lockon?.]]></description>
		<lastBuildDate>Thu, 24 Aug 2006 00:44:24 +0000</lastBuildDate>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32852#p32852</link>
			<description><![CDATA[<p>Yes doing loadouts like the X-Wing space sims would be wonderful!&nbsp; One thing the devs need to look at is the agility of craft.&nbsp; For instance, a TIE Bomber should pitch and yaw slowly compared to the regular TIEs.&nbsp; Those things were slow as molasses but packed a huge punch in the sims.</p><p>Don&#039;t forget the Assult Gunboats, they could be slower counters to the Rebel A-Wings, as they came loaded with 2 tubes of concussions missiles I believe.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Thu, 24 Aug 2006 00:44:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32852#p32852</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32770#p32770</link>
			<description><![CDATA[<p>I totally agree with Talon on this one. The only thing I think should be added is a imperial fighter that has ion fire capabilites, for instance the TIE Defender. If you don&#039;t, you have to rely on either some type of transport ship or capital ship to come in and disable the target.</p><p>On the rebel side, you can&#039;t forget the Y-Wings ion cannon. It&#039;s a must have. And correct me if I&#039;m wrong but didn&#039;t the B-Wing have a ion cannon too?</p><p>I think there really isn&#039;t a problem here. I think there need to be references to the old X-Wing and TIE Fighter games.</p><p>Also, TIE Bombers do not carry concussion missles, they are heavy bombers and carry proton torpedos. On special missions they carry other heavier weapons.</p>]]></description>
			<author><![CDATA[null@example.com (BlueTang)]]></author>
			<pubDate>Wed, 23 Aug 2006 16:51:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32770#p32770</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32766#p32766</link>
			<description><![CDATA[<p>One, some good thoughts there, and two, I have freelancer. I&#039;d love a star wars mod for it, can you link me?</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Wed, 23 Aug 2006 16:44:21 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32766#p32766</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32728#p32728</link>
			<description><![CDATA[<div class="quotebox"><cite>Matthias wrote:</cite><blockquote><p>What about a target painting ability?</p><p>click the fire button and the missle will just go in the direction you were facing (good against capital ships &amp; such)</p><p>Hold the fire button or something and the missle will track your targeting reticule for a set amount of time then boom.</p><p>could be interesting.<br />would require lots of skill for pilots to stay with the other guy so that the missle stays with them as well.:)</p></blockquote></div><p>Target painting would be interesting, but it would make it very hard to hit anything.</p><p>Torpdoes need to be balanced so you only get one chance at a hit. If a fighter is almost directly in front of you, you should hit. However, once it doges, your torp won&#039;t be able to turn quickly enough to catch up. Torps should primarily be for attacking capships/transports. They need a 30 second lifespan for long range atatcks.</p><p>Missiles need to be given a long locking time than they do now, say 4 seconds. Then they should be fire and forget. They need to be accurate, yet have a limited lifepsan (15 seconds). That makes them dodgeable by faster ships, but it takes skill.</p><br /><br /><p>A major problem that came up in a mod for a diferent game (anyone played Freelancer?) was Imperial/Rebel balance. You can either give the Imp fighters shields and missiles, or make them incredibly fast and agile, but only have lasers (except for the Bomber obviously). If you go with the latter, this makes piloting either side&#039;s ships a totally different experience. However, in this case, you need to give X-Wings missiles to balance out with the TIE Fighters. I&#039;ll post this in a table to stop confusing everyone. My diea of a balnce system, basically:</p><div class="codebox"><pre><code>Imps     Ability

T/F        Agile/2 Lasers
T/B        2x torp load of Y-Wing
T/I        Fast/4 Lasers

