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 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
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?