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		<title><![CDATA[First Strike Forums — Additional pilot classes for space maps]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=6361</link>
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		<description><![CDATA[The most recent posts in Additional pilot classes for space maps.]]></description>
		<lastBuildDate>Tue, 06 Nov 2007 19:33:09 +0000</lastBuildDate>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=88060#p88060</link>
			<description><![CDATA[<p>sounds like a good idea. space could become one of the best things in this mod if it become more tactical</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Tue, 06 Nov 2007 19:33:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=88060#p88060</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=88052#p88052</link>
			<description><![CDATA[<p>I&#039;m sure they can. It&#039;s just not as easy as using an effect they&#039;ve already coded, as I understand it. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>I was thinking something else... If they&#039;re going to re-code the fighters/pilots to have squad bonuses... The repair/reload/scanner abilities could be put into different &quot;droid heads&quot; sticking up out of the back of the X- and Y-wings (unsure of what to do for TIEs <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> ). </p><p>You choose which kind of droid you want as pilot, then spawn in a fighter and get that one behind the cockpit of your fighter. The &#039;Blue&#039; (R2) could repair, the &#039;Red&#039; (R5) could scan, and the &#039;Black&#039; or &#039;Grey&#039; (R4?) could reload. It&#039;d probably be a mess to code, but maybe something to consider for the future...?</p>]]></description>
			<author><![CDATA[null@example.com (Terrorek)]]></author>
			<pubDate>Tue, 06 Nov 2007 18:26:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=88052#p88052</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87983#p87983</link>
			<description><![CDATA[<div class="quotebox"><cite>Terrorek wrote:</cite><blockquote><p>Sadly, the beacons have smaller circles the larger the map. Space maps are so big, you&#039;d probably not even see the circle. It <em>might</em> be effective if you used the standard Officer-class UAV scanner radius... but that&#039;s debatable.</p></blockquote></div><p>cant the devs make them bigger</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Mon, 05 Nov 2007 22:07:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87983#p87983</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87979#p87979</link>
			<description><![CDATA[<p>Sadly, the beacons have smaller circles the larger the map. Space maps are so big, you&#039;d probably not even see the circle. It <em>might</em> be effective if you used the standard Officer-class UAV scanner radius... but that&#039;s debatable.</p>]]></description>
			<author><![CDATA[null@example.com (Terrorek)]]></author>
			<pubDate>Mon, 05 Nov 2007 21:11:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87979#p87979</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87967#p87967</link>
			<description><![CDATA[<p>Come to think of it, the &#039;radar for squad leaders&#039; thing could be solved by giving him a homing beacon to slap onto his fighter before take-off. Crude way to do it, but it&#039;ll work.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 05 Nov 2007 19:06:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87967#p87967</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87155#p87155</link>
			<description><![CDATA[<p>This is a great idea!!!</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Mon, 29 Oct 2007 20:08:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87155#p87155</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87152#p87152</link>
			<description><![CDATA[<p>what about if you are in formation, or near the squad leader, what have you. You gain the option to turn on some sort of light shield on your ship, forward or aft only. It will only be able to take 2 or 3 hits, but its 2 or 3 hits that save your tail.</p>]]></description>
			<author><![CDATA[null@example.com (Alias Node)]]></author>
			<pubDate>Mon, 29 Oct 2007 20:01:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87152#p87152</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87114#p87114</link>
			<description><![CDATA[<p>I think this idea should be extended to all fighters, not just squad leaders.</p><p>Flying in formation takes skill and should give an advantage. Obviously there would be a maximum repair speed but it should increase slightly with every fighter added (up to 6?)</p><p>This would encourage people to form up and head into a fight <strong>as a squadron</strong> Something that is serverely lacking right now. Ideally, two squadrons would fly at each other in formation before breaking up into dogfights. Also imagine formation bombing runs. The capship gets the advantage of aiming at a whole formation rather than one fighter, and the fighters can take hits and keep on bombing.</p><p>For this idea to work the repair radius must be kept pretty low. You would also need voice commands like &quot;form on me&quot; and &quot;break formation&quot;</p><br /><p>With regards to the radar idea, that would be a useful addition to the squad elader, encoruaging the squad to stay together even after breaking up into dogfights.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Mon, 29 Oct 2007 12:21:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87114#p87114</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86861#p86861</link>
			<description><![CDATA[<div class="quotebox"><cite>DrEvuul wrote:</cite><blockquote><p>great idea Canadiens1160, but instead of repair, how about a permanent radar effect around the team leader? He and his squad would be able to see on the mini-map all enemy spacecraft, but only if he had x number of squad members.</p></blockquote></div><p>Good idea, altough I wouldn&#039;t agree with &#039;all&#039; enemy spacecrafts but those in a close radious, I agree.</p><p>Would it not also be an idea to give those who are flying with the squadron leader Attack bonus?</p>]]></description>
			<author><![CDATA[null@example.com (Straider)]]></author>
			<pubDate>Sat, 27 Oct 2007 11:08:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86861#p86861</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86815#p86815</link>
			<description><![CDATA[<p>Who cares? lol</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Fri, 26 Oct 2007 21:46:11 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86815#p86815</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86801#p86801</link>
			<description><![CDATA[<div class="quotebox"><cite>Dnamro wrote:</cite><blockquote><p>Well, a gameplay reason could be that since the force is in all living things, that when a team leader is able to focus his team into a single objective, that collective force power can influence machines to enhance repair time or perhaps increase damage done by team weapon systems.</p></blockquote></div><p>That sounds pretty far fetched, I doubt many people would buy into that.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Fri, 26 Oct 2007 20:19:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86801#p86801</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86772#p86772</link>
			<description><![CDATA[<p>Yeah, I am trying to think of some other stuff.&nbsp; The problem will always be the code.</p><p>Other neat stuff would be the ability for a Squadron Leader to have shielding simulating extra armour, a visual indicator for friendly and enemy craft that he&#039;s a squadron leader, the ability to set waypoints, etc.</p><p>Though, most of the neat stuff depends on a squad leader being outside a vehicle a la the ground map unlocks.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Fri, 26 Oct 2007 16:09:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86772#p86772</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86760#p86760</link>
			<description><![CDATA[<p>As far as I know, at least some of the turrets would be automated. I remember asking a <strong>lo-o-o-ong</strong> time ago, though things can easily have changed since then.</p><p>Canadiens, Ty, I don&#039;t dislike the idea at all. As a matter of fact I like it very much. All I&#039;m saying is that if some better alternative to repairs was found, that&#039;d be really nice in my eyes. If the devs end up giving squadron leaders the ability to repair friendlies, so it is. No problem here.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 26 Oct 2007 13:50:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86760#p86760</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86758#p86758</link>
			<description><![CDATA[<div class="quotebox"><cite>Terrorek wrote:</cite><blockquote><p>Well, the DS Radar effect would certainly help with the enemy fighters. Besides, being able to tell which turrets are <strong>active</strong> would be a nice advantage...</p></blockquote></div><p>yeah that would be. i think this is a really good idea. maybe the capital ships radar should be made smaller</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Fri, 26 Oct 2007 13:10:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86758#p86758</guid>
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			<title><![CDATA[Re: Additional pilot classes for space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86754#p86754</link>
			<description><![CDATA[<p>Well, the DS Radar effect would certainly help with the enemy fighters. Besides, being able to tell which turrets are <strong>active</strong> would be a nice advantage...</p>]]></description>
			<author><![CDATA[null@example.com (Terrorek)]]></author>
			<pubDate>Fri, 26 Oct 2007 12:06:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86754#p86754</guid>
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