Re: No factional vehicles, PLEASE!

I was just saying, since this topic has been all about whether one faction can use another's vehicles, maybe there could be one certain class that has the ability to do so. Like a hacker, or a slicer, or whatever you want to call it. (i personally call it an infiltrator...but that doesnt really matter.)

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

Re: No factional vehicles, PLEASE!

<Ahem>

I know I'm long-winded (long-fingered?) when posting, but I refer you back to post #14 in this very thread for my detailed slicer class suggestions. wink

_________________________________________________
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: No factional vehicles, PLEASE!

Yes, i think i thought that up when i saw your post. 


...*wonders where that really weird title went O.o*

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

46 (edited by Safe-Keeper 2007-11-18 12:12:55)

Re: No factional vehicles, PLEASE!

I don't see a need for a slicer class, to be honest. The problem isn't that the vehicles need hacking into, it's that they're impossible to use for people who have no knowledge of them. You don't need to 'slice into' an X-Wing or F-16 (you don't even need ignition keys for a Falcon, just flip some... OK, many switches to get her running), but that doesn't mean I could just walk over to one and take it for a spin, should I find one fully fueled and ready to warm up in an abandoned air force base. I'd still need to know which switches to use, when to apply throttle, when not to, when to do this, when to do that... come on, even a regular car is complicated enough to start if you don't know how (the whole 'clutch must be inserted and then slowly released' thing). This is an F-16 cockpit. That thing is no 'plug-n-play' arcade flight game.

http://www.contactsales.co.uk/vault/Falcon4/F4AF-F16Cockpit.jpg
cool

What would make more sense would be some sort of vehicle specialist commando who replaced the Support class on certain maps, and whose squad managed to get ahold of enough info on enemy vehicles to be able to do some theory-training and figure out how to drive one should it actually fall into Rebel hands. But then again, this'd pretty much defeat the whole purpose of having locked vehicles in the first place, so I'm against the idea, except maybe if the class is limited or a pick-up kit or something - and the developers have made it clear they'll 'never' limit kits hmm .

When it comes down to it, again, locked vehicles, in my opinion (and me and TY are not devs, keep that in mind), are a balance/gameplay feature as much as a realism feature. Gameplay because, among other things, it introduces a tactical perspective different from that faced by infantry around enemy AT-ST walkers, and other vehicles that can be captured. Balance because heavy vehicles pack lots of firepower, so that if one is captured, it turns the tide of the entire battle. It's as if Escape from Hoth (64) should have the Rebels control the Lancer - it'd be impossible for the Imperials to win.

Oh, and never use Rebel Strike or any other Rogue Squadron game as a source for anything. 'Poorly researched' is too mild a word.

"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: No factional vehicles, PLEASE!

lol...

*thinks back to Call of Duty 2 level in which your fellow soldier hops in a enemy vehicle, while his superior is yelling at him to get going and screams "But the controls are all in German!" before finally figuring out minimally how to start the ignition, accelerate, and very crappily turn, thus leaving it to me to take out the pesky Nazis...*

Not sure what side that supports, just felt like sharing.

Founder, User, and Supporter of the First Strike Wiki!

Re: No factional vehicles, PLEASE!

TIEpilot234 wrote:

lol...

*thinks back to Call of Duty 2 level in which your fellow soldier hops in a enemy vehicle, while his superior is yelling at him to get going and screams "But the controls are all in German!" before finally figuring out minimally how to start the ignition, accelerate, and very crappily turn, thus leaving it to me to take out the pesky Nazis...*

Not sure what side that supports, just felt like sharing.

Ahh yes, I remember that.

I can imagine it could be done in WWII though, everything (dunno, makes sense to me) was alot more simple and the soliers would prolly just hotwire it lol.
Though this would be a very rare chance to just stumble on an enemy tank, all fueled up and ready to go, in a garage you just attacked.


I think there's a big difference in nicking an AT-AT from right under the enemys nose, and hotwiring a crewless, empty German tank from WWII.

lol hai?

so i herd u liek mudkipz?
www.theasf.org

Re: No factional vehicles, PLEASE!

Well, remember, imperials/rebels don't speak different languages (but weirdly enough, in SW text is in some weird language O.O) so it's not like they wouldn't be able to read any of their stuff.
Think about Anakin, he was a great pilot and could fly virtually anything.
I read in a book (yes...another book.) that when a ship was built for him on a completely alien world, he still figured out the controls very quickly. I'm not saying everyone in the game is anakin, but i am saying that controls in similar aircraft and vehicles are not THAT different.

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png