|
You are not logged in. Please login or register.
Welcome to the First Strike Forums
First Strike 1.5 is OUT! Check the download page for download links
We are always looking for new talent, if you're interested in working on First Strike please apply
HERE
Samples of previous work WILL be required
Confused? Have a Question? Check out this thread
Pages Previous 1 … 7 8 9 10 11 … 16 Next
You must login or register to post a reply
RSS topic feed
Posts: 57 to 63 of 107

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Exiting Capital Ships
S-Guy wrote:Imo, you should be able to get out of fighters, but ONLY when they are landed. You do see people using fighters to get around and land in ships, etc, but it really wouldn't help to jump out in mid-space because, duh, you don't have a space suit, and you would just run out of air and die. Would it be possible to make it impossible to get out of a fighter unless you are landed? >.<
Probably not. And there's no reason to go through the trouble. Pilots fly the fighters, marines storm the hangers. Escape pods and fighters are NOT personal raiding transports for Mr. 1337sn1p3rSp3(0Pz.
"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
- From: Grong, Norway
- Registered: 2006-07-25
- Posts: 5,192
Re: Exiting Capital Ships
I sincerely hope they don't implement Battlefront 2's style of space battles. First of all, the hangars are in the wrong spot for no good reason other than that BF2's engine limitations made them have to put the hangars there. Secondly, the whole idea of 'storm the ship, destroy key systems, and get the Heck out' just seems silly to me. People didn't board ships in Star Wars for these purposes - if capital ships met in combat, like during the Battle of Endor (or the Battle of Taloraan, for that matter), they fought to destroy each others. You don't insert troop transports carrying 10 people each into the hangars of ships carrying more than thousand troops unless you want them to get slaughtered before they can even dismount. As for how troop transports spawn, they'll probably spawn like fighters - either in space with spawn protection, or parked in hangar bays.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage." --the awesomeness that is Boatmurdered.
- Registered: 2007-04-10
- Posts: 101
Re: Exiting Capital Ships
TY2D2 wrote:S-Guy wrote:Imo, you should be able to get out of fighters, but ONLY when they are landed. You do see people using fighters to get around and land in ships, etc, but it really wouldn't help to jump out in mid-space because, duh, you don't have a space suit, and you would just run out of air and die. Would it be possible to make it impossible to get out of a fighter unless you are landed? >.<
Probably not. And there's no reason to go through the trouble. Pilots fly the fighters, marines storm the hangers. Escape pods and fighters are NOT personal raiding transports for Mr. 1337sn1p3rSp3(0Pz.
Because it makes much more sence to have your pilots suicide themselves and destroy the fighter in order to do anything or get out of the ship? LOL.... Pilots should be able to get out but they would still only be in pilot kits with only a pistol, knife and repair stick. They could then go pick up kits/weapons from enemys other people have killed or fallen comrads, but untill then would only be a pilot.

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Exiting Capital Ships
RagNoRock wrote:TY2D2 wrote:S-Guy wrote:Imo, you should be able to get out of fighters, but ONLY when they are landed. You do see people using fighters to get around and land in ships, etc, but it really wouldn't help to jump out in mid-space because, duh, you don't have a space suit, and you would just run out of air and die. Would it be possible to make it impossible to get out of a fighter unless you are landed? >.<
Probably not. And there's no reason to go through the trouble. Pilots fly the fighters, marines storm the hangers. Escape pods and fighters are NOT personal raiding transports for Mr. 1337sn1p3rSp3(0Pz.
Because it makes much more sence to have your pilots suicide themselves and destroy the fighter in order to do anything or get out of the ship? LOL.... Pilots should be able to get out but they would still only be in pilot kits with only a pistol, knife and repair stick. They could then go pick up kits/weapons from enemys other people have killed or fallen comrads, but untill then would only be a pilot.
See the point is pilots aren't supposed to ever get out. You should NEVER suicide from a fighter, when you get into a fighter, you make a commitment to being a fighter pilot. If you are going to be suiciding out of your fighter just because you got bored, I'm sorry but you are a noob and need to stay out of my fighters in the first place. Just because in BF2 the pilots can jump out and battle along side REAL marines, doesn't make it right, it totally kills the immersion and its ridiculous, I don't want to see pilots in bright orange jump suits leading the assault on an Imperial Star Destroyer. And no one can pick up weapons from dead bodies, and weapons will not be placed among the ship to be picked up so thats a moot point. The pilots fusion cutter is really to work on other fighter pilots craft before you get into your own fighter, he's like a multipurpose class, hanger engineer and fighter pilot, which kinda makes sense since the people flying the ships should be knowledgeable enough to fix them as well...
"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
- Registered: 2007-04-10
- Posts: 101
Re: Exiting Capital Ships
Sticking to how it would be in the movie and making something FUN to play are two things. The balance should be that they should be able to get out, w/o any thing other then a pistol/knife/cutter. Alot of people get in fighters for a temporary need, and when that need is done they can either fly in circles dancing in too-toos or get out, repair their ship and get back in the fight. Or get out and repair other peoples ships/stationay turrets or provide what little assistance they can. They would be required to land since their are no space suits or parasutes in FS. And yes, sometimes my mood changes sometimes when playing a game. Feel like flying one time and then piloting a cap ship or running around on foot and fighting. MANY gamers do. You seem to want to Force everyone into playing only one way and eliminating alot of the diversity in the game by removing the ability to do/try different things easly. Being able to get out of your ships would not Ruin the game and cause ewoks to fall from the sky....

