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		<title><![CDATA[First Strike Forums — Space maps]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7133</link>
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		<description><![CDATA[The most recent posts in Space maps.]]></description>
		<lastBuildDate>Mon, 10 Mar 2008 22:34:15 +0000</lastBuildDate>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99765#p99765</link>
			<description><![CDATA[<p>Nope, believe me we looked into a lot of this stuff while putting the space maps together int he first place, we can&#039;t place spawnpoints for fighters on moving capital ships, or spawn on squadleaders in fighters I&#039;m afraid, the engine just doesn&#039;t allow for it.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Mon, 10 Mar 2008 22:34:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99765#p99765</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99762#p99762</link>
			<description><![CDATA[<p>Capitol ships as spawn points for fighters?</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Mon, 10 Mar 2008 22:27:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99762#p99762</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99761#p99761</link>
			<description><![CDATA[<div class="quotebox"><cite>FSDev| TALON wrote:</cite><blockquote><p>Unfortunately it just isn&#039;t possible to spawn people into spaceships on their <strong>Squadleader</strong> in the <strong>BF2142</strong> engine, which is a shame.</p></blockquote></div><p><img src="https://forums.fsmod.com/img/smilies/sad.png" width="15" height="15" alt="sad" /> </p><p>Hm, other Idea to keep the fighters at the ships:<br />Spwanpoints near the capital ships ?<br />Bombers &amp; X-Wings spawn at Frighters, <br />A Wings at other capital ships ?</p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Mon, 10 Mar 2008 22:21:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99761#p99761</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99760#p99760</link>
			<description><![CDATA[<p>Somthing I would like to bring up is that often on space maps like Taloraan and Hoth, people somtimes bring the capital ships out of bounds and then its a automatic win for that team since they cant kill the capital ship. I think that if it goes out of bounds and its not piloted by anyone, it should self destruct or somthing of that sort so the match can continue.</p>]]></description>
			<author><![CDATA[null@example.com (DarkRogue166)]]></author>
			<pubDate>Mon, 10 Mar 2008 21:50:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99760#p99760</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99754#p99754</link>
			<description><![CDATA[<p>I like some of your suggestions <strong>Alreech</strong>, particularly the one regarding <strong>Squadleaders</strong> having their squad spawn in on them in fighters. I like how this could effect the dynamic of the space maps, and make the <strong>Squadleaders</strong> more valuable in the space maps. Unfortunately it just isn&#039;t possible to spawn people into spaceships on their <strong>Squadleader</strong> in the <strong>BF2142</strong> engine, which is a shame.</p><div class="quotebox"><cite>Alreech wrote:</cite><blockquote><p>I miss the Squadplay<br />Squads are quickly spread across the whole map - it took a long time to move your fighter from the spawnpoint to the place there the squadleader wants you to be.<br />It took even longer if you wait until the needed ship (like a Bomber) is aviable.</p><p>I think the best solution would be a change of the Spawnpoints.<br />Let the Squadmembers spawn near the Position of the Squadleader, in a fighter of the same type.<br />Make a limit for Bombers / Interceptors an let spawn a &quot;smaller&quot; class of fighter if the maximum amount of limited Fighters has been reached.</p><p>Example:<br />B-Wings are limited to 2, next smaller fighter is a X-Wing (limited to 12) A-Wings are unlimited.</p><p>So if a Squadleader flys a B-Wing (and the other B-Wing is destroyed) the next Squadmember who spwans next to his Squadleader gets a B-Wing.<br />If no B wing is aviable, he gets a X-Wing, if no X-Wing is aviable he gets an A-Wing.</p><p>This give Squadleaders who stay alive an great benefit, Players in Squads don&#039;t have to fly across the whole map (as long as their Squadleader stays alive and near the target).<br />And the Squad gets a great punch because they have the same type of fighter.</p></blockquote></div>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Mon, 10 Mar 2008 19:18:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99754#p99754</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99749#p99749</link>
			<description><![CDATA[<p>No, there isn&#039;t one, and it&#039;d be nice if there were.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 10 Mar 2008 18:01:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99749#p99749</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99747#p99747</link>
			<description><![CDATA[<p>As you say the maps have a horizontal playing field, with all ships more or less starting on this horizontal line. The Hud of the fighters even has what i believe to be a horizontal indicator. The one thing i&#039;d like to see is a single vertical indicator displaying &quot;up&quot; in relation to your horizontal spawn point. The number of times I&#039;ve looked at the mini map and headed right to attack a ship only to find i&#039;m actually flying left and away from it because my ship is upside down. Unless of course there is one in which case forget what I&#039;ve said...... I&#039;ll get my coat</p>]]></description>
			<author><![CDATA[null@example.com (Athlon)]]></author>