Rebs

X-Wing   Missiles/Shields/4 lasers
Y-Wing    Shields/Gunner
A-Wing   Fast/shields/2 lasers/missiles/weak hull
B-Wing   1.5X torp load of Y-Wing/shields</code></pre></div>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Wed, 23 Aug 2006 08:37:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32728#p32728</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32722#p32722</link>
			<description><![CDATA[<p>Raise your hand if you&#039;ve played any of the oldschool star wars flight sims!</p><p>Ok, the way it worked back in the day was, yes missiles were a fire and forget kinda thing, but the only ones you would shoot at fighters (the ones that were effective) would be concussion missiles, and only the A-Wing, the TIE Advanced, the Assault Gunboat, and the TIE Bomber carried them.</p><p>TIE Fighters and TIE Interceptors don&#039;t carry any warheads. TIE Bombers only rarely carry concussion missiles because the Bombers were to slow to be effective agains&#039;t enemy fighters.&nbsp; X-Wings, Y-Wings, and B-Wings carry only proton torpedoes.</p><p>Proton torpedoes are fairly ineffective agains&#039;t enemy fighters because the torpedoes aren&#039;t that fast, and they have a very large turning radius.&nbsp; They are very effective agains&#039;t slow moving or stationary targets.&nbsp; So while you can lock on to enemy fighters with your proton torpedoes, you won&#039;t have a very good chance of hitting them.</p><p>I&#039;d say that BF2&#039;s system of lock-on/fire-and-forget missiles would work well for our mod because most of the dogfighting will be done with lasers anyway.&nbsp; If someone tries to throw some proton torpedoes at you from their X-Wing and then hope that you died, that&#039;s their mistake because it&#039;s easy to dodge the torps.&nbsp; Then you can come and blast his butt from behind in your shiny new TIE Fighter.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Wed, 23 Aug 2006 05:52:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32722#p32722</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32716#p32716</link>
			<description><![CDATA[<p>Wouldn&#039;t it be more accurate if it was smaller, and less accurate if it&#039;s larger?</p>]]></description>
			<author><![CDATA[null@example.com (generalandrew)]]></author>
			<pubDate>Wed, 23 Aug 2006 05:14:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32716#p32716</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32489#p32489</link>
			<description><![CDATA[<p>You know, I agree, thats a cool idea. Especially if the reticule (area you have to keep over the enemy aircraft to keep homing on) is pretty small, so people would stick predominatly with lasers. But when you want to dumb fire at a large target you could do that by letting go. Good thinking Matthias. <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Sun, 20 Aug 2006 23:32:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32489#p32489</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32480#p32480</link>
			<description><![CDATA[<p>Kinda like the anti-tank weapons in BF2. You can control the rocket as long as you have the button pressed. That&#039;s a great idea.<br />I think that would work well for the missles/torpedos in our mod. It adds a whole skill aspect to dogfighting.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| rybot)]]></author>
			<pubDate>Sun, 20 Aug 2006 22:34:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32480#p32480</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=32469#p32469</link>
			<description><![CDATA[<p>What about a target painting ability?</p><p>click the fire button and the missle will just go in the direction you were facing (good against capital ships &amp; such)</p><p>Hold the fire button or something and the missle will track your targeting reticule for a set amount of time then boom.</p><p>could be interesting.<br />would require lots of skill for pilots to stay with the other guy so that the missle stays with them as well.:)</p>]]></description>
			<author><![CDATA[null@example.com (Matthias)]]></author>
			<pubDate>Sun, 20 Aug 2006 20:15:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=32469#p32469</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=30216#p30216</link>
			<description><![CDATA[<p>Well mabey the solution could be that for some ships instead of lockon they could just be VERY fast. Like not as fast as mg but fast enough to be able to hit a ship easily if its moving straight forward.<br />And then homing missles could be much much slower?<br />Just another idea...</p>]]></description>
			<author><![CDATA[null@example.com (Proton8)]]></author>
			<pubDate>Sun, 30 Jul 2006 02:10:17 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=30216#p30216</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=30200#p30200</link>
			<description><![CDATA[<p>that could also be because of the low gravity that huge asteroid had</p>]]></description>
			<author><![CDATA[null@example.com (Markus)]]></author>
			<pubDate>Sat, 29 Jul 2006 20:53:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=30200#p30200</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=30195#p30195</link>
			<description><![CDATA[<p>I am pretty sure they are Carpet bombers too. You can see that when they are on the asteroid. And the torpedos still go too slow Markus.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 29 Jul 2006 20:38:52 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=30195#p30195</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=30193#p30193</link>
			<description><![CDATA[<p>tie bombers always seemed like the carped bomer types to me.<br />but then again, it has been a long time since i was in one in a lucas game.</p><p>the rockets in gc where to slow, yes.<br />in x-wing vs tie they where just fast enof to stay ahead of your ship, but in gc i could cautch them myself (or whas that during testing in alpha :s)</p>]]></description>
			<author><![CDATA[null@example.com (Markus)]]></author>
			<pubDate>Sat, 29 Jul 2006 20:33:31 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=30193#p30193</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=30178#p30178</link>
			<description><![CDATA[<p>I agree with canadiens. But what was it about flak in bf2142? That reminded me of those droid ships in ep 3.... Oh man those ships are saaahweet, Just wondering is there any Galactic Empire equivalent? </p><p>and how would tis be with bombers? Do bombers get lock-ons for there bombs? Or a tone when a target is directly in the bomb sights? </p><p>Oh yes one more thing, please make the torpedos and such go fast, in GC they were too slow.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 29 Jul 2006 19:40:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=30178#p30178</guid>
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			<title><![CDATA[Re: No Missile Lockon?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=30173#p30173</link>
			<description><![CDATA[<p>To tell you the truth I&#039;m not sure where I stand on this. I always loved the proton torps whenever they used them in the Rouge Squadron series. But I don&#039;t want to have dogfights ruined, which I&#039;m sure is what would happen if something clever isn&#039;t thought of to prevent it, since simply leaving the torps off would feel so unnatrul. <br />Canadiens&#039; solution of having the torps have a very limited homing capability sounds intresting. That, paired with a good lockon warning alarm, might be enough to keep missles from overshadowing the more Star Warsey laser cannons.</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Sat, 29 Jul 2006 19:22:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=30173#p30173</guid>
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