8 (edited by Canadiens1160 2007-10-24 22:55:06)

Re: Additional pilot classes for space maps

Yeah it's unrealistic, but games are meant to be unrealistic.  Do you have to land your TIE Fighter in a docking bay on Taloraan, wait for a player to get in a weapons-reloader cart, drive it over to you, connect a fuel hose and load munitions into you in order to repair your fighter?  Hell no, this is a goddamn game, and you fly next to the freighter and wait.

I love the whole concept that FS is setup to be a teamwork-oriented mod, but let's be honest guys, the feeling coming from casual players seems to be that space is pretty bland and needs some massive upgrades in the gameplay department.



You have to give players incentive beyond "teamwork, n00b" to work together, unfortunately.  If I make a squad called "Bombers", and then lead a couple of Y-Wings after a Lancer, they're going to close up formation and stick together to deliver the payload with me, because they're motivated to do so by repair bonuses.

Come on you have to admit it would be the best to be flying above the Death Star, heading into the trench to chase Rebels, have two TIEs pull in as wingmates beside you, and the repair effect triggers a Vader-ish "Stay in attack formation" sound effect big_smile

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Re: Additional pilot classes for space maps

Exactly Canadiens, and hamsters d4mn, Trench Run IS going to need it. We played it before and that trench is murder!

Leave the realism/lore box and think about the benefits of this. It would encourage formations and stuff just like in the movies.

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Re: Additional pilot classes for space maps

just think about it: IF the repair effect was added to a squadron leader, what if he spawns in a transporter??? would it double the repair rate? would it stay the same as if in a normal fighter or the same as the initial repair rate for the transports or would it just make the game (and probably the server) crash once someone gets close to you to get repaired

also i just thought about repair rates: in vanilla you have those helipads (or the titan hangar), those repair only air vehicles and those get repaired quite fast compared to when you use your wrench (it takes ages sad )
so my idea is to trigger the fighters as air vehicles (and get them a faster repair rate) and the cap-ships as equivalent to ground vehicles (to lower their rate)

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Re: Additional pilot classes for space maps

Fantastic idea, Canadiens1160! smile  I think realism/lore be danged -- this would do wonders for space-based teamwork.

I suppose maybe the droids in those fighters (for the Rebels, at least), might work better as a team (within a certain radius) to repair the ships.  <shrug> Just looking for an acceptable reason for it to happen.  For the Imperials... not sure.

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Re: Additional pilot classes for space maps

I agree completely. smile

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Re: Additional pilot classes for space maps

Well, a gameplay reason could be that since the force is in all living things, that when a team leader is able to focus his team into a single objective, that collective force power can influence machines to enhance repair time or perhaps increase damage done by team weapon systems.

Re: Additional pilot classes for space maps

great idea Canadiens1160, but instead of repair, how about a permanent radar effect around the team leader? He and his squad would be able to see on the mini-map all enemy spacecraft, but only if he had x number of squad members.

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