15 (edited by Safe-Keeper 2007-02-23 10:07:32)

Re: Boarding capships. Yes or No?

To interrupt the crew of the ship. Those pesky Nebulon Bs are so much easier a kill if, instead of manning turrets, the rebel scum is busy fighting off invading stormtroopers.

If a ship has a detailed interior with different compartments or whatnot, with spawn points out throughout the ship, spawn killing shouldn't be much of a problem.

So the initial post isn't so much a "yes or no" but rather a "no no nooooooo" tongue

tongue

First of all, Fighters are expensive. In real life, a jet costs millions. Now, would you abandon your super expensive fighter to get in an enemy capship and get your arse blown to pieces?

No, because your fighter is there to blow stuff up, not to be a personal transport for a Rambo on his one-man crusade.

A fully-armed TIE Bomber can do so much damage if it's not simply used to get on board an enemy ship for then to be blown up once on board. It's a true waste of firepower.

So if boarding is to be in, have designated boarding craft such as the Assault Transport, Stormtrooper Transport or  what-have-you.

"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: Boarding capships. Yes or No?

Hmm how about making a specific pilot class with little to no weapon and have them only be able to fly ships? They'd be useless outside of them since they wouldnt stand a chance in a firefight, and it would make it so only they could fly thus eliminating any reason a fighter would be used as transport, all assuming boarding will be possible, and then the only reasonable thing would be transports, which would still need a pilot, but they'd probably still be concentrating more on transport then fighting.

Re: Boarding capships. Yes or No?

Safe-Keeper wrote:

To interrupt the crew of the ship. Those pesky Nebulon Bs are so much easier a kill if, instead of manning turrets, the rebel scum is busy fighting off invading stormtroopers.

If a ship has a detailed interior with different compartments or whatnot, with spawn points out throughout the ship, spawn killing shouldn't be much of a problem.

So the initial post isn't so much a "yes or no" but rather a "no no nooooooo" tongue

tongue

First of all, Fighters are expensive. In real life, a jet costs millions. Now, would you abandon your super expensive fighter to get in an enemy capship and get your arse blown to pieces?

No, because your fighter is there to blow stuff up, not to be a personal transport for a Rambo on his one-man crusade.

A fully-armed TIE Bomber can do so much damage if it's not simply used to get on board an enemy ship for then to be blown up once on board. It's a true waste of firepower.

So if boarding is to be in, have designated boarding craft such as the Assault Transport, Stormtrooper Transport or  what-have-you.

Looks like you half agree with me smile

But I think I'll mention the Eternal Silence 2 mod again.
The fighters have a fun, complicated and drifty handling there, that means that most simple minded CS kiddies prefer to only use them to board. Now, why not just shoot them down you ask? In that mod, there's a speed boost that has no time limit but makes your fighter hard to maneuver. With this boost, it's impossible to hit them, and even if you land a few hits they usually make it into your hangar. Now that that 10 year old prick is in your capship, he can capture the flags in it like in BF. This is one way to win, the other one is destroying targets on the outside of the ship that pull your enemy's tickets away in masses when destroyed. But if you want to respawn, you better start fighting on foot, and that's sadly really dull, boring and frustrating.

Now, if the enemy boards your ship in FS, it would result in hangar rape. Maybe they could deactivate shields or so, but it would force pilots to jump out of their cockpits and do some infantry fighting that you could do in an infantry map anyway. it just comes back to the annoying board rushing like in ES2, but you'd actually have a chance to destroy the boarder's ship. Also, imagine destroying an enemy capship that has your own men inside, meaning that there would be a teamkill risk if you wreck it from the outside.

To sum it up, capship boarding screws up the fighter and bomber part of space combat.

____________________________
I'm called RasdenFasden ingame.

Re: Boarding capships. Yes or No?

Hmm well I can easily see your point and youre quite right...it would make it quite a bit more...annoying for a combination even with a specific pilot class it wont stop problems like blowing up the ship with your own men on board..

