64 (edited by Safe-Keeper 2008-02-12 07:04:31)

Re: Exiting Capital Ships

Just so it's said - neither me nor TY are developers and for all we know, the devs may implement aracde-style classes and have everyone be able to fly fighters and board ships. Or they may follow our approach. We don't know. Just to remind everyone that our decisions and statements don't represent those of the dev team.

Back into the debate cool :

You complain about suicides in mid space, but thats what not being able to get out causes.   Never seen someone jump out mid dog fight in a game where you don't have parasutes.

I have. Plenty of times. Trust me. I don't even need to bring in GC for examples. Have you played FH and FH2?

And so what if they land on space junk and such?   What are they going to do with a pistol?   All that they would do is take someone away from their team, which is why It wouldn't be done :-p.

Wrong - all they would do is take away from their team, which is why it'd be very annoying when it is done. Again, I don't need to bring in That Other Mod or Battlefront for examples. People bailing over the enemy main just to cause some confusion for five seconds before getting shot in the head by three different tanks is another example. Or people who went Engineer in the Battle of Britain in vanilla 42 and sat atop the factory planting explosives just for the Heck of it even though they knew it wouldn't do any damage. Or people wasting speeder bikes on Mos Espa trying to get atop those 50 meter high towers.

So your saying the goal now in FS is not to stay alive, but to die all the time so that you can respawn and do something else?

Sigh. No. The goal is to choose a role, commit yourself to that role, and stay in it for the long haul. Was it up to me, suicide would be very heavily penaltized (here thinking about PR-style respawn delays and/or huge point losses).

Personally (as in just my opinion), I'd like to see space implemented like this:

- Two different types of infantry classes modified to balance the interior fighting environment (Trooper and Medic or Trooper and Support or something).
- A Pilot/Crew class capable of spawning on cap ships and freighters as well as pilot transports and fighters.
- The Officer class, again balanced so it'd work in the tight confines of a ship.
- The Squadron Leader class Canadiens suggested - basically a Pilot class with some special abilities like the ability to heal/reload fighters near his own fighter or to scan his vincinity or whatever.

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

65 (edited by FSDev| TALON 2008-02-12 07:12:57)

Re: Exiting Capital Ships

RagNoRock wrote:

You complain about suicides in mid space, but thats what not being able to get out causes.   Never seen someone jump out mid dog fight in a game where you don't have parasutes.    Being able to land and get out would allow you to easly kill said fighters  trying to slow down and get out when they stop.   People were able to do the assaults on the hangers in GC because of the Escape Pods with high health and ability to hit stuff w/o blowing up.    W/o that landing in hangers would be suicide, expecialy w/o the hovering and precision control starfighters had in GC.

And so what if they land on space junk and such?   What are they going to do with a pistol?   All that they would do is take someone away from their team, which is why It wouldn't be done :-p.   Only time you saw people doing that in GC was because they had AT kits and such and could possibly do something.    But if you prevent any kit but Pilots from getting into fighters then you would have none of that.   You would more so get that happening with the assault transports that you keep wanting in.....

Also, were not automated turrets put into the escape from hoth map?    Couldnt said turrets also be put in the hanger to prevent base-raping?

So your saying the goal now in FS is not to stay alive, but to die all the time so that you can respawn and do something else?   How stupid is that?   In a game trying to be as realistic as possible, shouldn't the point be to help the team while staying alive?

One of the main reasons for not being able to exit starfighters currently is that there is no point right now, there is nowhere to go in a spacemap anyway. And as has already been mentioned, pilots waiting to launch can repair friendly fighters that return to the hanger. But also preventing people from bailing was also a major concern, as this has been an annoying trait in Battlefield games since BF1942.

I'm sorry, but now you are going on about realism while talking about allowing pilots to land and fight side by side with the ground troops?

I'm sorry, but in a realistic situation when have pilots ever landed their valuable aircraft in a hot zone to take the fight to the enemy on the ground? I don't really see that pilot helping his team mates out more with his peashooter sidearm then he would be doing if he had stayed in his aforementioned valuable fighter providing air support.

It is far more realistic to commit to a role, at least for the length of one life. The goal of First Strike is to provide an enjoyable team based combat experience in the Star Wars universe. You spawn in a fighter, you have commited to that role, you provide a fighter screen for friendly ships and take the fight to the enemy in space. You have your job, and that is to allow any Marines/ground troops the opportunity to do theirs by providing them cover.

