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	<title type="html"><![CDATA[First Strike Forums — Boarding capships. Yes or No?]]></title>
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	<updated>2007-02-23T23:50:49Z</updated>
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			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54727#p54727" />
			<content type="html"><![CDATA[<p>Hmm well...theres always alternative take off bays for the fighters compared to the landing bays for boarders which would solve the problem...I dont recall where but I read that the Star Destroyers had a different area for TIEs to land in and take off in. and I&#039;m sure there&#039;d be ways to configure different things based on ships, maybe even have to set up a docking tube and cut away a hull chunk to get inside?</p><p>Then have the pilots hanger only accessible by the pilots, thus solving their problem of being spawn killed...and then they can help stop boarders by destroying the docked shuttle, and the rest of the crew can worry about getting rid of those already on board. Also gives the shuttles teams pilots something to guard other then their main cap ship.</p>]]></content>
			<author>
				<name><![CDATA[Nikoziara]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=733</uri>
			</author>
			<updated>2007-02-23T23:50:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54727#p54727</id>
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		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54691#p54691" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>If starfighter pilots don&#039;t want the ship destroyed by boarders, they leave it to the people on board the ship to stop the boarders. Plain and simple.</p><p>As for friendly fire, if I was stupid enough to board a ship about to be destroyed, I know I&#039;d disembark fast as Heck when the time came for it to go boom. In GC you got plenty of warning from an alarm that went off when your hit points went low and then stopped when hit points reached 0%.</p><p>So first of all no one really boards cap ships at low hit points, and second of all, you should have time to abandon ship anyway. I did not ever, and I mean not once, worry about friendly fire in GC, and I played it from ,3 on.</p></blockquote></div><p>This doesn&#039;t mean the TK risk doesn&#039;t exist. There&#039;s always gonna be an idiot that sits in the enemy capship too long. <br />Boarding is something that doesn&#039;t need to exist. It lags, it&#039;s frustrating and it pisses pilots off. <br />You also said that the capship fighting should be left to the capship&#039;s crew: Now I ask you: What the heck are you thinking? The capships crews usually get knifed while sitting at the turrets and then they&#039;re lost, they&#039;ll get spawnraped and the ship will have taken loads of damage through internal destruction. The pilots are still forced to take action. Boarding alarm? Hmm... No. That wouldn&#039;t help much. They&#039;ll still get overwhelmed by the sudden strike of an enemy inside and again, the ship&#039;s just lost to some people who can&#039;t fly and therefore need to piss everyone off.</p><p>Boarding is a bad idea, face it, and if you want inside capship fights, hope that there will be a inside a capship map. There are infantry only maps, so why do all space maps need infantry fighting? The only boarding that&#039;s good and not annoying is something like my map suggestion I posted.</p>]]></content>
			<author>
				<name><![CDATA[JeRK]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=102</uri>
			</author>
			<updated>2007-02-23T20:13:57Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54691#p54691</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54690#p54690" />
			<content type="html"><![CDATA[<p>If starfighter pilots don&#039;t want the ship destroyed by boarders, they leave it to the people on board the ship to stop the boarders. Plain and simple.</p><p>As for friendly fire, if I was stupid enough to board a ship about to be destroyed, I know I&#039;d disembark fast as Heck when the time came for it to go boom. In GC you got plenty of warning from an alarm that went off when your hit points went low and then stopped when hit points reached 0%.</p><p>So first of all no one really boards cap ships at low hit points, and second of all, you should have time to abandon ship anyway. I did not ever, and I mean not once, worry about friendly fire in GC, and I played it from ,3 on.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2007-02-23T19:59:00Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54690#p54690</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54687#p54687" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>It <strong>could</strong> actually be possible to make it so that you can only disembark your own fighters in friendly hangar bays.</p><div class="quotebox"><blockquote><p>Now, if the enemy boards your ship in FS, it would result in hangar rape.</p></blockquote></div><p>As was said, not if spawn points are spread out throughout the ship.</p><div class="quotebox"><blockquote><p>Maybe they could deactivate shields or so, but it would force pilots to jump out of their cockpits and do some infantry fighting that you could do in an infantry map anyway.</p></blockquote></div><p>Infantry combat in space maps is vastly different from infantry combat on land maps. Which in turn is different from infantry combat on city maps. Which in turn is...