Topic: One extra class of starfighter for both the Rebels and Imperials

I think, to spice up maps like Taloraan, that another class of starfighter could be added for both teams.

These ships would serve a support roll with two crew positions (passenger seat for ground pounders), have less available numbers than the regular starfighters, more armour, be slower, and have the ability to repair friendly craft.

For the Imperials I recommend the Assault Gunboat or alternately named Alpha Class XG-1 Star Wing from the X-Wing series.  We part with whatever 'canon' sway the X-Wing series holds, give the thing a second seat with a rear-firing gun like the Lambda.

SEATS
1 - Pilot
2 - Rear gunner

WEAPONS
1 - PRIM:  2x laser cannons, ALT: Repair
2 - PRIM: 1x laser cannon, ALT: concussion missiles

For the Rebels, it's more of an issue finding a craft that is similar to the Assault Gunboat.  One of the light freighters from this list could be cannibalized to work for the Rebels.

http://starwars.wikia.com/wiki/Transport

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Re: One extra class of starfighter for both the Rebels and Imperials

Maybe something like a Skipray Blastboat?

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Re: One extra class of starfighter for both the Rebels and Imperials

Why? Why spice that map up?

4 (edited by Safe-Keeper 2008-07-22 11:14:43)

Re: One extra class of starfighter for both the Rebels and Imperials

OK, the second seat I can accept. A rear-gun... fine, thought I'm not happy with it. But a fighter repairing other craft? That just doesn't work for me. There isn't any need for it either, what with Gallofrees and Bulk Freighters handling repairs. I've never heard of an FPS game in the entire history of Battlefield where you could form up with another fighter or helicopter and be repaired by it, and I don't really see a reason why FS should be the first.

"Another Rebel craft like the Gunboat" would of course be the Y-Wing. It has a rear-firing gun, roughly (read: pretty much exactly) the same argument, and the same role (read: all-round attack fighter).

I'd go with my favorite the Skipray Blastboat as a heavy support "fighter". It fulfills all your requirements (gun turret, slower, heavily armed, and so on. I'd actually be sort of happy with it doubling as a repair craft, too, since it's a big ship, more like a shuttle than a fighter - you could very conceivably say that there are zero-g technicians spacewalking out of it with tools and whatever to repair fighters, kinda like we Earthlings do with our space shuttles. So yes, I'd be happy with having a Blastboat repair fighters near it, although for balance we should probably restrict it somehow (have the repair function only work when the Skipray is near-stationary, have it be a limited action like the Gallofrees' shields, something like that).

Having said that, I wouldn't be opposed to seeing Gunboats in the mod. We could balance them so that they're counterparts of Y-Wings. They're nice craft and among my favorite X-Wing series craft.

EDIT: As for Rebel counterpart, I agree, make it a small YT-something craft. Doesn't have to be canon, just make something up. Give it a sort of familiar design and some gun stations and let it repair craft.

Why? Why spice that map up?

Many people feel that space maps in general, and especially Taloraan, are much too shallow and straightforward, and could use more depth. Various ideas have been thrown around by the test team, devs, and of course fans, and I hope some or most of them will eventually be implemented.

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Re: One extra class of starfighter for both the Rebels and Imperials

I see no benefit in having a repair fighter.

Taloraan works with the repair freighters well.

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6 (edited by Stardestroyersarecool 2008-07-28 09:10:14)

Re: One extra class of starfighter for both the Rebels and Imperials

I think space feels so shallow because its so empty, everything looks blank unless your looking at a capital ship. If it were up to me fighters would have feint engine trails like in homeworld and you should be able to see the bloom (is that the right word?) from engines from anywhere in the map.

Also, like homeworld there should be more maps where its not just space, but maybe inside some kind of nebula or dust cloud. This could do wonders for the level of immersion.

Engine trails but make them less pronounced.
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Re: One extra class of starfighter for both the Rebels and Imperials

Safe-Keeper wrote:

OK, the second seat I can accept. A rear-gun... fine, thought I'm not happy with it. But a fighter repairing other craft? That just doesn't work for me. There isn't any need for it either, what with Gallofrees and Bulk Freighters handling repairs. I've never heard of an FPS game in the entire history of Battlefield where you could form up with another fighter or helicopter and be repaired by it, and I don't really see a reason why FS should be the first.

"Another Rebel craft like the Gunboat" would of course be the Y-Wing. It has a rear-firing gun, roughly (read: pretty much exactly) the same argument, and the same role (read: all-round attack fighter).

I'd go with my favorite the Skipray Blastboat as a heavy support "fighter". It fulfills all your requirements (gun turret, slower, heavily armed, and so on. I'd actually be sort of happy with it doubling as a repair craft, too, since it's a big ship, more like a shuttle than a fighter - you could very conceivably say that there are zero-g technicians spacewalking out of it with tools and whatever to repair fighters, kinda like we Earthlings do with our space shuttles. So yes, I'd be happy with having a Blastboat repair fighters near it, although for balance we should probably restrict it somehow (have the repair function only work when the Skipray is near-stationary, have it be a limited action like the Gallofrees' shields, something like that).

Having said that, I wouldn't be opposed to seeing Gunboats in the mod. We could balance them so that they're counterparts of Y-Wings. They're nice craft and among my favorite X-Wing series craft.

EDIT: As for Rebel counterpart, I agree, make it a small YT-something craft. Doesn't have to be canon, just make something up. Give it a sort of familiar design and some gun stations and let it repair craft.

Why? Why spice that map up?

Many people feel that space maps in general, and especially Taloraan, are much too shallow and straightforward, and could use more depth. Various ideas have been thrown around by the test team, devs, and of course fans, and I hope some or most of them will eventually be implemented.

PS: Canadiens, I checked out your blog and really liked it. PicLens is a masterpiece of a program smile .

While I can agree with this entire post on its points, I feel it's worth pointing out that, regarding;

I've never heard of an FPS game in the entire history of Battlefield where you could form up with another fighter or helicopter and be repaired by it, and I don't really see a reason why FS should be the first.

IIRC in Battlefield 2 (and possibly BF2142, I'm not sure) if you're an engineer, and flying a helicopter (or possibly even jet, again not sure) you'll repair surrounding vehicles.

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