Should you die, then you can look at the tactical situation and respawn wherever you are needed be that as a ground troop or continuing the fight in the air. That is not to say that the point is not to stay alive, that is just the basic mechanics of a game when you can spawn in multiple times.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

66 (edited by Safe-Keeper 2008-02-12 07:23:23)

Re: Exiting Capital Ships

[Hugs Talon]
I love it when players really commit to their chosen task and actually make an attempt at staying alive. Just yesterday I was in command of a Nebulon-B Frigate and an enemy Lancer made an attack at our staging area, firing at our corvette which was also active. Together, my frigate and the corvette overwhelmed the Lancer, but rather than just fighting to the death or suiciding, the ship's CO decided to go to flank speed forward, turn tail, and run back to friendly freighters. She easily outran my frigate, and the corvette decided it was better to repair at our freighters than to pursue her.

I've had several such moments, some far longer-lasting and complex than that, and they're all fairly awesome. Flying a cap ship is slow, but I like it that way. I find myself easily overwhelmed and outgunned in fast infantry combat (which is why I do horribly on Mos Entha), so the strategy and tactics of cap ship command, coupled with the gunnery action of manning turrets, is perfect to me. If you don't like that, don't man cap ships.

Having said that, we need some tweaking of the space maps to discourage suiciding. Freighters need to repair faster, fighters probably shouldn't respawn straight away, that sort of thing.

"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

RagNoRock wrote:

And so what if they land on space junk and such?   What are they going to do with a pistol?   All that they would do is take someone away from their team, which is why It wouldn't be done :-p.   Only time you saw people doing that in GC was because they had AT kits and such and could possibly do something.    But if you prevent any kit but Pilots from getting into fighters then you would have none of that.   You would more so get that happening with the assault transports that you keep wanting in.....

No, stuff like that happens when individuals get their ships. People responsible for the lives of up to 7 other people tend to not do this, and if they do, they deserve to be kicked or banned from the server.

RagNoRock wrote:

Also, were not automated turrets put into the escape from hoth map?    Couldnt said turrets also be put in the hanger to prevent base-raping?

Considering that boarding craft have to land in the hangers, I don't think it would make sense then to put a turret inside.

RagNoRock wrote:

So your saying the goal now in FS is not to stay alive, but to die all the time so that you can respawn and do something else?   How stupid is that?   In a game trying to be as realistic as possible, shouldn't the point be to help the team while staying alive?

Did I say that?         No, I didn't.

The point is to have fun in a team based game. If you actually get bored in a specific class you are still expected to carry out your job to its fullest imo. How you go about that is your own choice, suiciding or bailing out is not acceptable. And landing in your hanger is not practical, since even if you do get out, with a pilot kit you have no effective weapons and if you join a boarding party like I said before you are crippling your team by taking up a seat a more well armed man could have filled. FS doesn't have pick-up kits so pilots have no way to rearm themselves, and its not lore accurate for pilots to be actually defending their hanger or attacking someone else's. The pistol would be there just so they can get a few shots off and jump into their fighters as soon as possible.

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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

68 (edited by Omen 2008-02-12 13:12:31)

Re: Exiting Capital Ships

IF there was going to be a boarding map i'd suggest that there would be a certain zone in a hangar where you can just press E and get out.  No people should not board other capital ships but if there was going to be a boarding map for something bigger such as a star destroyer there should just be a certain zone where you can only exit.  Of course in that case, I highly doubt that capital ships would be used to board another ship.  As far as I know, rebel capital ships were only used to deploy troops on planets and not other ships.

Re: Exiting Capital Ships

S-Guy wrote:

Imo, you should be able to get out of fighters, but ONLY when they are landed. You do see people using fighters to get around and land in ships, etc, but it really wouldn't help to jump out in mid-space because, duh, you don't have a space suit, and you would just run out of air and die. Would it be possible to make it impossible to get out of a fighter unless you are landed? >.<

Maybe you should only be able to get out if your docked in your own ship.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Exiting Capital Ships

RagNoRock wrote:
TY2D2 wrote:
S-Guy wrote:

Imo, you should be able to get out of fighters, but ONLY when they are landed. You do see people using fighters to get around and land in ships, etc, but it really wouldn't help to jump out in mid-space because, duh, you don't have a space suit, and you would just run out of air and die. Would it be possible to make it impossible to get out of a fighter unless you are landed? >.<

Probably not. And there's no reason to go through the trouble. Pilots fly the fighters, marines storm the hangers. Escape pods and fighters are NOT personal raiding transports for Mr. 1337sn1p3rSp3(0Pz.

Because it makes much more sence to have your pilots suicide themselves and destroy the fighter in order to do anything or get out of the ship?   LOL....

Pilots should be able to get out but they would still only be in pilot kits with only a pistol, knife and repair stick.   They could then go pick up kits/weapons from enemys other people have killed or fallen comrads, but untill then would only be a pilot.

That would be cool because then they could put on the Stormtrooper suit like in ep 4 but it would get awfully confusing