</p><p>You get my point. Every map setting is different, and playing the role of a stormtrooper assigned to a Cruiser in deep space and tasked with boarding enemy ships appeals to me.</p></blockquote></div><p>If a guy boards it frustrates the pilots. If they don&#039;t want their capship damaged/destroyed, they&#039;ll have to land and fight on foot &#039;till the threat is gone. Or, the boarder&#039;s friendly bomber pilots who would get TKs for destroying the capship. You lose motivation to destroy a capship if there might be friendlies inside and that turns space maps into stupid boring infantry fights inside small corridors with constant lag due to moving capships.</p><p>EDIT: What gun is being held in that beautiful picture of that wonderful contraption you call &quot;FS lollipop?&quot; <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[JeRK]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=102</uri>
			</author>
			<updated>2007-02-23T19:20:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54687#p54687</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54684#p54684" />
			<content type="html"><![CDATA[<p>It <strong>could</strong> actually be possible to make it so that you can only disembark your own fighters in friendly hangar bays.</p><div class="quotebox"><blockquote><p>Now, if the enemy boards your ship in FS, it would result in hangar rape.</p></blockquote></div><p>As was said, not if spawn points are spread out throughout the ship.</p><div class="quotebox"><blockquote><p>Maybe they could deactivate shields or so, but it would force pilots to jump out of their cockpits and do some infantry fighting that you could do in an infantry map anyway.</p></blockquote></div><p>Infantry combat in space maps is vastly different from infantry combat on land maps. Which in turn is different from infantry combat on city maps. Which in turn is...</p><p>You get my point. Every map setting is different, and playing the role of a stormtrooper assigned to a Cruiser in deep space and tasked with boarding enemy ships appeals to me.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2007-02-23T18:39:19Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54684#p54684</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54678#p54678" />
			<content type="html"><![CDATA[<p>Surely the best way to prevent pilots boarding capships is to only unlock fighters when in your own hangar, not in an enemy&#039;s. Only transports should be able to board enemy ships, and there should be no cappable flags on enemy ships (unless the objective is to assault a single command ship). So you have to defend your transport to sustain an attack.</p>]]></content>
			<author>
				<name><![CDATA[Talon1579]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=309</uri>
			</author>
			<updated>2007-02-23T16:41:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54678#p54678</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54674#p54674" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Nikoziara wrote:</cite><blockquote><p>I dont see moving cap ships as a very good idea myself...I&#039;d think just setting them within range of eachothers weapons and then letting them pound away at eachother and let fighters go after them would be a better idea then having them moving all over.</p></blockquote></div><p>Capships up to the size of Nebulon B&#039;s should move. MonCals and Star destroyers are quite surely too big though.</p>]]></content>
			<author>
				<name><![CDATA[JeRK]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=102</uri>
			</author>
			<updated>2007-02-23T15:55:04Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54674#p54674</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54673#p54673" />
			<content type="html"><![CDATA[<p>I dont see moving cap ships as a very good idea myself...I&#039;d think just setting them within range of eachothers weapons and then letting them pound away at eachother and let fighters go after them would be a better idea then having them moving all over.</p>]]></content>
			<author>
				<name><![CDATA[Nikoziara]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=733</uri>
			</author>
			<updated>2007-02-23T15:37:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54673#p54673</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54670#p54670" />
			<content type="html"><![CDATA[<p>I drew up a boardable space map prototype the other day which included 1st taking out a bunch of systems before being able to board. </p><p>I think the whole mechanics of space maps will probably be map dependant ...altho , if you have 2 modes .... Fleet mode (no boarding) and an objective mode (boarding) .... irregularities occur. </p><p>eg. in boarding mode the fighters must destroy the hangar shield and hangar auto turrets(and soe other stuff)&nbsp; to be able to board. Since these are nodes on the exterior ...do these system nodes disapear when in fleet mode? if they dont , it would allow people to board..,. if they do then it just seems a little weird</p><br /><p>1 thing that i think we&#039;d all love to have is pilotable (like in bf2142) Star Destroyers/Mon Cal cruisers. The issues here are performance. Id hazard a guess that if/when people moved like 3 or 4 cap ships right next to each other it would become unplayable. I guess time (and testing) will tell...