Re: Speeder Bike

No, the speed is universal, there is no "airspeed" and "groundspeed"


The speederbike is like an aircraft, when you jump you are "lifting off" but the speederbike doesn't have enough lift to stay afloat, the only thing that keeps it in the air is the forward thrust. So if you increase that, it will fly further, and that's bad for balance on an already delicate asset.

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Re: Speeder Bike

Standard and Extreme versions of each map would satisfy everyone's interests.  Those that want accuracy and those that want fun.  I would even be willing to setup an Extreme map server so that the extreme maps don't contaminate the standard map servers.

I suggested this a long time ago, to the vanilla devs, I believe, and to the FH devs. Basically, instead of 16, 32 and 64 player versions of maps, which I felt at the time were are sort of redundant, I suggested an Arcade, Moderate and Realistic version of each map.

But of course, as Ty pointed out, it'd take a hell of a lot of work and balancing.

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Re: Speeder Bike

The argument about size requirements is moot, actually, since the only thing you'd need to change with each map version is including modified vehicle text files with new values for speed and such.

That said, I think it's a dumb idea.  Fracturing a player base into "Sim" and "Arcade" inside a mod with a limited player base makes no sense.

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Re: Speeder Bike

I think they're fine as they are...its a hell of a lot better than having to walk across the map.

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Re: Speeder Bike

I allways end up doing that anyway.

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Re: Speeder Bike

I do think they could do with being a little faster to begin to even slightly compare with the speed of them in the movies, but at the end of the day you can't have a vehicle travelling at 200 miles an hour on maps the size of ours. I would like to see a slight speed increase though to be honest.

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28 (edited by DUKE815 2008-04-27 22:38:58)

Re: Speeder Bike

TY2D2 wrote:

And Duke,

1. It would add many MBs to the mod.
2. It has the potential to confuse new players.
And last and most importantly:
3. Every single thing would have to be rebalanced.

So, no. Not going to happen.

It's a lame idea imo, anyways.

Lame, making the game more exciting is lame?  There are still hundreds of people playing Battlefront 2 online on a daily basis, two and a half years after its release, in spite of its graphics which are crappy even for 2005 standards.  The reason why they are still playing:  it's exciting!  For example, the new Space Endor mod map.  There are probably a dozen or so people playing First Strike on a daily basis.  Most of time that I check, the servers are empty.

I want First Strike to be a success.  If you want to attract a large number of players, you are going to have to incorporate elements that make the game more exciting.  Lucasarts realized this for Battlefront 2 and The Force Unleashed with its greatly exaggerated force powers.  Your primary potential player base are Star Wars fans, that is, those people currently playing Battlefront 2.  The best way to attract them over is to give them equal or better gameplay.

Elements that would make First Strike more exciting:
1. Faster speeders
2. Faster fighters
3. Fighters with the Boost function.
4. Fighters with lock-on missiles
5. Ground troops with lock-on missiles
6. Rifles that are more powerful and more accurate.  The sniper rifles are quite inaccurate.
7. Jetpacks.

Having two versions of each map would be best.  Standard version maps and the more exciting Extreme version maps.

Good luck.