			<pubDate>Mon, 10 Mar 2008 17:56:13 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99747#p99747</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99746#p99746</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>1.) I miss the commander.<br />Without commander there is no coordination of the different Squads / capital ships.</p></blockquote></div><p>I do so agree. Even a commander with nothing to do is better than no commander at all.</p><div class="quotebox"><blockquote><p>2.) I miss the Squadplay<br />Squads are quickly spread across the whole map - it took a long time to move your fighter from the spawnpoint to the place there the squadleader wants you to be.<br />It took even longer if you wait until the needed ship (like a Bomber) is aviable.</p></blockquote></div><p>Squad play is perfectly possible in space maps, but admittedly, they are less organized than ground maps because starfighters take more to organize (at least that&#039;s how I feel). I don&#039;t feel this needs changing.</p><div class="quotebox"><blockquote><p>Let the Squadmembers spawn near the Position of the Squadleader, in a fighter of the same type.<br />Make a limit for Bombers / Interceptors an let spawn a &quot;smaller&quot; class of fighter if the maximum amount of limited Fighters has been reached.</p><p>So if a Squadleader flys a B-Wing (and the other B-Wing is destroyed) the next Squadmember who spwans next to his Squadleader gets a B-Wing.<br />If no B wing is aviable, he gets a X-Wing, if no X-Wing is aviable he gets an A-Wing.</p></blockquote></div><p>I actually disagree with this. FS players frequently make bomber/starfighter Flight Groups (one Bombers squad, one Fighters squad, and so on), and this is how it should be, in my opinion. I also think players will want to be able to choose for themselves which fighter to spawn into.</p><div class="quotebox"><blockquote><p>&quot;Better Squadtags&quot;<br />Give the Squadmembers Green Brackets around their fighters, and let these Brackets Flash if the Pilot is calling for Backup.</p></blockquote></div><p>Interesting idea, giving squad members green IFF brackets instead of grey ones. Is this possible?</p><div class="quotebox"><blockquote><p>&quot;Emergency Jumppoints&quot;<br />In a fleet engament like &quot;Battle of Taloraan&quot; there should be Jumppoints for Capital ships.<br />If a ship lefts the Battle, the ship counts as destroyed, but only with half of his points.<br />This gives the option to break the engament and try to rescue the ship by driving it to an emergency jumppoint.</p></blockquote></div><p>Now, <strong>that</strong> is actually a good idea, if possible <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> ! It&#039;d require some fundamental changing of the Taloraan gamemode, though. And the jump points shouldn&#039;t be in the staging area as this would make it even more advantageous to sit there and camp.</p><div class="quotebox"><blockquote><p>In &quot;Battle of Taloraan&quot; the destruction of a transport may be more valuable as the destruction of an capital ship, because this ship is carring high valuable supplies.</p></blockquote></div><p>They already are. No gameplay mechanic needs to be added for them to be more valuable than other ships. They repair capital ships, and as such experience pilots often gun specifically for them. I see your point, that a bigger loss should be more severely punished, but I really don&#039;t see a need for change here.</p><div class="quotebox"><blockquote><p>Oh, and Voice Overs for destroyed ships (&quot;They hit the hospital ship!&quot;) or jumped ships would be nice <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p></blockquote></div><p>Indeed it would. Escape from Hoth has messages when objectives are destroyed, so why doesn&#039;t Taloraan?</p><p>Oh, and let me add an idea myself: Spawn things at different elevations. Currently Taloraan suffers from the&nbsp; &#039;2D syndrome&#039; that I very often saw in&nbsp; custom missions for the <em>X-Wing</em> series games - everything starts pretty much at the same plane. Varying the height of the various spawns by only a small margin does wonders for the atmosphere of the map.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 10 Mar 2008 17:38:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99746#p99746</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99743#p99743</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>The tickets is a percentage indication of how much of your fleet remains. Plain and simple. It&#039;s a great way of checking at a glance who currently has the upper hand number-wise. I can glance at the ticket count and go &#039;Hmm, 75 to 50, OK, so we&#039;ve lost one ship, they&#039;ve lost two&#039;. Or &#039;our tickets have gone down 25 points, looks like we&#039;ve lost that frigate, then&#039;.</p></blockquote></div><p>Simple Solution:<br /> 1000 Tickets for each side, 200 - 250 for every lost Capital ship, 1 - 5 Tickets for each fighter...<br />&quot;Cheaper&quot; fighters like the TIE-Fighter should cost less Tickets than &quot;Valuable&quot; Fighters like the B-Wing...</p><div class="quotebox"><blockquote><p>As for camping your own staging area, after our huge victory yesterday on Taloraan we had a discussion on this in the tester chat room. Maybe there&#039;ll be changes for 1.2, maybe not, I don&#039;t know. Wait and see <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p></blockquote></div><p>Camping at your own staging area has an other benefit:<br />You don&#039;t have to fly across the whole Map with your fighter / bomber to defend your own / attack the enemy ships...</p><div class="quotebox"><blockquote><p>I personally rearm at my gallofree/bulk freighter when out of warheads, but there needs to be a stronger incentive to stay alive rather than just crashing your fighter.</p></blockquote></div><p>I strongly agree: rearming should be faster, repairing should be left as it is.</p><p>Personally I have some other points I didn&#039;t like in Space Combat:</p><p>1.) I miss the commander.<br />Without commander there is no coordination of the different Squads / capital ships.