Re: No Missile Lockon?

Matthias wrote:

What about a target painting ability?

click the fire button and the missle will just go in the direction you were facing (good against capital ships & such)

Hold the fire button or something and the missle will track your targeting reticule for a set amount of time then boom.

could be interesting.
would require lots of skill for pilots to stay with the other guy so that the missle stays with them as well.:)

Target painting would be interesting, but it would make it very hard to hit anything.

Torpdoes need to be balanced so you only get one chance at a hit. If a fighter is almost directly in front of you, you should hit. However, once it doges, your torp won't be able to turn quickly enough to catch up. Torps should primarily be for attacking capships/transports. They need a 30 second lifespan for long range atatcks.

Missiles need to be given a long locking time than they do now, say 4 seconds. Then they should be fire and forget. They need to be accurate, yet have a limited lifepsan (15 seconds). That makes them dodgeable by faster ships, but it takes skill.



A major problem that came up in a mod for a diferent game (anyone played Freelancer?) was Imperial/Rebel balance. You can either give the Imp fighters shields and missiles, or make them incredibly fast and agile, but only have lasers (except for the Bomber obviously). If you go with the latter, this makes piloting either side's ships a totally different experience. However, in this case, you need to give X-Wings missiles to balance out with the TIE Fighters. I'll post this in a table to stop confusing everyone. My diea of a balnce system, basically:

Imps     Ability

T/F        Agile/2 Lasers
T/B        2x torp load of Y-Wing
T/I        Fast/4 Lasers

Rebs

X-Wing   Missiles/Shields/4 lasers
Y-Wing    Shields/Gunner
A-Wing   Fast/shields/2 lasers/missiles/weak hull
B-Wing   1.5X torp load of Y-Wing/shields
--------------------------------------
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That in some corner of a foreign field
There lies a plagiarist.

Re: No Missile Lockon?

One, some good thoughts there, and two, I have freelancer. I'd love a star wars mod for it, can you link me?

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Re: No Missile Lockon?

I totally agree with Talon on this one. The only thing I think should be added is a imperial fighter that has ion fire capabilites, for instance the TIE Defender. If you don't, you have to rely on either some type of transport ship or capital ship to come in and disable the target.

On the rebel side, you can't forget the Y-Wings ion cannon. It's a must have. And correct me if I'm wrong but didn't the B-Wing have a ion cannon too?

I think there really isn't a problem here. I think there need to be references to the old X-Wing and TIE Fighter games.

Also, TIE Bombers do not carry concussion missles, they are heavy bombers and carry proton torpedos. On special missions they carry other heavier weapons.

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Re: No Missile Lockon?

Yes doing loadouts like the X-Wing space sims would be wonderful!  One thing the devs need to look at is the agility of craft.  For instance, a TIE Bomber should pitch and yaw slowly compared to the regular TIEs.  Those things were slow as molasses but packed a huge punch in the sims.

Don't forget the Assult Gunboats, they could be slower counters to the Rebel A-Wings, as they came loaded with 2 tubes of concussions missiles I believe.

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