|
You are not logged in. Please login or register.
Welcome to the First Strike Forums
First Strike 1.5 is OUT! Check the download page for download links
We are always looking for new talent, if you're interested in working on First Strike please apply
HERE
Samples of previous work WILL be required
Confused? Have a Question? Check out this thread
Pages Previous 1 … 13 14 15 16 Next
You must login or register to post a reply
RSS topic feed
Posts: 99 to 105 of 107

- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Re: Exiting Capital Ships
Turrets: Good point lol...but you never know. "This is SW un-realistic": There were idiots/crazy people/smacktards in Star Wars...duh. Sure...a STORMTROOPER probably wouldnt do it because they are supposed to be walking in mindless hordes to annihilate their enemies, even if it is a suicidal mission where they will most likely be completely slaughtered...but the rebels, or pirates, would risk everything on crazy tactics. Consider the death star run, they assaulted a planet-sized battle station capable of destroying an entire planet with about 2 or 3 squads of fighters, not even any capital ships. Repairing Self: Yeah...but theres still the fact that nobody will want to just sit in their hangar, doing absolutely nothing, getting NO points, just sitting their waiting until some damaged fighter just happens to fly in, then repair it for no point value at all. Players dont like doing that...they want points and action and such. If you want to repair, you cant count on someone else to do it, you have to do it yourself because everyone else will already be out in the fight racking up points. Bailing: Yeah, but it also gives the satisfaction of, "Wow...that guy is a window licker...he just took MY point, but he also took a point from himself, so it guarantees that i will be higher on the scoreboard than him." Also, if there would be a way to make troopers float realistically in space, then you would just be able to run them down in midspace.
Curses, foiled again! 

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Exiting Capital Ships
S-Guy wrote:"This is SW un-realistic": There were idiots/crazy people/smacktards in Star Wars...duh. Sure...a STORMTROOPER probably wouldnt do it because they are supposed to be walking in mindless hordes to annihilate their enemies, even if it is a suicidal mission where they will most likely be completely slaughtered...but the rebels, or pirates, would risk everything on crazy tactics. Consider the death star run, they assaulted a planet-sized battle station capable of destroying an entire planet with about 2 or 3 squads of fighters, not even any capital ships.
Umm... a rebel pilot is not going to waste his fighter and hop out inside an Imperial Star Destroyer by himself. It just WOULDN'T happen. The battle of Yavin was not such a small force and they had a good plan of taking it down. Jumping into a Star Destroyer is pure suicide. And this is a game of the everyday soldier not the child of Vader and Rambo. It is un-SW-realistic, looks stupid, and it's bad for gameplay, I don't want people skidding into my hanger in an xwing, jumping out while it's still moving and shooting me while I run to my ship. Even if he is gunned down, that's just a STUPID situation to have to witness. It tells me "this is a stupid arcade game full of children" not "You are a fighter pilot participating in an epic battle." S-Guy wrote:Repairing Self: Yeah...but theres still the fact that nobody will want to just sit in their hangar, doing absolutely nothing, getting NO points, just sitting their waiting until some damaged fighter just happens to fly in, then repair it for no point value at all. Players dont like doing that...they want points and action and such. If you want to repair, you cant count on someone else to do it, you have to do it yourself because everyone else will already be out in the fight racking up points.
Who knows if the fighter wrenches will be used anyways, there may be autorepair implemented and there's always the Freighter or Gallofree to repair AND rearm at. S-Guy wrote:Bailing: Yeah, but it also gives the satisfaction of, "Wow...that guy is a window licker...he just took MY point, but he also took a point from himself, so it guarantees that i will be higher on the scoreboard than him." Also, if there would be a way to make troopers float realistically in space, then you would just be able to run them down in midspace.
Umm, that's not satisfaction, that's frustration, if you can get over it fine, that's good for you, but I don't think you would be happy after it happens a hundred times and a guy does it after you were trailing him for 5 minutes straight. Players cannot be suspended in space after bailing as far as I know it is impossible to code since people can walk inside the hangers, it would conflict even if it were possible...
"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
- Registered: 2007-09-30
- Posts: 1,058
Re: Exiting Capital Ships
there is no real reason to include it as long as there is enough places to repair and re-arm you.
 Occupation: Hacker on steroids INGAME NAME: btcc
- From: Grong, Norway
- Registered: 2006-07-25
- Posts: 5,192
Re: Exiting Capital Ships
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.
If you're concerned with the safety of troop transports, stay in your fighter and fly escort for them. I really do not see any type of infantry taking them out as they come in to land. Just doesn't sound plausible in any way to me. Not only don't I see why there'd be a HWS class in space maps in the first place, except maybe a limited one with only the 'machine gun', but I also strongly doubt that a transport would succumb to rockets before it could land and unload its troops. FS rockets aren't powerful at all. I don't know how boarding maps will work, but I have a strong feeling that if the troop transport makes it to the hangar, it'll be able to land and touch down. the rebels, or pirates, would risk everything on crazy tactics. Consider the death star run, they assaulted a planet-sized battle station capable of destroying an entire planet with about 2 or 3 squads of fighters, not even any capital ships.
They assaulted the battle station with thirty fighters, which is not a small number by a long shot, and were faced with completely ineffective AAA which was made to repel attacks by larger vessels, and since the Imperials greatly underestimated their potential, the Rebel fighters were faced with only a few Imperial starfighters, launched too late in the battle. Both in Star Wars and in real-life, fighters are incredibly effective. Count the number of German cruisers and battleships sunk by fighter attacks after winning ship-to-ship engagements. In SW, the Lancer Frigate (the original model with 20 anti-fighter turrets, not the modified fleet ship currently in FS), and the new line of shielded starfighters with hyperdrives, were a desperate ploy to counter the devastatingly effective Alliance starfighters.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage." --the awesomeness that is Boatmurdered.

- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Re: Exiting Capital Ships
TY2D2 wrote:I don't want people skidding into my hanger in an xwing, jumping out while it's still moving and shooting me while I run to my ship. Even if he is gunned down, that's just a STUPID situation to have to witness.
*Cough* Episode III *Cough* TY2D2 wrote:Who knows if the fighter wrenches will be used anyways, there may be autorepair implemented and there's always the Freighter or Gallofree to repair AND rearm at.
Good Point. Was just thinking of the wrench atm. TY2D2 wrote:Umm, that's not satisfaction, that's frustration, if you can get over it fine, that's good for you, but I don't think you would be happy after it happens a hundred times and a guy does it after you were trailing him for 5 minutes straight. Players cannot be suspended in space after bailing as far as I know it is impossible to code since people can walk inside the hangers, it would conflict even if it were possible...
If there are all these populated servers that you are saying there will be, then there will most likely be tons of other people to shoot down. Go shoot a transport for 5x as many points. Go shoot down a bomber. You're not just gonna be hunting down one guy repetitively over the entire course of the game. As they say, there are other fish in the sea. Before you say, "What if the entire team does it?", my answer is, that team will end up in the -10 range on the scoreboard for both suiciding their fighters and also failing to defend their transports. They're just costing their own team. Remember, with a game, you can't just lock everything up with disallowing things from being done and not including them in the mod, you must also have faith in the good players to be able to take care of some things themselves, instead of just saying, "Well they will surely find a problem with this...so we must take it out.", and taking out important parts of an experience in favor of slightly more orderly gameplay...it's almost like saying, "Ok...Iraqis, stop bombing the Americans. That's against the rules. Ok, Americans, no more artillery. Thats not fair. OH, and air-force pilots, you have to stay up in the air for the duration of the battle. No landing to rearm and refuel. Also, if someone shoots you down, you have to go down with your ship. We've removed all ejection seats because it subtracts from the satisfaction of the lucky pilot that shot you down. When the mission is complete, you must stay in and live out of your fighter. You are not allowed to leave the fighter at any time. You signed up to be a pilot, you're staying that way.
Curses, foiled again! 

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Exiting Capital Ships
Episode III.. Jedi.... I never said the whole team would do it, thats highly unlikely, the fact is that it would be happeneing, and any amount of it happening is bad. I don't care if it only happens once or twice in a whole round, if it happens it's still a problem, there is no denying it. This isn't all about points it's also about atmosphere, pilots in SW weren't 'ejecting' in mid space, so I don't want to see bodies flying across my screen when I am flying in space. It's not up to the good players to make it fun it's up to the game developers to remove the problems and stupid glitches and exploits so the good players can enjoy the game. I see bailing out of your fighter instead of taking your death as an exploit. FS has nothing to do with the War in Iraq and it's nothing like it. FS is a game that's a matter of life and death and no one is making the rules. And FYI, fighter/bomber pilots don't rearm their payload during a battle IRL. They are rotated in and out with multiple other fighters or bombers. Going to skip your getting shot down 'point because it's just lame... Moving on, a pilot IRL IS limited to being a pilot IRL. If he is shot down and manages to parachute down, he isn't going to be told, oh yea come to our troops but on the way, go into these 4 houses and kill hte insurgents in them with your pistol... A pilot IS a PILOT. I really don't feel like arguing my point any further. You offer no good points except ones which are unnecessary and would contribute to being harmful to immersion and gameplay. And relating it to real life? Uhhh yea ok.... I will stop beating up the disabled kid now.
"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
- From: Manchester
- Registered: 2006-11-03
- Posts: 9,993
Re: Exiting Capital Ships
Good grief, I cannot believe this thread is still going strong, and so off topic, it was supposed to be about Exiting Capital Ships and has now morphed into a discussion on bailing out of fighters and hamsters only knows what else. The reason you can not get out of starfighters at the moment on space maps is that there is no point to being able to get out period. In the current space maps there is no reason to implement this functionality as there is nowhere for you to go. When such space maps arrive where you have objectives to be achieved on foot as well as behind the controls of spacecraft such as a boarding map, then maybe we will look at this again, but it is most likely to stay the same as that is what the troop transports are for. Comparing the lack of this functionality to real world situations is ludicrous, it is a game, and design decisions have been made for the good of that game, having people able to exit fighters in space maps at this time serves no purpose, so it isn't in there. In the combined arms map however, since you have legitimate reasons for exiting your starfighters this functionality will be in place as it would be with any other vehicle on the map. Can we please lay this thread to rest now? To say it is getting boring and repetitive would be an understatement at best.
Posts: 99 to 105 of 107
Pages Previous 1 … 13 14 15 16 Next
You must login or register to post a reply
Powered by PunBB 1.4.5, supported by Informer Technologies, Inc.
|