Re: Fighter Armaments/Stats: Suggestions

Aety wrote:

Let me add a /agree to that post and the suggestions.

But same as above: Bombers are not that slow. I remember a scene where B-Wings followed a group of X-Wings through a accumulation of rebel ships at the battle of endor with a average speed (think it was in the classic triology or I remembered a scene from a game.)

One thing I recognized, too: Your rate of manouverability for Y- and B-Wings is a bit too low in my opinion.
If you watch the films you can see (in those few scenes you get a clear view) that a Y-Wing is a bit more manouverable and a B-Wing, too. smile
If I think about it 15 must (or better could) be something around the manouverability of a B-25 from BF1942 and if we try to remember we know how long it took to fly a turn with that medium bomber.

There wasn't a B-25 in 1942 wink

http://www.usfbf1942.com/forums/image.php?u=158&dateline=2006

Re: Fighter Armaments/Stats: Suggestions

A common misconception is that Y-wings and B-wings are bombers, but they are actually fighters. Y-wings were the main rebel superiority fighter before the X-wings came along, they just happened to be able to carry torpedos. In the movies they can hold their own in a one-on-one fight, and only in games has it been slated as a sluggish bomber. The B-wings were made to replace the aging Y-wing fleet, so naturally they too had decent manouverability and speed.
I don't know for sure if we will make them sluggish in the mod. I guess it will all come down to gameplay and balance. smile

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10 (edited by Booba Fett 2006-10-01 23:17:04)

Re: Fighter Armaments/Stats: Suggestions

In reply to #8

heheh yeah and there's some major step between 1942 and 2142! (im not talking about the years big_smile)

I think that the mod team will tweak all fighters adequately

Re: Fighter Armaments/Stats: Suggestions

Will the mod have those other wierd versions of ties? the ones with like 3.... wings? If you played GCX you know what i mean.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"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

12 (edited by Talon1579 2006-10-02 04:23:25)

Re: Fighter Armaments/Stats: Suggestions

The general idea (which worked well in another mod, for a diferent game) above is to have rebel fighters as strong yet sluggish, and imp ones as weak and fast. I'll increase the bomber speeds a bit.

edit: done. I've also changed the weapon linkages a bit, to add balance. for example, all bombers have linked lasers, making it harder for them to attack fighters, but be better at killing shuttles/capships. The T/I has linkable lasers but only single missiles, to prevent it missile spamming. The T/F has no missiles, but can switch very quickly between single and dual shot.

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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: Fighter Armaments/Stats: Suggestions

The tie interceptor has no missiles.

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                         Signing off
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14 (edited by Talon1579 2006-10-02 04:50:08)

Re: Fighter Armaments/Stats: Suggestions

I know. I included them for balance. Can you not hear the cries "Thats unfair, he has missiles and I dont!".

Still, I'll see what I can do to the list.

edit: ok, upped the armor a bit and removed the missiles. Should still be balanced enough.

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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.