Topic: Space Battle stuff
Here are a few suggestions I'd like to put forward. If this is a topic spam/it's been done to death in another thread, I apologize and feel free to kill it...
1) Top speeds
I think that all spacecraft should have their top speeds increased by 5% or so. This would include capital ships. If you watch the movies, especially scenes like the Ep4 trench run and the Endor space battle sequences in Ep6 where Rebel strike craft are blasting over the surface of the second DS while en route to the opening which leads to the reactor...they are travelling very fast indeed. 5% would still fall short of what is shown during these scenes, but it would be a good place to start and wouldn't throw us immediately into engine limitations vs overall map sizes. I.E. you still wouldn't cross from border to border so rapidly that it killed the illusion. I think that the relative speeds of all the ships ingame so far are good, so a global 5% increase would preserve the balance and make capital ships a bit more fun for those crewing them. Anyway, it would be a good starting point.
2) Dogfighting
Attempt to implement some form of energy management to dogfighting. Before anyone cries foul, let me explain...I'm not talking about power management between shields and weapons and all of that. I understand that so far in 2142 that's not likely. By energy management I mean speed penalties for turning. Star Wars movie dogfights were based on footage of WW2 air to air engagements. Those engagements (being real, and in atmosphere) had a distinctive look to them, and classic dogfighting tactics that have evolved since people started trying to kill other people in aircraft. If you've ever played a good WW2 flight sim like IL2 you know it's all about the energy. If you turn hard, climb, etc. you lose speed/energy. SW isn't realistic, and it doesn't take place in atmospheres with aerodynamic controls surfaces, but the look and feel are lifted directly from such real world concerns. In real dogfights you're never going to see constant looping. If you try that you end up stalling and spinning. I'm not suggesting climbing/diving penalties per se, and certainly not 'stalls', but penalize craft for hard turns. Then it could become much more tactical and visually more accurate to what the SW effects team filmed.
3) Space Battle Map Suggestion
Escort. Escort. Escort.
Escape From Hoth is fantastic when enough people on a server understand what needs to be done. This kind of escort/objective based mission concentrates the action much more than the "kill everything in whatever order" team deathmatch of Taloraan. I'd love to see lots of variations on the already completed Escape From Hoth. Instead of a disabled ISD, have an Imperial convoy that has it's initial capital and starfighter spawn points already in close formation at one edge of a map. Rebellion assets could be largely on the opposite end, but split up into specialized attack wings or something. Throw in the Imperial jump point near the Rebel side of the map. I don't know what the resource limitations are with 2142 mods, but surely removing the ISD as one big resource hog might free things up for a lot of simpler, smaller objects like an asteroid field to channel the battle even more midway. Make it dense enough (if possible) that the Imperial cap ships have to go through one or two clear chokepoints. Again, I don't know jack about modding 2142 or how the Devs created space battles, but it seems to me that using Escape from Hoth as a model you could shuffle assets around and crank out a series of maps based on it in relatively short order.
I love the mod and look forward to what it may become in time,
[SiD]Tolmodus