Re: Exiting Capital Ships

RagNoRock wrote:

No, I havent played FH or FH2.  But ya know what, those games have people playing them and you can get out of vehicles in them :-P   Same with Vanilla :-P

It is totally different in those games, first off, they have parachutes. In the Star Wars pilots can't eject into space before getting show down, they don't even wear space gear really. And FS isn't just jumping on the band wagon because 'everyone else does.'

RagNoRock wrote:

People don't like to be confined to anything.

Odd, PR which is one of the most confined types of games I have ever played in terms of being stuck in your assigned job has well over 100-200 players every night. Seems players like that style just perfectly well as long as it preserves the style and immersion of the game.

RagNoRock wrote:

And going lone wolf is still very effecent in FS.  When I used to play I remember plenty of times of going behind enemy lines while all the groups were fighting and getting no where and turning the sides of the battle.    Killing 5-10 people along the way :-P

Which is a problem with the game, one I will see to nagging on the devs to fix eventually to eliminate lone wolfs. That isn't good for teamplay, one person shouldn't be able to screw over an entire team because he left and snuck around the back of the map.

RagNoRock wrote:

Red Barrons and Commandos will always exist in games, when you activly try to prevent people from doing what they want to do tho... you start to reduce the number of people who play your game and end up in the dieing situation the mod is in now, with only 20-50 active players.

Wrong, as seen in PR there will always be a niche of people for that style of play, and its not a small niche, it's a rather large group of people, potential players of FS. The mod isn't going to die because it doesn't embrace your all knowing insight and game design. A lot of different reasons contributed to the low player counts, mostly having to do with crashing servers and clients.

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

I have never found a need to switch what i was doing in bf2142 that quickly.

http://www.fsmod.com/stats/fssig.php?player=btcc
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INGAME NAME: btcc

Re: Exiting Capital Ships

yultemsee wrote:

I have never found a need to switch what i was doing in bf2142 that quickly.

Really?

Ya have never used a gun ship to clear an area then hover above a point to cap it (or set it down so the gunner can get out to cap it faster), used a tank to clear the area then come in and cap it and get out to do repairs, land your gunship somewhere to repair it, landed your gunship on a titan or gotten out of your tank/walker to repair it?

Are yall also going to prevent people from getting out of the tanks/artilery your putting in?   The pilots of those would also not carry more then a pistol and from a realism perspective never get out of the tank.  They were specialised just like fighters were.  For reference see the movies with the AT-AT and AT-ST, they were only in cloth imperial uniforms.

I thought yall were saying that FH1/2 didn't have parasuits, using it as a refereance to show people jump out w/ no chance of survival.    So thusly my point stands, people would not jump out of their fighter mid dog-fight or when they are being hit, for no reason.   The only way you would be able to get out and live would be when you land in the landing platform of what ever the objective is.

IF the devs have some super big omega secret that they are bringing out in 1.2 other then just the combined arms map (oohhhh a regular BF map....) then do please tell.   What possible gain is there in keeping it hidden.    Telling people what it is can only cause hype and get people interested in the mod again.

http://www.fsmod.com/stats/fssig.php?player=RagNoRock

Re: Exiting Capital Ships

RagNoRock wrote:

Ya have never used a gun ship to clear an area then hover above a point to cap it (or set it down so the gunner can get out to cap it faster), used a tank to clear the area then come in and cap it and get out to do repairs, land your gunship somewhere to repair it, landed your gunship on a titan or gotten out of your tank/walker to repair it?

um. No i would never land a gunship outside of my base or titan because thats that best way to get it stolen/destroyed. But to get it repaired I would land on a pad which i dont need to get out for. For tanks and walkers they are different and they will be different in FS i think. I have not heard about the devs making it so you cannot get out of ground vehicle's.

http://www.fsmod.com/stats/fssig.php?player=btcc
Occupation: Hacker on steroids

INGAME NAME: btcc

Re: Exiting Capital Ships

It would be just stupid if you were trapped in a ground vehicle.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Exiting Capital Ships

RagNoRock wrote:

IF the devs have some super big omega secret that they are bringing out in 1.2 other then just the combined arms map (oohhhh a regular BF map....) then do please tell.   What possible gain is there in keeping it hidden.    Telling people what it is can only cause hype and get people interested in the mod again.

1.2 will be absolutely amazing and yes there are big secrets we are keeping from you guys.  But one thing we will not have is exiting capital ships.  Just go back to where you came from Rag, if you think Ryloth will be just another BF map then you can say that every map ever released is just a regular BF map.  This is a Star wars mod, this is in no way supposed to be like 2142.  Ships are NOT tanks and the gamemodes are completely different.

Re: Exiting Capital Ships

Hence the term MOD.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan