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Posts: 1 to 7 of 18
- Registered: 2007-10-02
- Posts: 10
Topic: Love the mod, and Hi.
Hi, I'm new here, and I'm REALLY enjoying the Mod. I do know its a W.I.P. but I have my 2 cents to add into it. Spacefighting. 1. Please add shields to Rebel fighters. 2. Make TIE fighters faster and more twitchy maneuverable to compensate for shields. 3. Add lock on torpedoes/missiles. 4. Give the A-wing its Concussion missiles back! Make them Anti-Fighter but rubbish for anything else. 5. Give access to capital ships so you can board and kill from the inside if necessary, Only the ones that have Hangers, mind you. 6. Give the B-Wing its full weapon compliment, its supposed to have 3 ion cannons on each wingtip, a heavy laser on the end and 2 or 4 blasters mounted on the nose of the cockpit. Yes, its a powerful ship, but its SLOW and un-maneuverable. 7. Have the Ion cannons as a EMP/disable effect on an Area of Effect, so you can disable turrets on Cap ships, as per there function. 8. Give Tie bomber the following to balance against B-wing; 1. An extra Laser, making 2 on the craft. 2. A Gunner Seat. 3. Make the bomb launcher off the bottom fire bombs, let the gunner operate this, and switch between Bombs and Space Mines. 4. Add the Anti fighter Concussion missile launchers to the it, under pilot control. http://starwars.wikia.com/wiki/TIE_Bomber The Gunner seat is because I don't think the pilot can switch between too many weapons, and maintain his/her piloting. 9. Add in a TIE boarding craft, a Tie bomber that can carry 4 plus pilot for the Capital ship takeovers, give it only the paired lasers. 10. Can the TIE Avenger be added in? http://starwars.wikia.com/wiki/TIE/ad_starfighter 11. Tie Interceptor needs a speed and a maneuverability boost, Perhaps a short afterburner as well, seeing as its supposed to be better than the A-wing.http://starwars.wikia.com/wiki/Tie_Interceptor 12. Add the ability to switch the lasers by selecting them again on the weapons list to fire in chain, pairs or quad bursts, for those that have 4. 13. Give the Y-wings there Ion Cannon turret back, so they can disable fighters and Cap ship guns for an attack run. 14. Give the A-wing the ability to go sensor silent, some sort of stealth ability, as per its jamming system, perhaps the ability to throw off locked missiles. Thats about all I got for the Space portions. Its a REAL awesome mod, good job and keep on chugin. 

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Love the mod, and Hi.
I edited you post with my replies in BOLD Wraithlord07 wrote:Hi, I'm new here, and I'm REALLY enjoying the Mod. I do know its a W.I.P. but I have my 2 cents to add into it. Spacefighting. 1. Please add shields to Rebel fighters. I don't know about this, it takes a lot more balancing work so if its implemented it won't be until R2 most likely.[/b} 2. Make TIE fighters faster and more twitchy maneuverable to compensate for shields. [b]I feel the fighters are balanced pretty well right now, its skilled pilots that make the difference 3. Add lock on torpedoes/missiles. I am pretty sure things like this will be in R2, in space and atmospheric dogfights and air to ground attacks. 4. Give the A-wing its Concussion missiles back! Make them Anti-Fighter but rubbish for anything else. I am pretty sure this is planned on for R2 5. Give access to capital ships so you can board and kill from the inside if necessary, Only the ones that have Hangers, mind you. The only map we have right now that has a hanger is the ISD and hte scenario it is in does not call for boarding. Probably R2 or R3 6. Give the B-Wing its full weapon compliment, its supposed to have 3 ion cannons on each wingtip, a heavy laser on the end and 2 or 4 blasters mounted on the nose of the cockpit. Yes, its a powerful ship, but its SLOW and un-maneuverable. The devs know the B-Wing has a load of weapons, but really thats overkill for a game that requires balance. 7. Have the Ion cannons as a EMP/disable effect on an Area of Effect, so you can disable turrets on Cap ships, as per there function. There is IOn/EMP effects in hte mod jsut not for certain areas yet. I don't know if it is possible or not tbh 8. Give Tie bomber the following to balance against B-wing; 1. An extra Laser, making 2 on the craft. 2. A Gunner Seat. 3. Make the bomb launcher off the bottom fire bombs, let the gunner operate this, and switch between Bombs and Space Mines. 4. Add the Anti fighter Concussion missile launchers to the it, under pilot control. http://starwars.wikia.com/wiki/TIE_Bomber The Gunner seat is because I don't think the pilot can switch between too many weapons, and maintain his/her piloting. [/b] Thats A LOT of stuff to be done, give the devs time! The bombs come out the front because they are for hitting capitol ships, not asteroids or tanks. So logically they would be shot thorugh the front to give the pilot better aim. [/b] 9. Add in a TIE boarding craft, a Tie bomber that can carry 4 plus pilot for the Capital ship takeovers, give it only the paired lasers. I am not sure if or when this will be made, probably will have to be decided when we have boarding maps, there are lots of boarding craft the imperials could use. 10. Can the TIE Avenger be added in? http://starwars.wikia.com/wiki/TIE/ad_starfighter Everyone has a vehicle they want in First Strike, add it to the list 
11. Tie Interceptor needs a speed and a maneuverability boost, Perhaps a short afterburner as well, seeing as its supposed to be better than the A-wing.http://starwars.wikia.com/wiki/Tie_Interceptor Again this is a balance issue, I feel they are balanced fine as it is. 12. Add the ability to switch the lasers by selecting them again on the weapons list to fire in chain, pairs or quad bursts, for those that have 4. Linked fire is impossible in hte BF2142 engine 13. Give the Y-wings there Ion Cannon turret back, so they can disable fighters and Cap ship guns for an attack run. The Ywing gunner has Anti-Fighter Ion guns that you can switch to by pressing F 14. Give the A-wing the ability to go sensor silent, some sort of stealth ability, as per its jamming system, perhaps the ability to throw off locked missiles. Good suggestion Thats about all I got for the Space portions. Its a REAL awesome mod, good job and keep on chugin. 
