Re: Discussion: The Battle of Yavin, who needs a trench?

If you watch the movie the TIEs didn't defend the trench until they realised the rebels were attacking there ... You will also note from the movie that their were one or two turrets in the trench.

Yeah hmm thats true but like Safe-Keeper said, the thing I like about FS (and liked about its "adopted little sister" GC) is that it doesn't force movie moments, when it would damage game play

Mitoh wrote:

can there be some way to force both imperial and rebel fighters to enter the trench at that point only and only exit that the end of the trench to allow the trench run

This would stop rebel swooping in to defend the tails of attacking Y-wings but some thing needs to put the rebel in the in the first place. I'm thinking human manned/affective turrets.

The imps have a reason to defend the trench when the deflection shields come down

ok, occasionally you have a game with some trench action. But when you do get it, it isn't what it should be. Because of the turrets in the trench the rebels have no reason to use it. (do they ever kill all the turrets in there by the time the round ends btw?)


Personally i think the shield generator and the trench should be separate maps, or at least divide the time between the trench and the shield generators evenly, because trust me you missing a trick here. Are there any other mods who have the same map but different objectives?

Re: Discussion: The Battle of Yavin, who needs a trench?

A problem what i see is what many new players don't read the game mode description in the loading screen proper.
Some fly straight in the trench and try to hit the exhaust port.

Making the loading screen instructions more clear would be a help, also some Voice Overs like in Titan mode when "enemy forces are detected in yellow Corriodor"

Loading Screen instructions could look like this:

Rebel Objective:
First destroy all the Deflection Towers to remove the shield from the exhaust port, when drop one torpedo in the exhaust port.

About the trenchflight. Hm, i see one possible solutions to the problem (if there is a problem).

-> make the Destruction of the Towers "Flag by Flag" , place the last Deflection Tower at the beginning of the trench.
So after the last Deflection Tower is destroyed, the main rebel force is a the beginning of the trench, and naturally they would dive into the trench to avoid the TIEs.

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

Re: Discussion: The Battle of Yavin, who needs a trench?

I also have seen people ram the exhaust port for an auto win, I'm still not sure, where exactly do the missiles have to hit for them to do damage? A few moments ago I also saw a y-wing do a slow dive and get it's head stuck in the port shooting into it, and destroying it within 2 seconds.

FS Player from Day One

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

Re: Discussion: The Battle of Yavin, who needs a trench?

i have an idea for the TL's. place the minimap on the console, with an x or another sign on it to show it's position. i know this would be a lot of work for texture artists but i think it is a clear indication

http://i5.photobucket.com/albums/y155/ChaosATNight/avatar-14.gifDon't need to "get a life", I'm a gamer, I have lots of liveshttp://i5.photobucket.com/albums/y155/ChaosATNight/avatar-14.gif

Re: Discussion: The Battle of Yavin, who needs a trench?

A problem what i see is what many new players don't read the game mode description in the loading screen, period.

Fixed it for you tongue .

Making the loading screen instructions more clear would be a help

They're more than clear enough already:

Talon, editing the strings entry for Yavin, wrote:

This is an Objective map. The Rebel team must destroy the Deflection Towers to expose the Death Star's trench. The Imperial team must defend the Death Star using Turbolasers and launch fighters to take the Rebels on ship to ship. The Rebels will win once they achieve enough successful torpedo shots on the Exhaust Port. Imperials will win by bleeding the Rebel tickets to zero.

Sounds abundantly clear to me.

also some Voice Overs like in Titan mode when "enemy forces are detected in yellow Corriodor"

That's what scouts are for.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

20 (edited by CRAYOLA 2008-06-13 20:08:25)

Re: Discussion: The Battle of Yavin, who needs a trench?

I usualy go in the trench anyway but thats just because im the kinda guy who wears the SW shirt while listening to the SW soundtrack while playing FS.

My main problem with the trench is that there are turrets IN the trench and there were none in there in the movie, my suggestion is to move them out and onto the top of the wall of the trench. By doing this i think more players would be inclined to use the trench rather than attack a wall lined by turrets.

I also think there should be a 500 point medal specificaly for being the guy who destroys the exhaust port. This is because it is not only a challenge to destroy the port but at the end of the movie Luke and Han got medals for destroying the deathstar!

Superships would be cool too! for instance make the imperial hangar have Darth Vader's "Tie Dominator" or make one of the rebel spawn points drop you in the Melenium Falcon! Although the Falcon would have to be a 3 man ship, 2 ball guns (1 on top and 1 underneath) and the pilot has 2 rockets. (read "The Han Solo Trilogy" if you don't belive me)

Play nice with crayons... they work for Vader.
http://stats.fsmod.com/fssig.php?player=CRAYOLA_CRAYON

Re: Discussion: The Battle of Yavin, who needs a trench?

though I do have a problem with the turrets at the end of the trench, right after you fly over them and before you get a clear shot they kill most X-wings before you take the shot, ending up in frustration.