</p><p>From a personal standpoint the main thing i want from space maps are cap ships broadsiding each other , massive explosions and dogfighting galore. I will certainly do my best to make that a possibility.</p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2007-02-23T15:16:20Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54670#p54670</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54669#p54669" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Nikoziara wrote:</cite><blockquote><p>Hmm well I can easily see your point and youre quite right...it would make it quite a bit more...annoying for a combination even with a specific pilot class it wont stop problems like blowing up the ship with your own men on board..</p><p>So like I think someone else mentioned in here...maybe you should have 2 part space maps. Part 1 is strictly space combat Cap ship and fighters V Cap ship and fighters, but you dont aim for complete destruction of the enemy ship, you aim to disable it. and Part 2 is the winning team THEN need to use transports to board and capture the enemy ship, and the other team has to defend it.</p><p>Not sure how you could manage this unless maybe have the hangers have similar &#039;doors&#039; as to what keeps you out of the upper titan console areas, and they allow enemy ships in only after the ships been disabled? That could be worked out somehow with certain parts of the ship corresponding to the hanger bay &#039;door&#039;</p></blockquote></div><p>This gives me an idea!<br />A map based off a mission in Rogue Squadron 3:<br />The imps have captured a group of rebel VIPs (Scientists?) and are going to take them to Kessel and make them work as slaves there. They have been loaded on a large transport that is going to enter hyperspace soon and take them to their certain deaths. The rebels have sent a fleet made of 2 Nebulon B&#039;s, 3 Blockade Runners and a GR-75/Gallofree Medium transport that arrives after &quot;Stage 1.&quot;</p><p>The Nebulon B&#039;s have Y-Wings armed with ion cannons and A-wings. To finish Stage one, the rebels have to immobilize the Imperial Transport. A GR-75 come in from Hyperspace when that&#039;s done and Stage 2 starts. The Commander has to command the GR to Dock onto the Imp transport. When this is done, the rebels can enter it and capture flags in the imp&#039;s transport. When this is done, the ship is captured, the VIPs saved and the rebels win the round. </p><p>The imps can win like this:<br />All rebel cap ships get destroyed before stage 2<br />Or The GR-75 is destroyed, and the VIPs can therefore no longer be saved, making the imps win.<br />They have a small base with TIE fighters and bombers and they can spawn in the imperial transport in stage 2.</p><p>The battle would be awesome. First, the rebel fighters have to escort the Y-Wings to successfully stop the transport. When the transports have docked on eachother and stage 2 has started, the infantry battle starts but the space battle must continue: The imps can still destroy rebel transport while it&#039;s docked, and this would make the rebels lose. So the rebels have to defend in space while they have to capture the flags on foot, making an awesome battle.</p><p>EDIT:<br />Posting this in the suggestions</p>]]></content>
			<author>
				<name><![CDATA[JeRK]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=102</uri>
			</author>
			<updated>2007-02-23T15:13:12Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54669#p54669</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54668#p54668" />
			<content type="html"><![CDATA[<p>Hmm well I can easily see your point and youre quite right...it would make it quite a bit more...annoying for a combination even with a specific pilot class it wont stop problems like blowing up the ship with your own men on board..</p><p>So like I think someone else mentioned in here...maybe you should have 2 part space maps. Part 1 is strictly space combat Cap ship and fighters V Cap ship and fighters, but you dont aim for complete destruction of the enemy ship, you aim to disable it. and Part 2 is the winning team THEN need to use transports to board and capture the enemy ship, and the other team has to defend it.</p><p>Not sure how you could manage this unless maybe have the hangers have similar &#039;doors&#039; as to what keeps you out of the upper titan console areas, and they allow enemy ships in only after the ships been disabled? That could be worked out somehow with certain parts of the ship corresponding to the hanger bay &#039;door&#039;</p>]]></content>
			<author>
				<name><![CDATA[Nikoziara]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=733</uri>
			</author>
