Re: Implementing basic fighter tactics in the game: Y-wings

We come out of hiding every once and awhile! tongue

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Re: Implementing basic fighter tactics in the game: Y-wings

BlueTang wrote:

We come out of hiding every once and awhile! tongue

LOL, So true. I've unfortunately been AWOL these past 7-8 months. Been without a PC at home and work doubled up on me. tongue

Artificial intelligence is no match for natural stupidity.

Re: Implementing basic fighter tactics in the game: Y-wings

Well then, its good to see you around here again Mechag.

So, somebody amaze me...

How do we get people to WANT to follow your suggestions for fighter tactics?

I was tossing something around in my head a little bit ago, but what if you had to be in a "fighter squad" to be able to use fighters (e.g. if you aren't in the X-Wing Squad, you can't enter or fly an X-Wing).  Of course this wouldn't be useful for all maps, but it might be good for space maps.

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Re: Implementing basic fighter tactics in the game: Y-wings

blasters, ion cannon, and torpedo launchers? Sounds like a good layout to me tongue

But yeah, I'm not the chap who's building the Y-Wing.  If I was then my dream would be two different models.  The first model has the layout listed above. big_smile  The second would be to use the Y-Wing as an ammunition reloading and repair platform.  Bombers in our real life past have been converted to perform different roles, and I think it'd be an interesting touch to offer the same with the Y-Wing.

But then I'm not the chap building the Y-Wings, so these are only dreams smile

Fear the Woodzilla

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Re: Implementing basic fighter tactics in the game: Y-wings

I demand a summary of all those long posts now! mad:mad::mad:

Something about Y wings and stuff?? hmm:o:)

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Re: Implementing basic fighter tactics in the game: Y-wings

FSDev| RedMonkey999 wrote:

Well then, its good to see you around here again Mechag.

So, somebody amaze me...

How do we get people to WANT to follow your suggestions for fighter tactics?

I was tossing something around in my head a little bit ago, but what if you had to be in a "fighter squad" to be able to use fighters (e.g. if you aren't in the X-Wing Squad, you can't enter or fly an X-Wing).  Of course this wouldn't be useful for all maps, but it might be good for space maps.

If you do that, then you have to implement a special spawn script of some sort where they can only spawn in one hangar (and cant get out) while they are in that squad. That way each squad could have  a hangar. (maybe use 4 squads for this).

However, you also want to be able to mix squads of ships. There wont always be 6 X-Wings to cover 6 Y-Wings.

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If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.

Re: Implementing basic fighter tactics in the game: Y-wings

A stupid question that is a little bit off topic but I feel like posting it anyway because I think it fits:
When a squad leader sets up a waypoint on the map in space: Where will the waypoint appear in your HUD? On the lowest point of the map or in the middle?