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Thread: How does the Jedi fighter Hyperspace?

WoodenDummy
Thu May 19, 2005 4:37 pm
#1

Really SOE please tell me you at least tried to stick with the story. I mean even a comment that newer Hyperdrives are smaller now so one can be fit would make me happy.


do you just leave it up to us to feel like something is outta place? Like TIE's with no life support being flown by people before they have a flight suit and helmet? And get given Hyperdrives?!
Road-Kill21
Thu May 19, 2005 6:42 pm
#2


Think of it like this:


The Empire's primary attack force are the Stormtroopers and their varients, a.k.a. clones. As clones, they are treated like machines and tho expensive, are disposable. As such, they are given minimal equipment and their strength lies in their sheer numbers.


As for players, a.k.a. non-clones, we cannot survive in the same minimalistic conditions that the clones can. As such, if we enlist in the Imperial Military, we are given standard garde equipment, i.e. TIE variants with better equipment such as life support and hyperdrives. Now in comparison to the thousands of players enlisted with standard equipment, compare that to the millions upon millions of clone troops in the survice of the Empire and you can understand how the surperior, and more expensive equipment, is given to the "non-disposable" forces.



EDIT: Also to answer the question in the thread title, remember that in our timeframe, Jedi starfighters are around 20-30 years old. Equipment in the SW universe doesnt last very long so what minimal engines that were available back then hade to have been replaced with modern parts, which includes smaller hyperdrives.

Message Edited by Road-Kill21 on 05-19-2005 07:46 PM



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Ryuukon
Thu May 19, 2005 9:22 pm
#3


I agree with the OP. If memory serves me correctly, the earliest TIE to have a hyperdrive is the TIE Advanced according to cannon. Which means all the young pilots with jump-capable TIE fighters are getting some MAJOR effort behind them, considering TIE fighters are too small to carry hyperdrives.


On the other hand, this game has never been known for following cannon, so it's not a big deal.




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DarthGorilla
Fri May 20, 2005 6:22 am
#4



WoodenDummy wrote:
Really SOE please tell me you at least tried to stick with the story. I mean even a comment that newer Hyperdrives are smaller now so one can be fit would make me happy.
do you just leave it up to us to feel like something is outta place? Like TIE's with no life support being flown by people before they have a flight suit and helmet? And get given Hyperdrives?!





I don't see how you can even include anything in this game that's even remotely connected to the Jedi and continuity in the same post. Still just like Ties Jedi starfighters have hyperdrives because they are owned by players and thus they need to have hyperdrive capabilities.
The main reason TIEs don't have hyperdrives or life support is because the Empire doesn't put them on the ships to save cost of production. They are also not strong enough ships to opperate alone. They are designed to fly in mass formations. Essentially all pilots in this game are more freelance agents than regular military. All of our ships are custom jobs and thus have luxuries that stock fighters don't have.
As far as the Jedi starfighter it can easily be assumed that Hyperdrive technology finally caught up with the size of Starfighters. They can finally be made small enough to fit in a starfighter. In both the EU and the movies no ships before the current era had hyperdrives. Z-95s don't come with a stock hyper drive either. It's an add on.



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TheDarkmoons
Fri May 20, 2005 6:53 am
#5

This game has thousands of Jedi, public cloning facilities, and Rebellion control of entire, well-known planets. I think your point is one of the lesser continuity breaking ones.




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WoodenDummy
Fri May 20, 2005 7:26 am
#6

>>This game has thousands of Jedi, public cloning facilities, and Rebellion control of entire, well-known planets. I think your point is one of >>the lesser continuity breaking ones.

Well you got me there, SOE blew it a long time ago.
Arryth
Fri May 20, 2005 7:27 am
#7

Just consider it modified.. Sheesh... A game cant entirely follow the movie.....



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YoullNeverKnowWhoIAM
Fri May 20, 2005 10:44 am
#8

It should!



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WoodenDummy
Fri May 20, 2005 2:57 pm
#9

>>Just consider it modified.. Sheesh... A game cant entirely follow the movie.....

Excuse me but if I wanted to play the SOE sci-fi game I'd play Planetside, I'm here to play STAR WARS and just adding the sound of a TIE dosnt make me wet myself. TIE Fighter managed it by having something drop you off before you started your mission, and in the end you moved up to hyperspace craft so I see no reason why SOE couldnt have managed it.
GadonThek
Fri May 20, 2005 4:37 pm
#10


WoodenDummy wrote:
>>Just consider it modified.. Sheesh... A game cant entirely follow the movie.....
Excuse me but if I wanted to play the SOE sci-fi game I'd play Planetside, I'm here to play STAR WARS and just adding the sound of a TIE dosnt make me wet myself. TIE Fighter managed it by having something drop you off before you started your mission, and in the end you moved up to hyperspace craft so I see no reason why SOE couldnt have managed it.





Seeing as you so enjoy explanations, there is a very simple one as to why the TIEs in SWG have hyperdrives, shields and all the other niceties the standard version lack: We are not average pilots. Ever look at the background of the three Imperial squadrons?

Imperial Inquisition: They are the Internal Security of the Empire. Most of the Inquisitors are force users to some degree, and they are given a fairly free reign to do whatever they like.

Storm Squadron: Are elite special operatives. The best pilots the Navy can train/recruit, doing the most dangerous tasks.

Black Epsilon: Sanctioned mercenaries. They work for the Empire because the Empire pays them exceedingly well.

None of those organisations are going to be using stock, run of the mill ships.

Message Edited by GadonThek on 05-21-2005 01:40 AM

TheDarkmoons
Fri May 20, 2005 6:12 pm
#11

And if you think that TIEs with Hyperdrives is bad, what about the sheer fact that we players own the military-grade ships, and fly around in them of our own accord unchecked?

Shouldn't the respective factions own the ships, not you, the pilot? Shouldn't you be working for the organisation all the time, doing missions for it, instead of choosing what you want to do in your private X-wing/TIE fighter?

There are a lot of continuity things that have been axed to make the game more free-form and managable. Some I personally don't like - such as caving into the moans of 'We want Jedi!', and the new ships which make JTL mass managment a thing of the past. But there are also those that are needed, such as the whole TIE issue. TIE fighters in Star Wars were expendable fighters, and travelled in huge co-ordinated swarms. This would be next to impossible to emulate in a game environment well, let alone keeping it fun. So instead they let Imperials modify their fighters to incorporate shielding and hyperdrive facilities.




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StarGuru2000
Fri May 20, 2005 9:17 pm
#12


From Starwars.com:

Small wedge-shaped one-man starfighters, these vessels were used by the Jedi order in the waning days of the Galactic Republic. While the ship does employ weapons, most Jedi pilots preferred to rely on their cunning and attunement to the Force to avoid disputes and aggression.

A truncated astromech droid was hard-wired into the starfighter's port side, providing repair and navigation information to the Jedi pilot. The vessel was too small to carry a hyperdrive, and instead relied on a separate booster craft for transit through hyperspace.


The Jedi Temple maintained a well-stocked hangar of Jedi starfighters within one of its many spires. A retractable landing pad slid forth from the tower, extending to its length to allow the fighter clearance from the Temple.


Obi-Wan Kenobi piloted a Jedi starfighter while investigating the Separatist-funded assassination attempts on Senator Padmé Amidala of Naboo. Equipped with a hyperdrive booster ring, Obi-Wan voyaged to the distant worlds of Kamino and Geonosis while searching for answers.


With the outbreak of the Clone Wars, the Jedi saw themselves pressed into the forefront of military activity, serving as Generals in the campaign against the Separatists. The demands of combat saw advancements in the Jedi starfighter arsenal, resulting in modifications and a new generation of fighter craft.


Though the wedge-shaped starfighter design was still in use by war's end, a newer model had earned the spotlight for its use by renowned Jedi heroes, Anakin Skywalker and Obi-Wan Kenobi.


