Re: Talooran - make it more tactical ?

I don't think Taloraan with a space station at it's centre would work, we already have maps of that nature.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

16 (edited by evgenidb 2011-08-03 17:35:44)

Re: Talooran - make it more tactical ?

Yeah, that's what I'm worried about. But Parmel doesn't have caps and this one have them, so it's still different.

Also, can you put CPs for the fighters and bombers in the caps as well (just like in the Battlefront)? This way, when a cap moves, the CP will move with them.

Re: Talooran - make it more tactical ?

No, we can't do that with this engine.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: Talooran - make it more tactical ?

Do you know why? Can't move the CP? Can't attach it to object? Some other reason?

Re: Talooran - make it more tactical ?

A CP is an object.  Objects can't move.  Certain static objects can be "tricked" into moving, but come with a ton of issues (fly up to the moving freighter in Parmel, you'll see what I mean).  Unfortunately, a lot of what you ask for is either impossible, or extremely difficult to do within the BF2142 engine. sad

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: Talooran - make it more tactical ?

twiggles wrote:

My favourite tactic is engaging the mag locks on my X-Wing or A-Wing, giving Ties a reason to hunt me even if I don't have torps tongue

Twigs has raised an issue here- cap ships should not be as vulnerable to fighter lasers as they are, if at all. Xwing allowed snubfighters to take out capitalships with their lasers because they simply didn't have enough torps to complete their missions otherwise.
Thats just not borne out from the movies or technical data we get from lore.

It'd be easier to balance out the torp ships if the torps were the only thing that had to be worried about. Instead the lasers have nearly unlimited range and as there are very few line of sight issues in space, there's nothing to stop an entire team shooting at a single target, which is what I conspired to have occur during the campaign.

Lorewise, lancers are deployed to kill fighters and protect other capships from fighters and probably shouldn't have the massive blindspots they do ingame.

Blockade runners, yeah, deserve the blindspot for having a big butt, but I've noticed we can still partially fire through the engines.




We're going a little off topic, and thats where I live.
Y'know the way tanks and stuff spawn ingame by falling into place? I noticed the freerunner on bando has a good long drop and got me thinking-- can they 'drop in' laterally?

Say there was a spacestation called schmarmel and it controlled heavy anti capital ship weapons guarding a repair /construction yard.
Rebels have to capture the station to disable the weapons so they must force a landing with Lambdas and ATR's under fire from the stations guns and tie fighters, escorted by rebel fighters (stage 1 of the battle- punching through.)

Stage 2 of the battle they capture the hangar cp and the rebs can spawn inside and must fight their way to the bridge/reactors/whatever and cap it.
Once capped, Rebel starships hyper up to the station (spawn)  and phase 3 begins as the Imperials must fend off the capships (with fighter support) and stop them from destroying their repair/construction facilities. Rebel stuff now spawns at the station so the rebs have 'moved up' across the map.

The trick is to allow for progression across a space map using cps and making it seem that hardware spawning there makes sense. If it can be rationalised as reinforcements hypering in once objectives are met then it aids my suspension of disbelief.

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''Its over. Angel won.''   RSF Gurd

21 (edited by evgenidb 2011-08-04 02:33:10)

Re: Talooran - make it more tactical ?

Could the vehicles be "delivered" by transports like in the EaW? It's not necessary for the vehicle to be actually inside the the ship when you'll see it first, as long as it released from it's belly in the right moment.


About the lasers - can't you limit their range? Just like with the torps? I think in SW there is something called "out of range".


EDIT: The station could be a Golan Space Defense Platform (the first generation to fit with the timeline).