Thanks for the feedback and suggestions...
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."— Andrew Rilstone
- From: Melbourne, Australia
- Registered: 2006-01-02
- Posts: 1,930
Re: Love the mod, and Hi.
The only thing their I disagree on too Tys reply is the Tie-Bomber, it is a single seat fighter. It orriginally had bombs but they were swapped out for missiles as it seemed illogical to use bombs against a no-ground target. You may see TIE-Bombers with different load outs on different maps depending on the senario.
General Un-Co, Signing off 
- From: Seattle, Washington
- Registered: 2006-01-06
- Posts: 1,994
Re: Love the mod, and Hi.
1. We plan on implementing some form of shields for rebel fighters in the future. 2. TIE fighter manueverability and speed capabilities are based off of lore. Further tweaking may be necessary to ensure balance once shields have been implemented to the rebel craft, but that will involve testing, and most likely won't appear untill R2 or later. 3. We will be testing the implementation of lock-on missiles/torpedoes for a future release. 4. See 3. Weapon strengths/weaknesses will be tweaked according to lore sources. 5. Due to engine limitations, sacrifices will have to be made for certain capital ships to allow boarding and interior access. We will be testing our options concerning interiors, and will hopefully reach a good compromise for a future release. 6. Star Wars lore states that the B-wing carries varying weapons loadouts based on pilot prefferences, unfortunately this may not be entirely possible in the BF2142 engine. We picked one of the lore accurate loadouts for R1m however, different weapons loadouts for different ships may be found on various maps in future releases. 7. If not already implemented, this feature has been tested and will most likely appear in future patches. 8. The TIE Bomber isn't anywhere near balanced with the B-Wing in Star Wars lore, and the team has decided to stay away from mirror balancing between sides as it can cause boring gameplay. In answer to your requests: a) The TIE Bomber currently has 2 laser cannons verticaly opposed from each other on the center of the craft as per Star Wars lore. b) According to lore, the standard TIE Bomber configuration is a single seater, other variants may be implemented in future releases (same with the Y-Wing). c) As Un-Co noted, we tested a vertical bomb chute on the TIE Bomber but decided that forward firing torpedos were a more likely weapon loadout for space battles versus enemy capital ships. Other loadouts may be present in future releases (possible loadouts include gravity bombs for ground maps, concussion missiles, etc.). d) See c). 9. This is largely dependent on '5.' but expect canon craft to be implemented before we begin work on EU vehicles such as the TIE Boarding Craft. 10. Our efforts will be directed towards movie-canon craft being implemented before begining work on EU vehicles. 11. Various performance tweaks will be made for upcomming releases based on balance and lore. However, the A-Wing outperformed the TIE Interceptor according to lore sources. 12. Unfortunately engine limitations have prevented us from accomplishing this feature as of yet. If we discover a work-around we will implement this feature. No promises though as the BF engine can be very challenging to work with at times. 13. The Y-Wing's turret currently has the ability to switch between ion and laser fire by pressing the 'F' key. 14. Our ambitions for the depth of space gameplay our incredible, but these things take time to test, retest, implement, cause CTDS for no apparent reason, fix, retest, and finally be added to a release so please be patient and stay tuned. Thanks for posting your opinions and we welcome feedback for every part of the mod as we're making it for you, the player. Feel free to post your wants and desires for future features in the 'Wants List' forum.
- From: Montréal, Canada
- Registered: 2006-03-23
- Posts: 1,184
Re: Love the mod, and Hi.

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- Twigs
- First Strike's Go To Guy!
- Offline
- Registered: 2007-09-28
- Posts: 4,233
Re: Love the mod, and Hi.
WOW! That is a big list! Nice to see the replies from the devs though. What I like about the game so far is the attention to detail in everything to date. My experience so far with the space battles is one of a very good mix of lore and balance. A lot of the dog fights are coming down to pilot experience as well as craft capability which I think is probably one of the best Star Wars ship combat games I have experienced in a long time. of course everyone has expectations and I see a lot of posts like this one asking for different craft or changes to the current ones. Certainly there is always room for improvement in any game, yet I cant help thinking to myself that some are expecting too much. This is R1, I wasn't expecting perfection, the fact that you have managed to blow me away with it so far speaks volumes for both your teams efforts and what can be expected upon the final release. Congratulations guys and keep up the good work!!
Bite my shiny metal Tie Fighter!  
- Bandu
- Ron Paul for Prez!
- Offline
- From: Manchester , UK
- Registered: 2006-01-15
- Posts: 5,867
Re: Love the mod, and Hi.
Wraithlord07 wrote:3. Make the bomb launcher off the bottom fire bombs, let the gunner operate this, and switch between Bombs and Space Mines.
you can press F to do this
"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else." Frédéric Bastiat
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