Re: Falcon Pods?

FSDev| Bandu wrote:

For a ship like the falcon i think it would be appropriate to have a small delay , since the pods are in a different room to the cockpit, or so im told.

TBH, if some1 bails from their craft ,in a pod, they should be very easy to take out, so its not a big problem.

Yes, but shouldn't the pods be quick and hard to hit?

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Re: Falcon Pods?

Running around inside should definitely be in option... that't what escape pods are all about.

For those of you who played GC (Star Wars mod for 1942) bouncing around inside the falcon or lambda or the giant amphib imperial thing (can't remeber what it's called) was most of the fun of running to the escape pod.

A noob chute you can just shoot out of without moving is no fun. Gotta have the rush...

Running around inside whatever, be they spaceships, sand crawlers, or transports should definitely be in the game.

My two most striking memories from GC are:

a. The sand crawler driving into the sarlaac pit and dumping 15 people out of the open hatch in the front.

and...

b. My first game, bouncing out of the lambda shuttle only to realise the mod had no parachutes.

Adds to the immersion.

Re: Falcon Pods?

The Falcon has seen atmospheric action at least once in lore. I forgot the name of the comic, but it had the ship attack a formation of AT-AT walkers attacking a Rebel/New Republic base.

"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: Falcon Pods?

It's not possible to get stable walking in the Falcon while it flies around. So people would be bouncing around and shooting out the back... That looks lame. The best way to do it would have 2 different ones. One static, one pilotable. The pilotable one should have no interior and maybe a ramp that retracts with the landing gear, as well as expands out with it too. The ramp should also be the exit point.  Unless you switch to an escape pod and shoot out. The only delay you really need there is like 1-2 seconds. To factor in a door opening for it to fly out from.

Points can be awarded for destroying objectives, and certain vehicles. You can give players points for killing they guy and the vehicles actually. So say X-Wings were worth 2 points extra + the kill. The Falcon, being more valuable should be worth more for the kill, like 8 extra points + the crew kills. Because its harder to take out, and theres more people that crew the falcon. I don't know how the devs are going to set up the points, or if they will modify them at all. But I do think players should get more points for vehicles kills. Because it is harder to take out a tank/fighter than a regular foot soldier.

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19 (edited by sgt. fuzz 2007-04-08 11:19:02)

Re: Falcon Pods?

this is a little aside from the point, but....... the lips on the guard don't line up with what he says at all.  I'm guessing this was simply an editting error?

IN THE VIDEO!

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Re: Falcon Pods?

What the heck are you talking about?

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

Re: Falcon Pods?

You should get points for vehicle kills, and lose points for losing your vehicle.

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