Jump To Lightspeed Archive
Thread: Mass should be same across the board (here's the reason)...
BillyBobthe50th wrote:
having over 100k in mass for the A-wing isnt only screweing continuity-its screwing physics and common sense too!
Well, if you don't want the A-wing to have over 100k mass in this "50k mass per tier" system, then the A-wing would probably be tier 1 instead. Think flexible.
keronn wrote:
BillyBobthe50th wrote:
having over 100k in mass for the A-wing isnt only screweing continuity-its screwing physics and common sense too!
Well, if you don't want the A-wing to have over 100k mass in this "50k mass per tier" system, then the A-wing would probably be tier 1 instead. Think flexible.
I was only using 50k as an example
Only if all ships of a given class handle the same accross the board.
150K mass on a Y wing is one thing, on something like an A wing, its tantamount to murder. (scuse me while i zip past you with my 2500 shield and Lvl 10 gun doing 1110 speed and turn on a dime)
Frankly, having all ships the same, isnt any fun. THeres no variance, no advantages, etc.
Message Edited by Ducimus on 11-24-2004 07:18 PM
Ducimus wrote:
>> Mass should be same across the board (here's the reason)...
Only if all ships of a given class handle the same accross the board.
150K mass on a Y wing is one thing, on something like an A wing, its tantamount to murder. (scuse me while i zip past you with my 2500 shield and Lvl 10 gun doing 1110 speed and turn on a dime)
Frankly, having all ships the same, isnt any fun. THeres no variance, no advantages, etc.
Message Edited by Ducimus on 11-24-2004 07:18 PM
So, you only have fun if you have an advantage? ![]()
Sorry for twisting your words like that. But why should there be variances in ships of equal level of the same class? Why should the tier 4 bomber of one profession be better than the tier 4 bomber of another? Or, how come one profession gets its 2-player bomber at tier 1 while another gets it at tier 4? I can't see any sound, logical argument for the way the ships have been placed across the tiers, or the differences in mass between ships that ought to be (roughly) equal.
Ducimus wrote:
Frankly, having all ships the same, isnt any fun. THeres no variance, no advantages, etc.
Message Edited by Ducimus on 11-24-2004 07:18 PM
Imperiai2 wrote:
Ducimus wrote:
Frankly, having all ships the same, isnt any fun. THeres no variance, no advantages, etc.
Message Edited by Ducimus on 11-24-2004 07:18 PM
Generally true, but this way the guy with the 'advantage' wins every time. That' s what sucks about PVP. It's not about skill, it's all about what numbers you are pulling.
It's a *little* different in space, but a moron in an A-Wing could whip a pro in a starter Scyk. It's like an ant and a bear. The smartest fastest ant just cannot kill a bear no matter what.
But at least the numbers in space only apply when you hit using skill, unlike the ground game skill plays no factor in wheather you hit or miss. The only advantages and disadvantages are all self inflicted. You choose to fly your Y-wing over your Xwing or Awing when you get it. If you dont like the mass your current ship has or can use that is more influence to work harder to get a beast that can hold more.
you guys want something like 150K mass T/A's. Nevermind that its fast, corners really well and is highly manuverable, but because another ship has that mass, you think you should have it too?
Frankly i think imperial pilots should be glad they can use shields AT ALL and hyperdrive. You have any idea how much sony's already strayed from the SW universe in the name of gameplay?
>>Generally true, but this way the guy with the 'advantage' wins every time. That' s what sucks about PVP. It's not about skill, it's all about what numbers you are pulling.
Oh and sorry, PvP in space is not about any numbers. Sure some ships handle differenly than others, but ultimatly its the skill and abilty of the pilot (yea, you the guy with the joystick!) that determines who wins or loses in a dogfight. I should also add, that each ship has its own set of advantages and disadvantages. It is up to you, the pilot to be able to take advantage of your strengths, and your opponents weaknesses.
Is he slow? Are your fast? Does he have to cut throttle to 1/3rd to turn? DO you only have to cut throttle by only 25% to turn?
Message Edited by Ducimus on 11-24-2004 07:53 PM
Ducimus wrote:
So let me get this straight,
you guys want something like 150K mass T/A's. Nevermind that its fast, corners really well and is highly manuverable, but because another ship has that mass, you think you should have it too?
Frankly i think imperial pilots should be glad they can use shields AT ALL and hyperdrive. You have any idea how much sony's already strayed from the SW universe in the name of gameplay?
Oh and sorry, PvP in space is not about any numbers. Sure some ships handle differenly than others, but ultimatly its the skill and abilty of the pilot (yea, you the guy with the joystick!) that determines who wins or loses in a dogfight.
Because there's an Imperial insignia as my personal icon does NOT mean I'm pushing for an uber T/A. I'm pushing for it to be relatively equal for ALL factions, for gameplay value. I'm not talking about what it's like when there's components put in. If this were a faction thing, I don't have a problem with the T/A, but the fact that an X-wing gets slots for THREE guns, an interceptor for ONE, THAT I have a problem with. But that's neither here nor there, since that's not what this post is about.
This post is about making mass relatively equal, base number wise. A TIE bomer does NOT handle the same as a Y-wing, yet they play similar roles (bomber). However, the interceptor, according to the starwars.com database, was designed to counter the X-wing (most other sources have it as countering the A-wing, but I digress). Pilot skill aside, and looking at base stats, I dont' see how a 50k mass ship can compare to a 100k mass ship. My point is just to make it relatively equal across the board, not have an unber T/A the pWns all.
If we were designing a flight sim from scratch, that is not based on anything, id probably agree iwth you to some extent. However, what we are playing with, is based on a fiction. I'll spare you the details on that fiction, i'm just going to assume your informed of "why'" as to TIE design. Sony has already bent some of the rules to accomidate gameplay as it is already. And while i can understand some of your concerns, i really like the way each faction has its own unique navy's. I think it adds more overall depth in gameplay when you look at the big picture (not 1 on 1,but faction vs faction). Move, countermove, and rock paper scissor.
Message Edited by Ducimus on 11-24-2004 08:06 PM