So like I think someone else mentioned in here...maybe you should have 2 part space maps. Part 1 is strictly space combat Cap ship and fighters V Cap ship and fighters, but you dont aim for complete destruction of the enemy ship, you aim to disable it. and Part 2 is the winning team THEN need to use transports to board and capture the enemy ship, and the other team has to defend it.

Not sure how you could manage this unless maybe have the hangers have similar 'doors' as to what keeps you out of the upper titan console areas, and they allow enemy ships in only after the ships been disabled? That could be worked out somehow with certain parts of the ship corresponding to the hanger bay 'door'

19 (edited by JeRK 2007-02-23 11:56:35)

Re: Boarding capships. Yes or No?

Nikoziara wrote:

Hmm well I can easily see your point and youre quite right...it would make it quite a bit more...annoying for a combination even with a specific pilot class it wont stop problems like blowing up the ship with your own men on board..

So like I think someone else mentioned in here...maybe you should have 2 part space maps. Part 1 is strictly space combat Cap ship and fighters V Cap ship and fighters, but you dont aim for complete destruction of the enemy ship, you aim to disable it. and Part 2 is the winning team THEN need to use transports to board and capture the enemy ship, and the other team has to defend it.

Not sure how you could manage this unless maybe have the hangers have similar 'doors' as to what keeps you out of the upper titan console areas, and they allow enemy ships in only after the ships been disabled? That could be worked out somehow with certain parts of the ship corresponding to the hanger bay 'door'

This gives me an idea!
A map based off a mission in Rogue Squadron 3:
The imps have captured a group of rebel VIPs (Scientists?) and are going to take them to Kessel and make them work as slaves there. They have been loaded on a large transport that is going to enter hyperspace soon and take them to their certain deaths. The rebels have sent a fleet made of 2 Nebulon B's, 3 Blockade Runners and a GR-75/Gallofree Medium transport that arrives after "Stage 1."

The Nebulon B's have Y-Wings armed with ion cannons and A-wings. To finish Stage one, the rebels have to immobilize the Imperial Transport. A GR-75 come in from Hyperspace when that's done and Stage 2 starts. The Commander has to command the GR to Dock onto the Imp transport. When this is done, the rebels can enter it and capture flags in the imp's transport. When this is done, the ship is captured, the VIPs saved and the rebels win the round.

The imps can win like this:
All rebel cap ships get destroyed before stage 2
Or The GR-75 is destroyed, and the VIPs can therefore no longer be saved, making the imps win.
They have a small base with TIE fighters and bombers and they can spawn in the imperial transport in stage 2.

The battle would be awesome. First, the rebel fighters have to escort the Y-Wings to successfully stop the transport. When the transports have docked on eachother and stage 2 has started, the infantry battle starts but the space battle must continue: The imps can still destroy rebel transport while it's docked, and this would make the rebels lose. So the rebels have to defend in space while they have to capture the flags on foot, making an awesome battle.

EDIT:
Posting this in the suggestions

____________________________
I'm called RasdenFasden ingame.

Re: Boarding capships. Yes or No?

I drew up a boardable space map prototype the other day which included 1st taking out a bunch of systems before being able to board.

I think the whole mechanics of space maps will probably be map dependant ...altho , if you have 2 modes .... Fleet mode (no boarding) and an objective mode (boarding) .... irregularities occur.

eg. in boarding mode the fighters must destroy the hangar shield and hangar auto turrets(and soe other stuff)  to be able to board. Since these are nodes on the exterior ...do these system nodes disapear when in fleet mode? if they dont , it would allow people to board..,. if they do then it just seems a little weird


1 thing that i think we'd all love to have is pilotable (like in bf2142) Star Destroyers/Mon Cal cruisers. The issues here are performance. Id hazard a guess that if/when people moved like 3 or 4 cap ships right next to each other it would become unplayable. I guess time (and testing) will tell...

From a personal standpoint the main thing i want from space maps are cap ships broadsiding each other , massive explosions and dogfighting galore. I will certainly do my best to make that a possibility.

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Boarding capships. Yes or No?

I dont see moving cap ships as a very good idea myself...I'd think just setting them within range of eachothers weapons and then letting them pound away at eachother and let fighters go after them would be a better idea then having them moving all over.