Re: Commander Deployables

It was a static in GC, but it wasn't very well modelled.

Another idea on Commander:
-Ion Cannon- A disabling beam of energy to disable the weapons and shields of a Star Destroyer.
-Particle Cannon- Call in a destructive beam of energy to rip into the systems of a rebel capital ship.

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9 (edited by Matthias 2006-09-07 13:44:30)

Re: Commander Deployables

It would be sweet to have a map where the empire is sieging a rebel astroid base and to have those being piloted in dropping off several AT-AT's and squads of players.

As for commander abilities I like the idea but not a death star weapon due to the incesent flash, death, respawn of it's firing.  A cool idea to incorperate it though would be an episode 6 situation of a rebel fleet attacking it's back and the attempt to hold them off until the station could turn around while the fleet attacks and troops assult the core reactor, even turn it into a two part map set, after the failed/successful attack the rebels/imperials have to flee the system creating a big space battle.

Run Rebels if you can lol tongue

I give my life for the Empire so that others my wipe the scurge of the Rebelion from the Universe.

!LONG LIVE THE EMPIRE!

Re: Commander Deployables

Above all else I agree there should be more lasers shooting off of capitol ships.

1. forse people to spawn on all ships evenly.... rotating spawn?
2. make each position in the capitol ship control more than one gun... Like in FH on the battle ships. you controllered an entire side of the ships AA... so say 3-4 guns could be controlled by one person.

I also like the static ATAT lander... any ideas for that to be a titan?

(infiltrate the Imperial Lander, Destroy ATATs! good/bad?)

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Commander Deployables

As for ATAT spawning on hoth, we have some very interesting things planned as of this moment.  I don't think I should comment on specifics due to the fact that they may not be fully possible, but I will say that if our plans come to fruition.....you will be amazed and spectaculafied wink

I like to hear your ideas, quite a few good ones in this thread.  I especially like the idea of manning several guns at once, that way we could hopefully pick a convergence point for the projectiles which would give the illusion of a maximum effective range while not losing the effect.  However, I really like the idea of having at least half of the turbolasers AI controlled to increase the awesomeness and immersion of space battles, this would also free up more people to pilot starfighters and transports smile

Keep the ideas coming.

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Re: Commander Deployables

Just don't let the AI be super acurate like the Mod/Standalone 'Infinity Combat'

In their testing prototype the capital ships turrets are all AI and you can't go anywhere near them. hmm

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13 (edited by MK4210 2006-09-08 14:06:37)

Re: Commander Deployables

They don't really have to be dangerous. Make the AI shoot lasers, but maybe it could be a flak effect where they only target specific areas in space where the lasers would explode creating flak. Think D-day air drops. Stray into the flak and you're a goner. There can also be lasers that are merely harmless and are ambient effects that give the battle more intensity.

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Re: Commander Deployables

Why not give them a cone of flak, but instead of randomly hitting inside the cone.... have the shots randomly hit the edge of the cone. Then the blasts will never be pin-point, they will cause damage, but it will take awhile to get killed. Then give the AI almost perfect accuracy. Eqauls perfection, hahaha.

So as you fly by the ship... The flak will be exploding all around your ship... Neato yes?

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone