Re: Exiting Capital Ships

The fighters could work, but first of all you'd then have the problem of people bailing from them when they're nearly destroyed to rob their assailants of points, and secondly, fighters should be used as fighters, not personal troop transports. I strongly dislike it when I see players in Vanilla Battlefield grab a fully armed fighter or fighter-bomber, for then to bail over some control point and let the fighter crash, when it could've been used to shoot down enemy fighters or destroy ground targets.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Exiting Capital Ships

S-Guy if you don't plan on flying the ship until death, don't get in it at all. I hate when people suicide in their ship in the middle of space, then the rest of your team can't really tell that you left because they move so slow on the minimap and a ship ends of getting wasted because of your cowardice. 

Safe covered the fighters deal pretty well, but another reason is that we don't want fighters littering our hangers, thats just recipe for disaster when a boarding party arrives and smacks into an unoccupied fighter where they were planning to land... Also leaving a fighter in an enemy hanger wastes it for your team, so your fighter pilots will be waiting longer to get into their craft.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"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

Re: Exiting Capital Ships

Also leaving a fighter in an enemy hanger wastes it for your team

Or even worse, it lets the thing be stolen by the enemy.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Exiting Capital Ships

TY2D2 wrote:

Also leaving a fighter in an enemy hanger wastes it for your team, so your fighter pilots will be waiting longer to get into their craft.

Imo, you could have the fighter with an auto-despawn so if it gets left somewhere for a long time (meaning...1min or so) it will instantly destroy itself so it can respawn and quit taking up space.
I agree with your point on bailing though. If you just bail and end up dying simply to steal points, then you should get punished. Basically most of what im saying has to do with what could REALLY happen. A pilot could use a fighter as a personal transport. Lots of people do. My point is what COULD it be used for, not what is it generally used for. For instance, what about subtle missions when a troop transport would be too obvious, so you send in a single fighter so it won't be detected as easily? Not that this would truly happen in all-out war, but it's still a possibility to sneak up on someone if you must. (*saying this because usually thats how i fight. Fast/Silent*). ...erm...yeah i think thats all i can think of atm. smile

Curses, foiled again!

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Re: Exiting Capital Ships

S-Guy wrote:
TY2D2 wrote:

Also leaving a fighter in an enemy hanger wastes it for your team, so your fighter pilots will be waiting longer to get into their craft.

Imo, you could have the fighter with an auto-despawn so if it gets left somewhere for a long time (meaning...1min or so) it will instantly destroy itself so it can respawn and quit taking up space.
I agree with your point on bailing though. If you just bail and end up dying simply to steal points, then you should get punished. Basically most of what im saying has to do with what could REALLY happen. A pilot could use a fighter as a personal transport. Lots of people do. My point is what COULD it be used for, not what is it generally used for. For instance, what about subtle missions when a troop transport would be too obvious, so you send in a single fighter so it won't be detected as easily? Not that this would truly happen in all-out war, but it's still a possibility to sneak up on someone if you must. (*saying this because usually thats how i fight. Fast/Silent*). ...erm...yeah i think thats all i can think of atm. smile

You mean as an anti team playing lone wolf? That's NOT what First Strike is about.

The fighters, and all vehicles in this mod really, already have an auto 'despawn' as yo ucll it but that's not going to happen if an enemy picks up the building.  Troop transports are there to transport the troops, fighters are for shooting transports, bombers and other fighters.

The devs cannot set up some system to punish people who bail out in their fighters and it will and does happen all the time, it's a downer on the gameplay. 

Part of the gameplay balance is that troop transports are more obvious and slower. That's why the fighters are there.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"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

Re: Exiting Capital Ships

So much reading......

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Exiting Capital Ships

Stardestroyersarecool wrote:

So much reading......

so much nonsense hmm

____________
Former GC player known as "Saupadl"
GC-Veteran from 2 to 5.3

Ingame Name: FsTest Saupadl