36 (edited by S-Guy 2008-02-08 16:23:55)

Re: Exiting Capital Ships

TY2D2 wrote:

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

No, as a scout/recon/infiltrator unit that helps the team by finding danger ahead or sneak into a base to clear a landing zone for transports. -_-'

Curses, foiled again!

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Re: Exiting Capital Ships

Yea... Right.

You don't need to infiltrate a capitol ship with a 1-Man fighter to check out the place by yourself, that's a waste, what are you going t report to the team?

"Oh yea guys, jsut coicidentally there seems to be enemies on the enemy ship..."

Seriously? Come on. 

But lets keep this on topic and not make posts like "So much reading"

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"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

38 (edited by Safe-Keeper 2008-02-09 07:01:48)

Re: Exiting Capital Ships

Not to mention that teamwork results in concentrated battles, which in turn translates into higher intensity and a better gameplay experience. I had enough of scattered attacks with escape pods and snubfighters in That Other Mod. I want boarding to be serious this time around, and I'm sure many others will, too.

Staring intently into my crystal ball, I predict I will not be able to use the E key to exit fighters in First Strike's boarding action maps; that a lot of people will complain about this in-game and on the forums; and that the devs will still not make it possible to bail from fighters onto stations or capital ships. I also predict that if I have my will, only pilots will be able to fly transports and fighters. I by far prefer a setup where players don't spawn in transports, but rather in a hangar with the transports, for then to have pilots fly the transports back and forth between command ship and target.

"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

I have a similar vision.

It ends like this:

TY2D2 [TIE Fighter] S-Guy
TY2D2 [TIE Fighter] Sir Killsalot
TY2D2 [TIE Fighter] JayBiggs
TY2D2 [TIE Fighter] TIEpilot
TY2D2 [TIE Fighter] Twigs
TY2D2 [TIE Fighter] CE loveshisvoss
TY2D2 [TIE Fighter] LtSoucy
TY2D2 [TIE Fighter] TALON

And of course you get the kill assists Safe smile

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"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

I think every freakin' game (1942, bf2, 2142, gc, fs, pr) should never let you bail out of a freakin' fighter/bomber. or at the very least, not unless you've landed.

so very sick of intense dogfights where you finally get the upper hand, and you never even find out who you're fighting 'cause they freakin' bail.

worse yet... ever try to ram someone using a parachute in 2142? it blows yer freakin' gunship up!

what are they made of... steel??

and more on-topic... i agree with discouraging that once guy that flies behind enemy lines with a fighter and bails out... i really dislike musical flag-chairs. My idea of fun is NOT running as fast as i can from flag to flag or objective to objective. That's something i realllly like about project reality (AAS mode), and one of the -few- things i like about endor (sorry guys, i mostly just like flying in SW games)

It's not Camping anymore, it's "Strategic Defense".

... I didn't ram you, i simply didn't care that you were in my way.

Re: Exiting Capital Ships

TY2D2 wrote:

I have a similar vision.

It ends like this:

TY2D2 [TIE Fighter] S-Guy
TY2D2 [TIE Fighter] Sir Killsalot
TY2D2 [TIE Fighter] JayBiggs
TY2D2 [TIE Fighter] TIEpilot
TY2D2 [TIE Fighter] Twigs
TY2D2 [TIE Fighter] CE loveshisvoss
TY2D2 [TIE Fighter] LtSoucy
TY2D2 [TIE Fighter] TALON

And of course you get the kill assists Safe smile

why not just pust:
TY2D2 [TIE Fighter] FSForums

XFire - lastremainingscreenname, In Game Name - FSTest| inund8[FSL]
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"Thats today? and is this an april fools?" - Stardestroyersarecool, on getting owned

Re: Exiting Capital Ships

Safe-Keeper wrote:

Not to mention that teamwork results in concentrated battles, which in turn translates into higher intensity and a better gameplay experience. I had enough of scattered attacks with escape pods and snubfighters in That Other Mod. I want boarding to be serious this time around, and I'm sure many others will, too.

Staring intently into my crystal ball, I predict I will not be able to use the E key to exit fighters in First Strike's boarding action maps; that a lot of people will complain about this in-game and on the forums; and that the devs will still not make it possible to bail from fighters onto stations or capital ships. I also predict that if I have my will, only pilots will be able to fly transports and fighters. I by far prefer a setup where players don't spawn in transports, but rather in a hangar with the transports, for then to have pilots fly the transports back and forth between command ship and target.

Only problem with that is that it leads to really slow/boring combat.   You have a group defending and 1 group comes over in a transport gets out and one of the groups dies.

You then have to wait a minute or two to get back their, during that time either the offence group already did the objective, or the defence group got reinforcements.

Would much prefer getting your capital ship (Lancer, Corvetee, etc) into position near the target and using escape pods to get to the actual target and you being able to spawn on the lancer (not walking in it).   You just go to position 9/0 and either hit E or click to launch yourself.   Then their is the objective of getting down and finishing the map, and of defending your spawn point, the cap ship.

I would also still love to see Space Trooper vehicles that you get put in after ejecting from 9-0 slot in cap ships in space only fights.

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