twiggles wrote:My favourite tactic is engaging the mag locks on my X-Wing or A-Wing, giving Ties a reason to hunt me even if I don't have torps tongue
Twigs has raised an issue here- cap ships should not be as vulnerable to fighter lasers as they are, if at all. Xwing allowed snubfighters to take out capitalships with their lasers because they simply didn't have enough torps to complete their missions otherwise.
Thats just not borne out from the movies or technical data we get from lore.
It'd be easier to balance out the torp ships if the torps were the only thing that had to be worried about. Instead the lasers have nearly unlimited range and as there are very few line of sight issues in space, there's nothing to stop an entire team shooting at a single target, which is what I conspired to have occur during the campaign.
Lorewise, lancers are deployed to kill fighters and protect other capships from fighters and probably shouldn't have the massive blindspots they do ingame.
Blockade runners, yeah, deserve the blindspot for having a big butt, but I've noticed we can still partially fire through the engines.
We're going a little off topic, and thats where I live.
Y'know the way tanks and stuff spawn ingame by falling into place? I noticed the freerunner on bando has a good long drop and got me thinking-- can they 'drop in' laterally?
Say there was a spacestation called schmarmel and it controlled heavy anti capital ship weapons guarding a repair /construction yard.
Rebels have to capture the station to disable the weapons so they must force a landing with Lambdas and ATR's under fire from the stations guns and tie fighters, escorted by rebel fighters (stage 1 of the battle- punching through.)
Stage 2 of the battle they capture the hangar cp and the rebs can spawn inside and must fight their way to the bridge/reactors/whatever and cap it.
Once capped, Rebel starships hyper up to the station (spawn) and phase 3 begins as the Imperials must fend off the capships (with fighter support) and stop them from destroying their repair/construction facilities. Rebel stuff now spawns at the station so the rebs have 'moved up' across the map.
The trick is to allow for progression across a space map using cps and making it seem that hardware spawning there makes sense. If it can be rationalised as reinforcements hypering in once objectives are met then it aids my suspension of disbelief.
''Its over. Angel won.'' RSF Gurd