			<updated>2007-02-23T14:56:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54668#p54668</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54667#p54667" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>To interrupt the crew of the ship. Those pesky Nebulon Bs are so much easier a kill if, instead of manning turrets, the rebel scum is busy fighting off invading stormtroopers.</p><p>If a ship has a detailed interior with different compartments or whatnot, with spawn points out throughout the ship, spawn killing shouldn&#039;t be much of a problem.</p><div class="quotebox"><blockquote><p>So the initial post isn&#039;t so much a &quot;yes or no&quot; but rather a &quot;no no nooooooo&quot; tongue</p></blockquote></div><p><img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><div class="quotebox"><blockquote><p>First of all, Fighters are expensive. In real life, a jet costs millions. Now, would you abandon your super expensive fighter to get in an enemy capship and get your arse blown to pieces?</p></blockquote></div><p>No, because your fighter is there to blow stuff up, not to be a personal transport for a Rambo on his one-man crusade.</p><p>A fully-armed TIE Bomber can do so much damage if it&#039;s not simply used to get on board an enemy ship for then to be blown up once on board. It&#039;s a true waste of firepower. </p><p>So if boarding is to be in, have designated boarding craft such as the Assault Transport, Stormtrooper Transport or&nbsp; what-have-you.</p></blockquote></div><p>Looks like you half agree with me <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>But I think I&#039;ll mention the Eternal Silence 2 mod again.<br />The fighters have a fun, complicated and drifty handling there, that means that most simple minded CS kiddies prefer to only use them to board. Now, why not just shoot them down you ask? In that mod, there&#039;s a speed boost that has no time limit but makes your fighter hard to maneuver. With this boost, it&#039;s impossible to hit them, and even if you land a few hits they usually make it into your hangar. Now that that 10 year old prick is in your capship, he can capture the flags in it like in BF. This is one way to win, the other one is destroying targets on the outside of the ship that pull your enemy&#039;s tickets away in masses when destroyed. But if you want to respawn, you better start fighting on foot, and that&#039;s sadly really dull, boring and frustrating.</p><p>Now, if the enemy boards your ship in FS, it would result in hangar rape. Maybe they could deactivate shields or so, but it would force pilots to jump out of their cockpits and do some infantry fighting <strong>that you could do in an infantry map anyway.</strong> it just comes back to the annoying board rushing like in ES2, but you&#039;d actually have a chance to destroy the boarder&#039;s ship. Also, imagine destroying an enemy capship that has your own men inside, meaning that there would be a teamkill risk if you wreck it from the outside. </p><p>To sum it up, capship boarding screws up the fighter and bomber part of space combat.</p>]]></content>
			<author>
				<name><![CDATA[JeRK]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=102</uri>
			</author>
			<updated>2007-02-23T14:45:51Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54667#p54667</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54666#p54666" />
			<content type="html"><![CDATA[<p>Hmm how about making a specific pilot class with little to no weapon and have them only be able to fly ships? They&#039;d be useless outside of them since they wouldnt stand a chance in a firefight, and it would make it so only they could fly thus eliminating any reason a fighter would be used as transport, all assuming boarding will be possible, and then the only reasonable thing would be transports, which would still need a pilot, but they&#039;d probably still be concentrating more on transport then fighting.</p>]]></content>
			<author>
				<name><![CDATA[Nikoziara]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=733</uri>
			</author>
			<updated>2007-02-23T14:30:54Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54666#p54666</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54665#p54665" />
			<content type="html"><![CDATA[<p>To interrupt the crew of the ship. Those pesky Nebulon Bs are so much easier a kill if, instead of manning turrets, the rebel scum is busy fighting off invading stormtroopers.</p><p>If a ship has a detailed interior with different compartments or whatnot, with spawn points out throughout the ship, spawn killing shouldn&#039;t be much of a problem.</p><div class="quotebox"><blockquote><p>So the initial post isn&#039;t so much a &quot;yes or no&quot; but rather a &quot;no no nooooooo&quot; tongue</p></blockquote></div><p><img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><div class="quotebox"><blockquote><p>First of all, Fighters are expensive. In real life, a jet costs millions. Now, would you abandon your super expensive fighter to get in an enemy capship and get your arse blown to pieces?</p></blockquote></div><p>No, because your fighter is there to blow stuff up, not to be a personal transport for a Rambo on his one-man crusade.</p><p>A fully-armed TIE Bomber can do so much damage if it&#039;s not simply used to get on board an enemy ship for then to be blown up once on board. It&#039;s a true waste of firepower. </p><p>So if boarding is to be in, have designated boarding craft such as the Assault Transport, Stormtrooper Transport or&nbsp; what-have-you.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2007-02-23T14:02:52Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54665#p54665</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Boarding capships. Yes or No?]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=54664#p54664" />
			<content type="html"><![CDATA[<p>If your not boarding to destroy the ship or what have you , what would be the purpose of boarding? to spawn kill?</p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2007-02-23T13:53:05Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=54664#p54664</id>
		</entry>
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