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		<title><![CDATA[First Strike Forums — Starfighter combat improvements]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7675</link>
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		<description><![CDATA[The most recent posts in Starfighter combat improvements.]]></description>
		<lastBuildDate>Sat, 14 Jun 2008 12:12:26 +0000</lastBuildDate>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108911#p108911</link>
			<description><![CDATA[<p>Advertise it as an Arcade minimod <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> .</p><p>Back in the R1 days, you could download a primitive Battle of Hoth map by a French guy whose name I can never remember. It featured X-Wings for the Rebel side, <strong>without</strong> speed reduction, and I can promise you, trying to strafe AT-STs at full speed was nearly impossible.</p><p>Fighters move extremely fast in FS, hence the hit indicator bug when you hit them and they&#039;re not moving directly towards you or away from you.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 14 Jun 2008 12:12:26 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108911#p108911</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108909#p108909</link>
			<description><![CDATA[<p>That gives me an idea, I ought to make a video showing all the fighters and and maybe a cap ship flying over Mos Espa... Just to put the speed into perspective for players.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 14 Jun 2008 12:05:47 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108909#p108909</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108905#p108905</link>
			<description><![CDATA[<p>Sorry to disappoint you, Rabid, but FS fighters are <strong>far</strong> faster than WWII fighters. Except on Ryloth and, I believe, the DS, where they&#039;ve had their speed greatly reduced (I believe Imperial said the speed is 25% of the space speed). FS fighters and even FS cap ships are incredibly fast.</p><p>Try to record a space battle in BattleRecorder and then open the clip and try to follow a corvette at flank speed with your camera. This is what made me realize how fast they really are.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 14 Jun 2008 11:33:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108905#p108905</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108861#p108861</link>
			<description><![CDATA[<p>Just to let you know John when the TIE Defenders had their boost the boost was at 0% which means all it did was make a noise it didn&#039;t improve your speed at all.</p>]]></description>
			<author><![CDATA[null@example.com (Omen)]]></author>
			<pubDate>Sat, 14 Jun 2008 01:39:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108861#p108861</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108850#p108850</link>
			<description><![CDATA[<div class="quotebox"><cite>RabidJohn wrote:</cite><blockquote><p>In order to reduce the tendency for dogfights to become never-ending circular chases, remove the red enemy-off-screen icons. They&#039;re only going in circles because they&#039;re chasing that red icon; remove the icon and they&#039;ll have nothing to chase.</p></blockquote></div><p>I agree with removing the red icon from space battles. I was recently in a hoth escape map where all the transports got away because there were 20 or so fighters circling eachother! I also saw the same thing around the vent in battle of yavin!</p>]]></description>
			<author><![CDATA[null@example.com (CRAYOLA)]]></author>
			<pubDate>Fri, 13 Jun 2008 23:35:11 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108850#p108850</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108821#p108821</link>
			<description><![CDATA[<div class="quotebox"><cite>CRAYOLA wrote:</cite><blockquote><p>I personaly think the dogfighting space craft have too slow of a max speed and would like to see them move faster at high speed.</p></blockquote></div><p>Are you saying you want to put real world physics in the Star Wars universe? </p><p>Is there a suitable penance to atone for this mortal sin?</p><p>I think the starfighter speed is just about spot on for re-creating the feel of the original Star Wars movies. Job done on that account – and done bloody well! </p><p>In real world terms, you are right, Crayola, Star Wars starfighters are slow. That&#039;s because Mr Lucas based the starfighter sequences in Episode IV on footage of WWII aerial combat. Those old F4U Corsairs and Mitsubishi Zero Sens were lucky to attain 400 knots in a dive. </p><p>Just be thankful for the game&#039;s improbable turning radii; those old kites weren&#039;t anything like as manoeuvrable as a First Strike starfighter!</p><p>Getting back on topic, I&#039;ve recently discovered an advantage to those auto-locking missiles, so the only changes I&#039;d make are:<br />- Reinstate the TIE Defender&#039;s boost,<br />- Reinstate the crosshair-coloured bounding boxes, and <br />- Lose the red chase icons.</p>]]></description>
			<author><![CDATA[null@example.com (RabidJohn)]]></author>
			<pubDate>Fri, 13 Jun 2008 17:19:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108821#p108821</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108819#p108819</link>
