Re: No factional vehicles, PLEASE!

This isn't GC2

And jedi-ftank I am not saying that those are going to be included, but they are somewhat mainstream imperial craft.

A Speeder car is an example of a neutral vehicle in which everyone has experience in, every rebel does not have experience with TIEs and every Imp does not have experience with Rebel craft.

Someone who knows how to drive a single engine prop plane doesn't necessarily know how to fly a B52 bomber. Same thing in Star Wars imo.


If it were up to me, all vehicles would spawn at main base and only neutral/native vehicles would spawn at the CPs. Thats realistic.

And if we are thinking realistically, where do pirates come from, well lets see in real life, pirates aren't stealing battle cruisers and carrier ships are they? No they have little boats with minimal firepower.  In Star Wars the pirates are huge organizations including thousands of members... Which they most definitely have come from some type of military or were trained by those who were.

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Re: No factional vehicles, PLEASE!

We need some defenders.

I know its not on topic, but seriously we need them-esp. the towing beam whatever its called.

1111

Re: No factional vehicles, PLEASE!

Agree with TY. Have heavy vehicles be locked, while neutral vehicles and light vehicles are unlocked.

As for this whole 'in reality everyone can drive everything' deal, I'm sorry, but this is just not true. German and American tanks were sufficiently different to make it impossible to just drop into one and take it for a spin, especially if you were a regular grunt who had never even touched a tank.

Just that I can drive a Tiger tank, doesn't mean I can drive a Crusader.
Just that I can fly an F-16, doesn't mean I can fly a MiG.
Just that I can drive a Firehawke, doesn't mean I can drive a t-1b.

And so on. It's a gameplay/balance feature, and a damned good one. And it's realistic, making it even better.

(if there were REALLY faction-controlled vehicles, where would pirates be? Pretty much 90% of pirate vehicles are stolen.)

You can't hijack cap ships in-game in FS, could you? Yet the rebels have Imperial Frigates. Same thing.

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Re: No factional vehicles, PLEASE!

perhaps a pilot class who could drive all vehicles? And all the other classes could only drive faction-vehicles.

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Re: No factional vehicles, PLEASE!

TY2D2 wrote:

This isn't GC2

And jedi-ftank I am not saying that those are going to be included, but they are somewhat mainstream imperial craft.

A Speeder car is an example of a neutral vehicle in which everyone has experience in, every rebel does not have experience with TIEs and every Imp does not have experience with Rebel craft.

Someone who knows how to drive a single engine prop plane doesn't necessarily know how to fly a B52 bomber. Same thing in Star Wars imo.


If it were up to me, all vehicles would spawn at main base and only neutral/native vehicles would spawn at the CPs. Thats realistic.

And if we are thinking realistically, where do pirates come from, well lets see in real life, pirates aren't stealing battle cruisers and carrier ships are they? No they have little boats with minimal firepower.  In Star Wars the pirates are huge organizations including thousands of members... Which they most definitely have come from some type of military or were trained by those who were.

Pirates used to have huge battleships in the 1700's and stuff, but the problem nowadays is that you're lit up like a christmas tree all over the radar and satellites with a battleship, if a country wants to take you down they just send a jet and torpedo you to the bottom of the ocean.

The vastness of space makes even big ships hard to find, especially with hyperspace.

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Re: No factional vehicles, PLEASE!

that's true. the rebels hid in a sun so pretty much anything can be done in star wars.

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14 (edited by Terrorek 2007-11-15 14:42:54)

Re: No factional vehicles, PLEASE!

How about this:

On boarding maps and maps where the objective is to take enemy vehicles... have a slicer class. Perhaps a different weapons/equipment load for engineer or squad leader, if not an extra class (though, in space maps, another class couldn't hurt).

The Slicer could, with a datapad/droid/whatever, interface with enemy computers, re-designating equipment/vehicles/areas to the new faction.

This could work like an active flag-taking effect -- take out your device, use it like a repair tool in reverse. You count down slicing/hacking the enemy's control, making it 'neutral', then continue slicing to slave the device to the new faction.  It could work as an alternative to the usual small victory conditions of taking a flag, or blowing up an objective.  Ideas could be taking control of the bridge of a capital ship, reprogramming a droid, unlocking bulkheads (to continue through a boarded ship), stealing fighters, etc. Until you get a slicer in there, nobody in your team can use it -- much like you can't spawn at a flag until it's taken.

The bulkhead idea could work in another way: say there's a heavy door blocking you from the next section of the star destroyer you're boarding. The side who controls the bulkhead could open/close it to send troops through to the next hall/flag. Alternately, you could just have people fire at the door and blow it up -- but then neither side can use it as a defense/choke point -- it's just gone!  So, you could have slicer(s) working on taking control -- at the same time more slicer(s) on the other team are fighting to keep control.  If they're at an impasse, good for the defenders; if the attackers can't get an edge, they can blow the door. 

As an extra option, you could have Commanders be the only people able to control opening/closing the doors. Then they could request slicers to a bulkhead, or defenders for a slicer, etc. Just something for a Commander to do.

And it's a major strategic and tactical advantage: you can take control of the doors -- and have more control of the hallways, or take the long way around, or blast the doors and be stuck with an Episode IV boarding situation -- no more door, just lots of crazy shooting in that area.

Five slicers working together can do the job faster, just like engineers repairing vehicles -- but they're vulnerable.  If there are multiple ways to get to the area, like a long, circuitous route through narrow passages (or if your side has taken the bulkhead with enemies already on your side of the door), having all slicers (who'll just have a pistol for a weapon, anyway) -- you're going to need other classes to help defend those slicers. Sort of like a stationary version of four guys standing around inside an AT-AT repairing it while others drive and fire.

For stealing fighters, you could even make it so only pilots can fly fighters... but only slicers can gain access to enemy fighters. This gives people who don't like dogfighting something else to do, and makes it useless to have all pilots or all slicers (unless you don't want to advance, and just take control of all the vehicles). tongue  Alternately, you could give the pilots a slicer tool/droid and they'll have to take slice the vehicle before they can fly it. That would give everyone the option of flying or slicing, as well, without making people feel straitjacketed into a situation where they want to fly, but just have to stand around waiting for a slicer...

These thoughts came to me after reading the posts here, and thinking about Han "hotwiring the thing" at the bunker on Endor's moon, and the many other times R2-D2 opened a door, talked to the hyperdrive, etc. And, the other option -- Stormtroopers blasting through the Tantive IV's bulkhead, Luke blasting the door controls, and Chewbacca ready to use the AT-ST's gun on the bunker door.

Just boxing outside the think.

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