</p><p>2.) I miss the Squadplay<br />Squads are quickly spread across the whole map - it took a long time to move your fighter from the spawnpoint to the place there the squadleader wants you to be.<br />It took even longer if you wait until the needed ship (like a Bomber) is aviable.</p><p>I think the best solution would be a change of the Spawnpoints.<br />Let the Squadmembers spawn near the Position of the Squadleader, in a fighter of the same type.<br />Make a limit for Bombers / Interceptors an let spawn a &quot;smaller&quot; class of fighter if the maximum amount of limited Fighters has been reached.</p><p>Example:<br />B-Wings are limited to 2, next smaller fighter is a X-Wing (limited to 12) A-Wings are unlimited.</p><p>So if a Squadleader flys a B-Wing (and the other B-Wing is destroyed) the next Squadmember who spwans next to his Squadleader gets a B-Wing.<br />If no B wing is aviable, he gets a X-Wing, if no X-Wing is aviable he gets an A-Wing.</p><p>This give Squadleaders who stay alive an great benefit, Players in Squads don&#039;t have to fly across the whole map (as long as their Squadleader stays alive and near the target).<br />And the Squad gets a great punch because they have the same type of fighter.</p><p>Smaller Changes:<br />&quot;Better Squadtags&quot;<br />Give the Squadmembers Green Brackets around their fighters, and let these Brackets Flash if the Pilot is calling for Backup.<br />Use the Net.bat system of BF 2142 to give enemy fighters marked by squadmates Red Brackets.</p><p>&quot;Emergency Jumppoints&quot;<br />In a fleet engament like &quot;Battle of Taloraan&quot; there should be Jumppoints for Capital ships.<br />If a ship lefts the Battle, the ship counts as destroyed, but only with half of his points.<br />This gives the option to break the engament and try to rescue the ship by driving it to an emergency jumppoint.</p><p>Other Jumppoints may be still possible - like an regular Jumppoint (no ticket lose).<br />The amount of tickets lost may be diffrent from scenario to scenario.</p><p>In &quot;Battle of Taloraan&quot; the destruction of a transport may be more valuable as the destruction of an capital ship, because this ship is carring high valuable supplies.<br />In a real space battle like the Battle of Endor transports may be less valuable.</p><p>Oh, and Voice Overs for destroyed ships (&quot;They hit the hospital ship!&quot;) or jumped ships would be nice <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Mon, 10 Mar 2008 16:58:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99743#p99743</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99741#p99741</link>
			<description><![CDATA[<p>A penalty could be that for every 10 fighters lost an extra 5 seconds is added to fighter respawn time. Or something similar.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Mon, 10 Mar 2008 16:13:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99741#p99741</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99678#p99678</link>
			<description><![CDATA[<p>No, rearming is fine. It&#039;s repairs that&#039;s supposed to take a while. If you don&#039;t want to be destroyed while &#039;docking&#039;, just keep your eyes peeled. The radar picks up enemy fighters several kilometers away.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 09 Mar 2008 16:31:52 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99678#p99678</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99673#p99673</link>
			<description><![CDATA[<p>I think we talked about this before but the re-arming of fighters needs to be much faster. Staying around the gallofree isnt worth the risk of being destroyed.</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Sun, 09 Mar 2008 16:16:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99673#p99673</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99662#p99662</link>
			<description><![CDATA[<p>The tickets is a percentage indication of how much of your fleet remains. Plain and simple. It&#039;s a great way of checking at a glance who currently has the upper hand number-wise. I can glance at the ticket count and go &#039;Hmm, 75 to 50, OK, so we&#039;ve lost one ship, they&#039;ve lost two&#039;. Or &#039;our tickets have gone down 25 points, looks like we&#039;ve lost that frigate, then&#039;.</p><p>As for camping your own staging area, after our huge victory yesterday on Taloraan we had a discussion on this in the tester chat room. Maybe there&#039;ll be changes for 1.2, maybe not, I don&#039;t know. Wait and see <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> .</p><p>I agree there should be some sort of penalty for losing fighters, though. I personally rearm at my gallofree/bulk freighter when out of warheads, but there needs to be a stronger incentive to stay alive rather than just crashing your fighter.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 09 Mar 2008 14:29:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99662#p99662</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99654#p99654</link>
			<description><![CDATA[<p>Yeah it is intentional, if you look at the write up at the beginning of the map you&#039;ll note that the whole point of this style of game is to take out all the enemy capital ships, the team doesn&#039;t loose or gain points for taking out fighters, they are just a means to an end.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Sun, 09 Mar 2008 13:12:04 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99654#p99654</guid>
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			<title><![CDATA[Re: Space maps]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=99652#p99652</link>
			<description><![CDATA[<p>It is intentional I believe, and it is better this way. Otherwise the rounds would end waaay too fast.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Sun, 09 Mar 2008 13:02:30 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=99652#p99652</guid>
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