Re: Vehicle Request

*mumbles about still wanting his Decimator and or Infiltrator*

tongue

http://www.fsmod.com/stats/fssig.php?player=RagNoRock

Re: Vehicle Request

Some interesting things to drive/ride in:

Taun Taun
Cupa
Dewback
utility cart
Ewok Hang glider
grappel/zip gun (its a vehicle right?)
submarine
elevator
jet pack
tram
tractor beam station
gondola
submarine (imps might have a secret underwater research facility)
elevated hover train
turbolift
air bus
escape pod
blast door operator station

Re: Vehicle Request

How are you guys going to make Turbolaser batterys? Are the guns going to be fire linked or will the batterys be  the "single click= one shot" kind? I mean if your going to have five guns in a battery, will only one cannon fire with each click  or will they all fire at once like the batterys in FH. and I was thinking that small tubrolasers on ships like the Corvette could have two fire modes: Primary fires both cannon barrels at the same time, but fires slower, and the Alt. fire would fire only one barrel at a time, halfing the damage but allowing you to track fast moving targets and firing faster.
     About the Coruscant map idea, I made a thread about it in the custom map section, so feel free to post any ideas you have regarding it there.

Re: Vehicle Request

I didn't really like the old skiff and barge. The barge would present one problem. Like if the Titan is moving and someone is in it, it lags up like there is no tomorrow. The Blast Door Operator Station sounds like a cool idea. There could be loads of consoles in the bridge of the ISD or whatever. Each console has a video feed from a camera, and can close and open the doors at will.
This would add to the tactical realism, as the Rebels or Imps would have to find another route. The doors could be destroyable, but only heavy weapons can scratch it

The one Voss to rule them all. The one Voss to find them. One Voss to bring them all and FRAG THEM!

Re: Vehicle Request

Yes, I like the ideas with the the doors, but you can only have ten doors do to the fact that you can only have 10 people in a vehicle, so a moving starship wouldn't have them. It would need those spaces for weapons. But it would still be good for a Judicator-style map. The only problem would be the vehicle icons if you need more. Who else thought it was annoying to see the entire bridge section turn grey because of all the lifts?

But still, I like the idea of traping a rebel squad in a hallway of an ISD and watching them on the video feed, trying to escape. Of course, the rebels would need a way out of each hallway. Maybe a vent that can be blasted open, like in ANH? But the Imperial Commander, if he was smart, would use these doors to funnel enemy attacks to an area where the Rebels would be ambushed by stormtroopers.


Okay, so the barge maybe out of it, but the skiff you don't have to walk around on, just sit on. It would be a great multi-prupose vehicle too. Need reinforcements? Use the skiff as a dropship. Need a tank destroyed? Put Anti-Tank soldiers in the passenger slots and head to town. I could see one squad on a map entirly devoted to skiffs. It would kind of give you a feeling of being part of a "combined arms" military. I mean have like 3 ground squads for assualt, 2 skiff squads for CAS, and, if possible, a squadron of fighters for air firepower. I just think that the skiff should be a jack-of-all-trades vehicle that can be customized with troops to fit your teams needs. So if you need a group of infantry killed, call in one of the skiff squads and, they would probably be equipped with blaster rifles, watch as your enemys disappear in a hail of fire from the blaster turret in the front and the blasters the passengers have.

41 (edited by Mr. Wookiee 2007-06-14 17:31:15)

Re: Vehicle Request

Here is how you would keep from wasting crew positions on any vehicle/ship with a door. Vehicles can be linked to other vehicles like the landing craft in 1942 are linked aircraft carriers. Until you use the throttle, the carrier could do a  roll and the boat would stay locked in place. A similar coding could be used for operatable doors, so they are not actually part of the parent craft, but linked to them, as a separate vehicle. This would allow for doors to be operated, destroyed, and respawn after a set amount of time without doing any permenant damage to the craft. Obviously doors dont have a throttle, so they wont go anywhere.

42 (edited by TY2D2 2007-06-14 20:42:53)

Re: Vehicle Request

This is not BF1942, no such code exists for attaching vehicles to other vehicles.

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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