Re: Space maps

Safe-Keeper wrote:

The tickets is a percentage indication of how much of your fleet remains. Plain and simple. It's a great way of checking at a glance who currently has the upper hand number-wise. I can glance at the ticket count and go 'Hmm, 75 to 50, OK, so we've lost one ship, they've lost two'. Or 'our tickets have gone down 25 points, looks like we've lost that frigate, then'.

Simple Solution:
1000 Tickets for each side, 200 - 250 for every lost Capital ship, 1 - 5 Tickets for each fighter...
"Cheaper" fighters like the TIE-Fighter should cost less Tickets than "Valuable" Fighters like the B-Wing...

As for camping your own staging area, after our huge victory yesterday on Taloraan we had a discussion on this in the tester chat room. Maybe there'll be changes for 1.2, maybe not, I don't know. Wait and see smile

Camping at your own staging area has an other benefit:
You don't have to fly across the whole Map with your fighter / bomber to defend your own / attack the enemy ships...

I personally rearm at my gallofree/bulk freighter when out of warheads, but there needs to be a stronger incentive to stay alive rather than just crashing your fighter.

I strongly agree: rearming should be faster, repairing should be left as it is.

Personally I have some other points I didn't like in Space Combat:

1.) I miss the commander.
Without commander there is no coordination of the different Squads / capital ships.

2.) I miss the Squadplay
Squads are quickly spread across the whole map - it took a long time to move your fighter from the spawnpoint to the place there the squadleader wants you to be.
It took even longer if you wait until the needed ship (like a Bomber) is aviable.

I think the best solution would be a change of the Spawnpoints.
Let the Squadmembers spawn near the Position of the Squadleader, in a fighter of the same type.
Make a limit for Bombers / Interceptors an let spawn a "smaller" class of fighter if the maximum amount of limited Fighters has been reached.

Example:
B-Wings are limited to 2, next smaller fighter is a X-Wing (limited to 12) A-Wings are unlimited.

So if a Squadleader flys a B-Wing (and the other B-Wing is destroyed) the next Squadmember who spwans next to his Squadleader gets a B-Wing.
If no B wing is aviable, he gets a X-Wing, if no X-Wing is aviable he gets an A-Wing.

This give Squadleaders who stay alive an great benefit, Players in Squads don't have to fly across the whole map (as long as their Squadleader stays alive and near the target).
And the Squad gets a great punch because they have the same type of fighter.

Smaller Changes:
"Better Squadtags"
Give the Squadmembers Green Brackets around their fighters, and let these Brackets Flash if the Pilot is calling for Backup.
Use the Net.bat system of BF 2142 to give enemy fighters marked by squadmates Red Brackets.

"Emergency Jumppoints"
In a fleet engament like "Battle of Taloraan" there should be Jumppoints for Capital ships.
If a ship lefts the Battle, the ship counts as destroyed, but only with half of his points.
This gives the option to break the engament and try to rescue the ship by driving it to an emergency jumppoint.

Other Jumppoints may be still possible - like an regular Jumppoint (no ticket lose).
The amount of tickets lost may be diffrent from scenario to scenario.

In "Battle of Taloraan" the destruction of a transport may be more valuable as the destruction of an capital ship, because this ship is carring high valuable supplies.
In a real space battle like the Battle of Endor transports may be less valuable.

Oh, and Voice Overs for destroyed ships ("They hit the hospital ship!") or jumped ships would be nice wink

CYNIC, n. A blackguard whose faulty vision sees things as they are, not as they ought to be. Hence the custom among the Scythians of plucking out a cynic’s eyes to improve his vision
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9 (edited by Safe-Keeper 2008-03-10 13:49:57)

Re: Space maps

1.) I miss the commander.
Without commander there is no coordination of the different Squads / capital ships.

I do so agree. Even a commander with nothing to do is better than no commander at all.

2.) I miss the Squadplay
Squads are quickly spread across the whole map - it took a long time to move your fighter from the spawnpoint to the place there the squadleader wants you to be.
It took even longer if you wait until the needed ship (like a Bomber) is aviable.

Squad play is perfectly possible in space maps, but admittedly, they are less organized than ground maps because starfighters take more to organize (at least that's how I feel). I don't feel this needs changing.

Let the Squadmembers spawn near the Position of the Squadleader, in a fighter of the same type.
Make a limit for Bombers / Interceptors an let spawn a "smaller" class of fighter if the maximum amount of limited Fighters has been reached.

So if a Squadleader flys a B-Wing (and the other B-Wing is destroyed) the next Squadmember who spwans next to his Squadleader gets a B-Wing.
If no B wing is aviable, he gets a X-Wing, if no X-Wing is aviable he gets an A-Wing.

