Re: Hyperdrives?

Yeh I do agree the it cant be a powerful afterburner the hyperdrive is calculated trajectory like in the movies. It takes a long time to charge and then Boom! your gone

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Re: Hyperdrives?

haha, I can see it now, we make a map like the one suggested earlier in this thread where rebels have to traverse a huge out of bounds area using their "hyperdrives" which are assigned to the "boost" function for vehicles.  Some idiot tries to return to base after making an attack run... aims a little too far to the left...hits the hyperdrive...and ends up waaaayyyyy out of bounds because he miscalculated the distance/direction and has no hyperdrive left to get him back. "where are you going soldier? Return to battle or you will be shot." *Dead*

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Re: Hyperdrives?

Blank wrote:
FSDev| RedMonkey999 wrote:
TY2D2 wrote:

A good scenario would be a rebel space station being attacked by a stardestroyer, the space station could be on the other side of the map across from the SD and have multiple landing pads for stormtroopers to land and attack.

wink

Yeh but hang on guys,
we could implament all these ideas maybe into a more basic death star.
You could make the missle silos take down the death star shields in order to launch the attack
so you could firstly
1. the rebels must destroy the shield by capturing outposts in space.
Empire will firstly attempt not to even allow the shield to go down around the death star.
2. If this is down, the rebels must then launch an attack on the deathstart either by flying into the core of the deat, and blowing it up by destroying the shielding or armor over the entrance to the main vent and flying in. (you could probably do this using the sorta panel idea in the titan with the reactor core in the middle.)
The ties must stop ll fighters breaching the vent, you could also place some nice death star guns on the deathstar, that can fire of at the incoming rebel ships trying to get the energy towers down taknig of the protection over the reactor protection shield.
3. The core must be blown in order for the rebels to win! If the time runs out the planet is blown up and Empire wins.

The place where the rebels start could ahve the 3 bases in between it an the deathstar that used to take down its main shields. And you could have the planes all stored on the several frigate and cruisers on one side of the map, these could contain one or two tranports in order to transport people to capture bases, as well as Y-wings which could be used to bomb the guns defences and the other reactor defences including eventually the core. It could also countain several fighters there by giving a great battle.
The death star could also have the Imperial shuttle to transport troops to defend these objectives! and stop the shield ever going down. As well as a majority or tie interceptors and fighters to stop the  transports and other attacks on the death star. With no real need for bombers this as shown in the movie gives the Empire the greater amount of fighters.

If you could have the death star blow up after the map if the rebels win that would be cool.
Plus the trench tunnel to the center would have to be that big either, maybe even just a winding corridor with 2 or 3 bends until you reach the middle.

Pretty much that entire idea is jacking up the lore of starwars.

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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: Hyperdrives?

The developers have already gotten a movie-accurate Death Star map planned out, they say. No need to call upon the horrifying might of Titan mode tongue .

As I've said before, I think a better candidate for Titan mode would be something like two cruisers such as Corvettes, flying low over a planetoid. Larger ships such as ISDs need whole maps to do boarding of them justice (cough, ISD Judicator map for GC, cough).

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Hyperdrives?

Safe-Keeper wrote:

Anyway, those jeeps in BF2142 already have a 'hyperdrive' (by pressing the sprint button), and the fighters in BF2 has that afterburn stuff. If you could increase the speed, reduce the 'reloadtime' and maybe add some effects, the hyperdrive is kinda easy to make smile

That's not quite how I'd like hyperdrives to work, though.

Afterburner increases your speed for as long as you hold the button down.
Hyperdrive is pre-programmed, and then takes you to the destination at high speed when you press the button. Upon arriving at the destination, you slow down to normal speed.

Is a pre-programmed path even possible with this engine?? And the Afterburner doesnt work as long as you want. There is a cooldown on it (and if not, it can be inserted for sure)

http://img131.imageshack.us/img131/6161/gcvetsigat8.png

Re: Hyperdrives?

I'm not talking about the afterburner at all.

And I guess it is possible to have a "preprogrammed" path, yes. All you have to do is make the game reduce your pitch, yaw, etc. to 0 for as long as the "hyperdrive" is on. Whether or not that's possible... I don't know.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Hyperdrives?

I've played something similar in SW: Tides of War (a mod for Freelancer). We never perfected hyperdrive, and I think its better just to stay away from it. The problems always lie with lack of control, ease in escaping fights, and ramming objects.

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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.