Re: Exiting Capital Ships

Safe-Keeper wrote:

Well, here's the problem: some people, like myself, want to play this team game as (drumroll) a team game, and we don't like it when people do stupid things when they should be helping their team. If I'm playing the Battle of Yavin, the last thing I want to hear when I desperately try to nail that exhaust port with Vader on my tail is for Han Solo to go 'OMG I landed the falcon and now im standing on this tower with chewie! were having nife fights and shooting @ties with our pistols&theycan't c us lol!'. And like it or not, a lot of people do care about their scores, and bailing to death effectively reduces their enjoyment of the mod.

rofl.  I'm going to do that next time we test.

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Re: Exiting Capital Ships

Landing on space junk: ...yeah...they would get run over by a fighter/shot/nuked/destroyed/slaughtered.

Trying to kill capitals w/ pistol: ...easy kill. Someone walks up, "WHAP". Dead.

Bailing out in space: Their loss. -1 point for them. +1 stupidity.

All good reasons not to let pilots exit fighters. Thank you smile .

Camping capital ship: What ragnorock said. Automated turrets. Remember episode 1?

Yes. Anakin stayed in his cockpit, cursed the devs for not letting him exit so he could beat the Droidekas with his bare fists, and ended up having to blast the defenders (wow, hangar defenses are so effective against fighters) with his fighter's lasers, for then to use his fighter's torpedoes to blow up the control ship itself, for then to flee, still within the confines of his cockpit.

You were saying?

Immersion factor: *Destroys Death Star* *Lands back in hangar* *tries to get out of fighter* AAAAAH!!

Why would the round go on after you killed the Death Star?

Real Life: OMG!! He's gonna shoot down my A-10! *Uses specially designed ejection seat to save his life*

Moot point. No parachutes. No space suits. No recovery ships. Bailing = death.

Repairing Self: Yeah...about that. What if you're on a low pop server, or everyone took off? Nobody else will repair you now...

As I said already, far easier to just make it easier for Imperials to rearm and repair, than to implement pilot ejection, which would also increase lag as all these different surfaces would suddenly require collision meshes for infantry.

Also...couldn't you make it so when you got out in space, you would float around and lose health from no air? Would be more realistic...and up the immersion factor you care so much about.

I'd love a system where Imperial pilots, at least, spawned in their craft and had floaters attached to them so that they could bail and then hover about until a recover shuttle came by and picked them up. But as of now, no such system exists, so there's no need for pilots to bail.

"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 think everything has been said at this point guys.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Exiting Capital Ships

Safe has put my thoughts into text for me smile Thank you Safe.

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Andrew Rilstone

Re: Exiting Capital Ships

When i mentioned episode 1: Beginning: They land their shuttle in the bay, come back to escape, and it's been blown to pieces by the giant gun turret on the ceiling.

About everyone getting killed: If they're stupid, their loss. People can do smart things with this too. Infiltrate the base with a fighter to clear a landing point for the shuttle before it gets hit by a rocket. A fighter could swiftly fly in and land, the pilot could get out, and shoot the rocketeer with a pistol. The transport could then come in and safely land. 

Death Star: Good question. Thinking about RL...in the movie if you blow up a cap ship, you can come back to land and rearm and refuel.

Repairing self: I still made my point...if theres nobody to repair you, you're stuck using "Suicide". -1 point. Whoop-de-doo.

Bailing: I said that...i couldn't care less about bailing, as only an idiot would do it when you simply fall to your demise/suffocate.

Curses, foiled again!

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Re: Exiting Capital Ships

repair ships don't need a pilot for  it to repair ships.

Re: Exiting Capital Ships

S-Guy wrote:

When i mentioned episode 1: Beginning: They land their shuttle in the bay, come back to escape, and it's been blown to pieces by the giant gun turret on the ceiling.

Those turrets are not reliable, and they would look odd spinning in circles inside the hanger. Also, are we sure turrets are even in all the ships hangers?

S-Guy wrote:

About everyone getting killed: If they're stupid, their loss. People can do smart things with this too. Infiltrate the base with a fighter to clear a landing point for the shuttle before it gets hit by a rocket. A fighter could swiftly fly in and land, the pilot could get out, and shoot the rocketeer with a pistol. The transport could then come in and safely land.

That looks stupid, its un-Star Wars-realistic, meaning it kills the immersion. Pilots were not zooming into hangers on suicide missions in the GCW. That's stupid and it harbors noob tactics and smacktardness in the mod.

S-Guy wrote:

Repairing self: I still made my point...if theres nobody to repair you, you're stuck using "Suicide". -1 point. Whoop-de-doo.

If you have at least 4 people this would almost never be a REAL problem.

S-Guy wrote:

Bailing: I said that...i couldn't care less about bailing, as only an idiot would do it when you simply fall to your demise/suffocate.

It steals the satisfaction from the person who was attempting to kill that person, knowing they just bailied out for no reason just to rob you of your points.

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Andrew Rilstone