Re: Fighter Armaments/Stats: Suggestions

Ok, What about the avenger? All this attention to the defender, waht about avenger whats its story? You guys know that if you put LESS of a GOOD ship it kinda balances if there are MORE weaker ones somewhat...


as in:

Rebels_

2 Xwings,
3 A wings
2 Y wings


Imperials_

2 Ties
1 defender
3 interceptor


Get it?

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Re: Fighter Armaments/Stats: Suggestions

TY2D2 wrote:

Ok, What about the avenger? All this attention to the defender, waht about avenger whats its story? You guys know that if you put LESS of a GOOD ship it kinda balances if there are MORE weaker ones somewhat...


as in:

Rebels_

2 Xwings,
3 A wings
2 Y wings


Imperials_

2 Ties
1 defender
3 interceptor


Get it?

Hey, I mentioned the MKII/Avenger. tongue
Think this would be a better solution than to include the Defender. Avenger does look cool, too, and can also be a very strong fighter. smile
Stats are more normal than those of the Defender and it should not be such a great imbalance if IMPs got it.

Only the strong will survive in a galxy full of hatred and war - Join the Empire today and serve in a epic war
Aety - Imperial Fighter Pilot with passion and pride

31 (edited by Talon1579 2006-10-03 11:30:18)

Re: Fighter Armaments/Stats: Suggestions

TY2D2 wrote:

Ok, What about the avenger? All this attention to the defender, waht about avenger whats its story? You guys know that if you put LESS of a GOOD ship it kinda balances if there are MORE weaker ones somewhat...


as in:

Rebels_

2 Xwings,
3 A wings
2 Y wings


Imperials_

2 Ties
1 defender
3 interceptor


Get it?

But you have 7 ships on one side and 6 on the other. Scale that up to 32 a side and you get serious imbalances.

Plus, remember that you aren't gonna be with a load of AI who follow you and listen to your orders.  A guy in a Defender will get plenty of one-on-one fights, which he'll win easily.

As Bandu said, the best way is to have it focus in a single mission. For example, there was on old Tie Fighter mission about protecting Tie Defender prototypes. Something like that could be done.

Still, remember that every new ship makes the mod take longer to come out.

Think this would be a better solution than to include the Defender. Avenger does look cool, too, and can also be a very strong fighter.

The avenger is about equal to the A-Wing in ability, so it could be included. Still - currently the reb ships have shields and the imp ones dont, so putting in the Avenger spoils that difference.

How about a TIE X1 instead? In the death star mission.

--------------------------------------
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.

Re: Fighter Armaments/Stats: Suggestions

Talon1579 wrote:

As Bandu said, the best way is to have it focus in a single mission. For example, there was on old Tie Fighter mission about protecting Tie Defender prototypes. Something like that could be done.

I remember that mission. Very fun one at that! I like this idea for a FS map. Could be very interesting!

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Re: Fighter Armaments/Stats: Suggestions

I'm personally more concerned about accuracy than anything else. With a game like this, it isn't priority number one, but it should still be in the top five. History has shown that war typically balances itself out for the most part. One faction will create an effective weapon or craft, the opposing faction will attempt to counteract it with their own weapon or craft and so on. There's a lot more variables than that, but it's the very basic gist of it. Now granted, history has also shown that it's rarely a perfect balance, but it's more than suitable enough for a video game. Especially with a man made fantasy like Star Wars for a media like video games.

I've always understood that technical accuracy has to be sacrificed to some degree or another in the name of great gameplay (excluding simulators). The problem is, LucasArts has always crossed the line with past Star Wars games and sometimes made incredibly stupid sacrifices (Battlefront 1 & 2 for couple examples). Back when I was apart of this mod, one of the main goals was to create the most realistic and technically accurate Star Wars games to date while still including fantastic gameplay. From the looks of things, it looks like some of the priorities have shifted, lol. I hope not. Some of the technical info I've been seeing on quite a few threads have been off by quite a bit.

Artificial intelligence is no match for natural stupidity.

Re: Fighter Armaments/Stats: Suggestions

The priorities hasnt changed 1 bit. We havent got round to balancing out vehicles or giving them their proper stats. So , therefore , we havent scrutinized any stats yet.

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Frédéric Bastiat

Re: Fighter Armaments/Stats: Suggestions

Some of the technical info I've been seeing on quite a few threads have been off by quite a bit.

Most of the tech info posted is from the X-Wing series. They're not accurate to the films by any stretch (major examples being capship speed). And pretty much every other star wars game has tkane its info from the original X-Wing. And the idea of this mod is to be based on the films, using the games a secondary resource.

Finally, you have to remember that there is no, e.g, "accurate" speed for anything, as Lucas never mentioned it. The space scenes in the films are relatively few.

--------------------------------------
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.