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Exiting Capital Ships
RagNoRock wrote:Sticking to how it would be in the movie and making something FUN to play are two things. The balance should be that they should be able to get out, w/o any thing other then a pistol/knife/cutter. Alot of people get in fighters for a temporary need, and when that need is done they can either fly in circles dancing in too-toos or get out, repair their ship and get back in the fight. Or get out and repair other peoples ships/stationay turrets or provide what little assistance they can. They would be required to land since their are no space suits or parasutes in FS. And yes, sometimes my mood changes sometimes when playing a game. Feel like flying one time and then piloting a cap ship or running around on foot and fighting. MANY gamers do. You seem to want to Force everyone into playing only one way and eliminating alot of the diversity in the game by removing the ability to do/try different things easly. Being able to get out of your ships would not Ruin the game and cause ewoks to fall from the sky....
You are describing an arcade game, FS has always tried to NOT be an arcade game. If you allow players to get out of their fighters they will start bailing in space to rob people of their kills, which is another damper on the gameplay. Everything you do in BF games is temporary, that's why they have 'Respawns.' Ever think about the other people playing and having fun? Say you get a guy on your tail and all of the sudden you want to be a marine boarding a capitol ship, he gets his sights on you and you bail out of your ship because you are bored, now that guy is going to be pissed because he got robbed of the satisfaction he would get from shooting you down. I would much rather players be forced to stay in their fighter that extra 5 seconds to get shot down or at least do a last ditch suicide run on a capitol ship head on or something than just jump out in space or suicide in mid flight. Landing in your own hanger to repair other peoples fighters is not needed because there would be plenty of other pilots there already who could do it, and the turbo lasers are not repairable, so that's also a moot point. It's pretty easy to let someone have an easier time shooting you down or going in for one last run on a capitol ship isnt much to ask. The cons far outweigh the pros in this argument. Fighter pilots being able to eject or exit their fighters leads to many more problems than fun. You get to exit and repair your ship, even though others could do it for you. That's really the only advantage of being able to exit your fighter. Taking up a space on a boarding craft weakens your overall fighting strength because thats one less potential marine in the group storming the hangers. But this opens up lots of opportunities for smacktards, people landing on statics in the map like asteroids, space stations, the Star Destroyer, space junk, you name it. As well as the stupid people attacking a capitol ship with their fighter pilot pistol. That's just stupid, and that's what happens when you let people exit their fighters, they use them as personal transports to the enemy craft and teamwork goes out the window because the only thing they are concerned with is themselves getting into that hanger just to cause a little mischief and look stupid in their bright orange jumpsuit in the Imperial Star Destroyer before they get gunned down.
"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
- Registered: 2007-04-10
- Posts: 101
Re: Exiting Capital Ships
You complain about suicides in mid space, but thats what not being able to get out causes. Never seen someone jump out mid dog fight in a game where you don't have parasutes. Being able to land and get out would allow you to easly kill said fighters trying to slow down and get out when they stop. People were able to do the assaults on the hangers in GC because of the Escape Pods with high health and ability to hit stuff w/o blowing up. W/o that landing in hangers would be suicide, expecialy w/o the hovering and precision control starfighters had in GC. And so what if they land on space junk and such? What are they going to do with a pistol? All that they would do is take someone away from their team, which is why It wouldn't be done :-p. Only time you saw people doing that in GC was because they had AT kits and such and could possibly do something. But if you prevent any kit but Pilots from getting into fighters then you would have none of that. You would more so get that happening with the assault transports that you keep wanting in..... Also, were not automated turrets put into the escape from hoth map? Couldnt said turrets also be put in the hanger to prevent base-raping? So your saying the goal now in FS is not to stay alive, but to die all the time so that you can respawn and do something else? How stupid is that? In a game trying to be as realistic as possible, shouldn't the point be to help the team while staying alive?
Posts: 57 to 63 of 107
Pages Previous 1 … 7 8 9 10 11 … 16 Next
You must login or register to post a reply
Powered by PunBB 1.4.5, supported by Informer Technologies, Inc.
|