			<description><![CDATA[<div class="quotebox"><cite>CRAYOLA wrote:</cite><blockquote><p>Of course it could just be that the deathstar is HUGE!</p></blockquote></div><p>That&#039;s exactly what it is.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Fri, 13 Jun 2008 16:55:47 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108819#p108819</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108816#p108816</link>
			<description><![CDATA[<p>I personaly think the dogfighting space craft have too slow of a max speed and would like to see them move faster at high speed. Of course it could just be that the deathstar is HUGE!</p>]]></description>
			<author><![CDATA[null@example.com (CRAYOLA)]]></author>
			<pubDate>Fri, 13 Jun 2008 16:04:52 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108816#p108816</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107415#p107415</link>
			<description><![CDATA[<div class="quotebox"><cite>Omabroodje wrote:</cite><blockquote><p>i have noticed that if u do not move ur mouse, the hits register, if u move your mouse while firing the chance for a hit is minimal</p></blockquote></div><p>I use a joystick for flight.&nbsp; So I guess I&#039;m screwed if that&#039;s true.&nbsp; lol</p>]]></description>
			<author><![CDATA[null@example.com (ADULTSWIM)]]></author>
			<pubDate>Mon, 02 Jun 2008 04:09:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107415#p107415</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107310#p107310</link>
			<description><![CDATA[<div class="quotebox"><cite>TY2D2 wrote:</cite><blockquote><p>Sensors, like a radar ping or homing beacon effect would be almost useless in space, because they will detect anything in the radius infinitely up and down.</p></blockquote></div><p>I disagree.</p><p>When a teammate radios in a spotted enemy fighter, once you&#039;re in visual range it&#039;s pretty easy to spot them.&nbsp; Players never stray too far from the plane of combat too far up or down the Z-axis, to be honest.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Sun, 01 Jun 2008 17:44:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107310#p107310</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107304#p107304</link>
			<description><![CDATA[<p>Sensors, like a radar ping or homing beacon effect would be almost useless in space, because they will detect anything in the radius infinitely up and down.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sun, 01 Jun 2008 16:49:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107304#p107304</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107298#p107298</link>
			<description><![CDATA[<p>i have noticed that if u do not move ur mouse, the hits register, if u move your mouse while firing the chance for a hit is minimal</p>]]></description>
			<author><![CDATA[null@example.com (Omabroodje)]]></author>
			<pubDate>Sun, 01 Jun 2008 14:30:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107298#p107298</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107293#p107293</link>
			<description><![CDATA[<p>Well, starfighters already have sensors (as enemies show up in their HUDs as icons when close enough to them), and frankly I think this&#039;ll do. Part of the fun of FS is sneaking up on an enemy from behind and killing him before he notices you.</p><p>Though on ground maps, there&#039;s always the good ole &quot;attach a homing beacon to your hull and send up a sensor droid, then take off&quot; trick <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> .</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 01 Jun 2008 12:59:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107293#p107293</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107292#p107292</link>
			<description><![CDATA[<p>&quot;Hit effects&quot; you see on the wings like smoke are calculated on your pc.<br />The hit indicator (the circle what flashes up in your crosshair when you hit) shows what the server has noticed a hit.<br />Don&#039;t aim with the hit effects, aim with the hit indicator.</p><p>It&#039;s the same in BF2. It&#039;s a limitation of the engine and i think other engines has the same problems.<br />64 players and a central server what calculate the hits would affect to all engines...</p><p>About sensor field for fighters:<br />I think it would a benefit for squadplay if all members of a squad can see an enemy in a squadmates sensorfield.<br />In vanilla BF 2142 the net.bat system works this way.</p><p>I would also like to use the spotting system to mark &amp; track a enemy fighter for your squad. Because of the fast movement in game spotting only works in long range combat.</p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Sun, 01 Jun 2008 12:40:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107292#p107292</guid>
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			<title><![CDATA[Re: Starfighter combat improvements]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107254#p107254</link>
			<description><![CDATA[<p>Basically its 2142/geographies fault and there isn&#039;t much we can do to fix it. Our blasters already fire several rounds (although you only see one bolt) with the hope that the server will register one of the hits.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Sun, 01 Jun 2008 01:34:01 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107254#p107254</guid>
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