This new model was much more compact, cutting away a large portion of the forward spaceframe to have a forked front, bracketing a bulbous cockpit pod. Lining the inner edges of the ship's "tines" were powerful long-barreled laser cannons. The ship also had secondary cannons recessed on the outer edge of each tine. A full-size astromech rested within a spring-loaded socket on the port wing, and the craft's wingtips could fold open, revealing hexagonal panels when the ship entered combat mode. The hexagonal wings and the spoke-windowed cockpit were strong indicators of future starfighter designs to be adopted by the galactic government.


This new model also lacked a hyperdrive, so it too had to rely upon a hyperspace transport ring to achieve superluminal velocities. During the war, bigger more robust rings were used, with multiple lightspeed engines increasing their speed and range.



So the real thing SOE should do i put a line up of Hyperspace Rings around all the planets and have a cool cinamatic of your ship flying into one and hyperspacing




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Road-Kill21
Fri May 20, 2005 10:21 pm
#13






StarGuru2000 wrote:


So the real thing SOE should do i put a line up of Hyperspace Rings around all the planets and have a cool cinamatic of your ship flying into one and hyperspacing






On that point, I hade the idea of including a seprate process of non-hyperdrive capable ships having the option of docking with a capital/cargo class ship that they can dock with and hyperjump with. For example, the TIE varients that lack hyperdrives could dock with an Imp SD and be jumped to whichever sector they need. This however would increase the time it takes to travel between systems and could cause problems with ships being around a few klicks away from a jump capable ship.

To counter this, there should be a number of ships that are jump capable (i.e. X-Wings, TIR Adv, ect.) that are earned at around the Tier2 or 3 range along with Multipassanger ships having hyperdrives. This would somewhat gate low level pilots to an extent where they would have to either be a certain level to leave a particular sector or would require them to dock with a jump capable ship.

In this system, jumping would be a kind of privledge for higher ranked pilots a similar sense that Kessel and Deep Space act as now. This could also arrange for the inclusion of either playter owned capital ships or the ability for a single fighter to "latch" onto a MP ship and jump along with it. This in turn could also include the ability for player ships to dock with eachother for trade/mission reasons. In the case of capital ships, it could also include the ability for players to live inside a ship (i.e. player housing in space) to make player capital ships act as GCW bases in space.

Example: Guild A is an all Imp guild and owns a Star Destroyer in the Lok Sector and thus the Imperial presence in that sector has increased. Guild B, all Reb, wish to rid themselves of this Imperial threat and have formed up to take out the SD. Guild B fills their Nova Couriers with troops and attack the SD. Guild A anticipated the attack and renforced their defenses. Manning the turrets of their SD they begin the battle above Lok.

Taking numerous casualties, the Rebs manage to disable the shields and destroy enough of the turrets on the lower side to dock with the SD. Doing so, their troops ready the boarding party. In repsonse Guild A sends troops to the docking bay repel the attackers.

The boarding craft can act as spawn point for the Rebs, and the Barracks are spawn points for the Imps. Now this secenario would act out similar to the current Corellian Corvette missions where the Rebs are required to complere a number of objectives in order to destroy the ship and the Imps must defend those objectives, and both sides have a time limit. This fight would be instanced to a point, but there would be certain situations where more players could join the fight (i.e. any ship that can dock with the SD successfully can join the fight.

After the smoke clears, the few remaining Rebs plant the bomb and exfil the ship. After the SD explodes, all Imperial players of Guild A flee the ship in escape pods and land on Lok, in random areas, and must make their way from their. The remaining Reb of Guild B exit the sector and head home for repairs, while the troops that were killed either spawn at the nearest planet or on the ship they flew in on.

After the destruction of the SD, the Imperial presence in the sector, as well as their ground forces, are weakened and a large force of Rebel ships jump into that sector to clean up the remianing Imp presence.


Just an idea that I hade at work.



-------------------------------------------------------
Avowyn Star
-Imperial Colonel
-Out of Retirement as of 1 April 2006
-------------------------------------------------------
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