Re: Imperial Star Destroyer

blind3001 wrote:

and the tractor beams if possible

Holy cow people. Give the dev's a break!

Re: Imperial Star Destroyer

Kayin wrote:

Ok I think the star destroyer looks pretty good and I love the hanger setup, HOWEVER, I dont think you've done justice to the sheer power of the star destroyer. Try and make it somewhat similar to the way they are in rouge squadron, you would only go neer it to take out its guns and there is every chance you will get torn to shreds.

I'm not sure if I remember correctly, but isn't that star destroyer Tyrant? The very same that was blasted with ion cannon. So it's just been disabled. That's the reason it's so weak.

I know that but as far as the mod goes only the sd's engines are down its still launching ties, shooting and the hanger shield is up.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Imperial Star Destroyer

Canonic Perfection

vs.

Gameplay.

Canonic Perfection is a target goal, but...


Gameplay takes complete priority in a dead heat. Even so, there are canonic justifications for the implementations of the Star Destroyer here.

The Star Destroyer is well suited for long range assault due to the advanced nature and sheer quantity of its weapons. It can move quickly enough to keep fast Rebel and Pirate craft in range, then pummel them senseless with their guns. However, things get a lot dicier when a brawler-type capital ship, such as the highly durable Mon Cal cruiser.

Note the ISD getting fragged by a Mon Cal in Ep. 6. Presumably, it had help in the form of B-wings; but the ISD probably had its own bombers imperiling the Mon Cal. Note that the Mon Cal was in point blank range.

The ISD makes a great carrier, though. Hence why its a standoff vessel in these maps, suited for launching fighters. You'd have to be a stupid Rebel cap ship driver to close with the ISD, given the power disparity and proximity to exiting TIE Bombers. And even when Gallofree transports have to get close to the ISD, the ion cannon on Hoth prevents it from using its most powerful systems.

Patience, people. No doubt you'll get a rough n' tumbling full fledged Star Destroyer soon enough.

GC Veteran (0.14-R6) "General Jafar"
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18 (edited by Stardestroyersarecool 2007-10-03 16:50:44)

Re: Imperial Star Destroyer

-=CT=- JaFaR wrote:

Canonic Perfection

vs.

Gameplay.

Canonic Perfection is a target goal, but...


Gameplay takes complete priority in a dead heat. Even so, there are canonic justifications for the implementations of the Star Destroyer here.

The Star Destroyer is well suited for long range assault due to the advanced nature and sheer quantity of its weapons. It can move quickly enough to keep fast Rebel and Pirate craft in range, then pummel them senseless with their guns. However, things get a lot dicier when a brawler-type capital ship, such as the highly durable Mon Cal cruiser.

Note the ISD getting fragged by a Mon Cal in Ep. 6. Presumably, it had help in the form of B-wings; but the ISD probably had its own bombers imperiling the Mon Cal. Note that the Mon Cal was in point blank range.

The ISD makes a great carrier, though. Hence why its a standoff vessel in these maps, suited for launching fighters. You'd have to be a stupid Rebel cap ship driver to close with the ISD, given the power disparity and proximity to exiting TIE Bombers. And even when Gallofree transports have to get close to the ISD, the ion cannon on Hoth prevents it from using its most powerful systems.

Patience, people. No doubt you'll get a rough n' tumbling full fledged Star Destroyer soon enough.

Ok that had nothing to do with what I was saying, I just think it should be able to rip fighters apart. And a mon cal has no chance against a star destroyer without a lot of help that said the mon cal is still a powerfull ship.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

19 (edited by n00bster 2007-10-04 17:40:44)

Re: Imperial Star Destroyer

FSDev| Bandu wrote:
n00bster wrote:

A few quesitions/recommendations:

1) The ISD model seems to be a bit too narrow. In the movies and other SW games the ISD seems to be more bulky and wider, especially towards the aft section.

Thats to do with the engine's field of view

Yes, I confirmed this. Indeed, if you go high up in the map and you look top-down on the ISD it seems that the proportions are just right, so I guess I was mistaken by the camera view. wink

Still, as another poster said, the ISD is one of the mightiest ships in the SW universe (after the Death Star and the Super Star Destroyer), so, plz make us a map in a future release with a fully powered ISD (like a defense objective map). I think that only if u increase the firing range and tracking speed of the turrets it will be a beast of a ship to encounter.

Let me explain:

The rebels spawn from one side of a map (fighters/bombers with Blockade Runners and Frigates) and they have to take out (in succession) the shield towers (2x), the lower "dome" like structure which I think is supposed to be the power generator or the tractor beam mechanism, and then destroy the bridge itself or even board the ISD (although that will make the map too complex) a la Titan Assault mode. When the HP of the ISD are brought to zero u just make the ID explode like the Titan (boom boom boom - whiteout).

The Imperials have to defend their ISD (since it will start losing HP after the shields are down) by using turbolaser/laser batteries (I think the autotargeting is good as it is in Escape from Hoth, just increase the turret tracking speed, HP, and firing range to make them more dangerous. Additional turrets on the sides and the lower part will probably be needed too) and flying fighters/bombers from the hangar in combination with a couple of larger escort ships. The point is for them to hold out until the Rebels lose their tickets.