I actually disagree with this. FS players frequently make bomber/starfighter Flight Groups (one Bombers squad, one Fighters squad, and so on), and this is how it should be, in my opinion. I also think players will want to be able to choose for themselves which fighter to spawn into.

"Better Squadtags"
Give the Squadmembers Green Brackets around their fighters, and let these Brackets Flash if the Pilot is calling for Backup.

Interesting idea, giving squad members green IFF brackets instead of grey ones. Is this possible?

"Emergency Jumppoints"
In a fleet engament like "Battle of Taloraan" there should be Jumppoints for Capital ships.
If a ship lefts the Battle, the ship counts as destroyed, but only with half of his points.
This gives the option to break the engament and try to rescue the ship by driving it to an emergency jumppoint.

Now, that is actually a good idea, if possible big_smile ! It'd require some fundamental changing of the Taloraan gamemode, though. And the jump points shouldn't be in the staging area as this would make it even more advantageous to sit there and camp.

In "Battle of Taloraan" the destruction of a transport may be more valuable as the destruction of an capital ship, because this ship is carring high valuable supplies.

They already are. No gameplay mechanic needs to be added for them to be more valuable than other ships. They repair capital ships, and as such experience pilots often gun specifically for them. I see your point, that a bigger loss should be more severely punished, but I really don't see a need for change here.

Oh, and Voice Overs for destroyed ships ("They hit the hospital ship!") or jumped ships would be nice smile

Indeed it would. Escape from Hoth has messages when objectives are destroyed, so why doesn't Taloraan?

Oh, and let me add an idea myself: Spawn things at different elevations. Currently Taloraan suffers from the  '2D syndrome' that I very often saw in  custom missions for the X-Wing series games - everything starts pretty much at the same plane. Varying the height of the various spawns by only a small margin does wonders for the atmosphere of the map.

"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: Space maps

As you say the maps have a horizontal playing field, with all ships more or less starting on this horizontal line. The Hud of the fighters even has what i believe to be a horizontal indicator. The one thing i'd like to see is a single vertical indicator displaying "up" in relation to your horizontal spawn point. The number of times I've looked at the mini map and headed right to attack a ship only to find i'm actually flying left and away from it because my ship is upside down. Unless of course there is one in which case forget what I've said...... I'll get my coat

"Something something something Dark Side.. Something something something Complete!"
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Re: Space maps

No, there isn't one, and it'd be nice if there were.

"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: Space maps

I like some of your suggestions Alreech, particularly the one regarding Squadleaders having their squad spawn in on them in fighters. I like how this could effect the dynamic of the space maps, and make the Squadleaders more valuable in the space maps. Unfortunately it just isn't possible to spawn people into spaceships on their Squadleader in the BF2142 engine, which is a shame.

Alreech wrote:

I miss the Squadplay
Squads are quickly spread across the whole map - it took a long time to move your fighter from the spawnpoint to the place there the squadleader wants you to be.
It took even longer if you wait until the needed ship (like a Bomber) is aviable.

I think the best solution would be a change of the Spawnpoints.
Let the Squadmembers spawn near the Position of the Squadleader, in a fighter of the same type.
Make a limit for Bombers / Interceptors an let spawn a "smaller" class of fighter if the maximum amount of limited Fighters has been reached.

Example:
B-Wings are limited to 2, next smaller fighter is a X-Wing (limited to 12) A-Wings are unlimited.

So if a Squadleader flys a B-Wing (and the other B-Wing is destroyed) the next Squadmember who spwans next to his Squadleader gets a B-Wing.
If no B wing is aviable, he gets a X-Wing, if no X-Wing is aviable he gets an A-Wing.

This give Squadleaders who stay alive an great benefit, Players in Squads don't have to fly across the whole map (as long as their Squadleader stays alive and near the target).
And the Squad gets a great punch because they have the same type of fighter.

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http://stats.fsmod.com/fssig.php?player=Talon-UK
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Re: Space maps

Somthing I would like to bring up is that often on space maps like Taloraan and Hoth, people somtimes bring the capital ships out of bounds and then its a automatic win for that team since they cant kill the capital ship. I think that if it goes out of bounds and its not piloted by anyone, it should self destruct or somthing of that sort so the match can continue.

Re: Space maps

FSDev| TALON wrote:

Unfortunately it just isn't possible to spawn people into spaceships on their Squadleader in the BF2142 engine, which is a shame.

sad

Hm, other Idea to keep the fighters at the ships:
Spwanpoints near the capital ships ?
Bombers & X-Wings spawn at Frighters,
A Wings at other capital ships ?

CYNIC, n. A blackguard whose faulty vision sees things as they are, not as they ought to be. Hence the custom among the Scythians of plucking out a cynic’s eyes to improve his vision
http://www.fsmod.com/stats/fssig.php?player=Al-Rik