Re: Additional pilot classes for space maps

well this brings it back to the DS a radar effect would be nice but i dont see ow "detecting enemy truuets" will help you much. also yeh i brought up this topic but it being on the edge of a map instead of on a squad leader, great idea anyawys tongue

Re: Additional pilot classes for space maps

Well, the DS Radar effect would certainly help with the enemy fighters. Besides, being able to tell which turrets are active would be a nice advantage...

_________________________________________________
a.k.a.:  Grandma Tarkin  //  hQ.Terrorek

Today's spelling/grammar tip: There = a (sometimes conceptual) place. "There is my car." or "There is such a thing as magic."  // Their = posessive. "Their meat is full of worms." // They're = contraction of <they are>. "They're crazy!" // "They're trying to put their shoes up there."

Re: Additional pilot classes for space maps

Terrorek wrote:

Well, the DS Radar effect would certainly help with the enemy fighters. Besides, being able to tell which turrets are active would be a nice advantage...

yeah that would be. i think this is a really good idea. maybe the capital ships radar should be made smaller

http://www.fsmod.com/stats/fssig.php?player=btcc
Occupation: Hacker on steroids

INGAME NAME: btcc

18 (edited by Safe-Keeper 2007-10-26 10:29:44)

Re: Additional pilot classes for space maps

As far as I know, at least some of the turrets would be automated. I remember asking a lo-o-o-ong time ago, though things can easily have changed since then.

Canadiens, Ty, I don't dislike the idea at all. As a matter of fact I like it very much. All I'm saying is that if some better alternative to repairs was found, that'd be really nice in my eyes. If the devs end up giving squadron leaders the ability to repair friendlies, so it is. No problem here.

"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: Additional pilot classes for space maps

Yeah, I am trying to think of some other stuff.  The problem will always be the code.

Other neat stuff would be the ability for a Squadron Leader to have shielding simulating extra armour, a visual indicator for friendly and enemy craft that he's a squadron leader, the ability to set waypoints, etc.

Though, most of the neat stuff depends on a squad leader being outside a vehicle a la the ground map unlocks.

Check out my blog about how wonderful the internet is, called The Wonderful Internet.
http://thewonderfulinternet.com/

http://stats.fsmod.com/fssig.php?player=Canadiens1160

Re: Additional pilot classes for space maps

Dnamro wrote:

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.

That sounds pretty far fetched, I doubt many people would buy into that.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Additional pilot classes for space maps

Who cares? lol

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