Topic: A few Thoughts

First of all : "Thanks Devs for your efforts to bring us such a huge Star Wars experience.
You`ve invested so much time and who knows what else to make this Mod come true."

I liked the Battlefield series since it came out and multiplayer since BF2. I quit playing BF2142 due to uncooperative and selfish players who only worried about their stats and ranks. I found out that "clan-play" is the only way to ensure permanent success and fun, if u don´t play against another clan of course. But losing against a good clan is also fun for me when it was a good teamplay on both sides. Unfortunately everything went down the drain when changing to Vista.
Now most of the drivers for my new rig are working relatively stable, still some issues with the Nvidia SLI configuration in some applications. I am a big star wars fan, despite from games like Dark Forces and sequels I enjoyed games like Star Wars Galaxies. (The best looking virtual cockpits ever in a Star Wars game). But the AI ship movements were terribly unnatural and lasers too slow. Now I read about a SW-Mod for BF2142. Boy could it be possible to have the ground based infantry fights of BF2142 combined with the fiery space combat of SWG after the big disappointment of SW Battlefront? I was shocked by the detail of the screenies and after studying the entire forums here I am quite sure it will become a big SW experience for all of us young and old. Besides i was already on earth when the first movie came out smile

After reading the forums I still have some recommendations:

1. The Attack-Helicopter throttle control from BF2142 would be fine for X-Wing and co. and   Transport-Helicopter controls for the others when under atmospheric conditions.
2. I guess you´re planning to use laser bolts to simulate space guns. I hope it ´ll work ingame during a multiplayer battle. The BF series uses invisible zero time bullets to calculate hits.
Rendering so many lasers and maintain a solid transmission between all players on a map might cause lags. But it wouldn´t be Star Wars without it.
3. A manually deployable landing gear would be nice combined with the s-foils closing animation to prevent gear extension when hovering close to the ground while masking behind terrain.
4. A second player being able to act as a X-Wing targeting-computer "Living R2 unit".
(sounds crazy I know). But this way he could use the optics to manually guide the proton torpedoes. That provides teamplay and requires some skill, we know it from BF2 and it is a better way than weaker auto-guided or dumb-fired missiles.
5. If possible, it would be nice to be able to switch the cannon groups. Rapid single-fire against troops and light armor or slower combined-guns fire against heavier armor.
6. Tow cables fired from the guy in back to bring down an AT-AT is too much of a challenge, right?
ok, ok I am dreaming.
7.  As mentioned above, a human player could play as a R2/R4 droid in the engineer role, with limited self-defense capabilities but greater repair- and reconnaissance functionality. "He" furthermore provides ground attack and repair capabilities to fighters and other vehicles.
No droid no torpedoe ground attack or minor repairs in a X-Wing f.e. This would encourage people to look for a droid (Teamplay) before rushing into combat without one.

I hope you guys can do something of that, I am really looking forward to this mod. Keep up your good work and may the force be with you...Always!

Thomas aka ICANDO

Re: A few Thoughts

Welcome to the forums, Icando! Although I'm not a developer, let me give some thoughts on your suggestions.

1. The Attack-Helicopter throttle control from BF2142 would be fine for X-Wing and co. and   Transport-Helicopter controls for the others when under atmospheric conditions.

I haven't played Battlefield 2142 and thus I am unfamiliar with the controls, so this one I cannot answer.

2. I guess you´re planning to use laser bolts to simulate space guns. I hope it ´ll work ingame during a multiplayer battle. The BF series uses invisible zero time bullets to calculate hits.

Rendering so many lasers and maintain a solid transmission between all players on a map might cause lags. But it wouldn´t be Star Wars without it.

Remember that there are plenty of non-instant projectile weapons in the BF series: Torpedoes, bazooka rockets, missiles, tank shells, and so on. Non-instant hits are more than possible, as is modelling blaster/laser bolts.

3. A manually deployable landing gear would be nice combined with the s-foils closing animation to prevent gear extension when hovering close to the ground while masking behind terrain.

4. A second player being able to act as a X-Wing targeting-computer "Living R2 unit".
(sounds crazy I know).

Yes, as a matter of fact it sounds utterly insane. But it worked just fine in That Other Mod (Galactic Conquest for BF 1942), where upon entering the second crew slot of the X-Wing and Y-Wing one became an R2 droid that could repair the craft, so I wouldn't be against it at all.

But this way he could use the optics to manually guide the proton torpedoes. That provides teamplay and requires some skill, we know it from BF2 and it is a better way than weaker auto-guided or dumb-fired missiles.

With all due respect, I'd like to shamelessly promote my own idea instead. See the "Pre-prgrammed proton torpedoes" thread in this forum.

I also think torpedoes should be homing. But who knows, it might be possible for pilots (in 'real' Star Wars), or at least their droids, to remote-control their proton torpedoes.

5. If possible, it would be nice to be able to switch the cannon groups.

Do you mean switch between firing one laser at a time, several at a time, or all at a time (for example Single, Dual, Quad fire for the X-Wing's guns)? If so, I agree completely. It'd also be nice if I could aim the laser cannons and/or have the fighter's computer do it for me, as they do many times in the movies.

6. Tow cables fired from the guy in back to bring down an AT-AT is too much of a challenge, right?

Let's hope not. As long as it doesn't become the sole means in the entire game of bringing down an AT-AT, I'm all for it.

7. As mentioned above, a human player could play as a R2/R4 droid in the engineer role, with limited self-defense capabilities but greater repair- and reconnaissance functionality. "He" furthermore provides ground attack and repair capabilities to fighters and other vehicles.
No droid no torpedoe ground attack or minor repairs in a X-Wing f.e. This would encourage people to look for a droid (Teamplay) before rushing into combat without one.

I agree with this, actually. As far as I understand, the astromech functioned as a kind of co-pilot for the pilots. Leaving without one should leave you handicapped.

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