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Thread: An Equitable Alternative to TIE Fighters with Hyperdrives

Mega_Gogeta
Fri May 14, 2004 1:41 pm
#14






Jaden_Korr wrote:
"The Escort Carrior is an awesome idea....I swear, some players are more cretive than all the devs combined. "

im not gonna answer that :/





Why is that?



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Gogeta Flylighter
Eclipse: Master Gunfighter/Master Fencer/TKA 4-0-0-4
Chilastra: Master Artisan/Miner
Mega_Gogeta
Fri May 14, 2004 1:49 pm
#15

To my knowledge the Tie Defender had both hyperdrive and deflector shields. To prove that I found this on starwars.com



Eschewing the swarming wing maneuvers that were a staple of Imperial combat doctrine, the TIE defender would instead empower a single pilot to operate as a formidable fighting force. Unlike the standard TIE fighter, this model featured sturdy deflector shields and a hyperdrive engine, and packed incredible firepower.



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Gogeta Flylighter
Eclipse: Master Gunfighter/Master Fencer/TKA 4-0-0-4
Chilastra: Master Artisan/Miner
pagebt
Fri May 14, 2004 1:52 pm
#16






Mega_Gogeta wrote:

To my knowledge the Tie Defender had both hyperdrive and deflector shields. To prove that I found this on starwars.com



Eschewing the swarming wing maneuvers that were a staple of Imperial combat doctrine, the TIE defender would instead empower a single pilot to operate as a formidable fighting force. Unlike the standard TIE fighter, this model featured sturdy deflector shields and a hyperdrive engine, and packed incredible firepower.






Understood, I was mainly talking about matching continuity. There are EU references of modified fighters but the 'stock' TIE fighter did not have a hyperdrive or shields. TIE Defenders are another story...




Cora Relven:
Master Smuggler Smuggler's Alliance Pilot 4|3|3|3
You can't take the sky from me... - Firefly
"Flying is the art of throwing yourself at the ground and missing." - Douglas Adams

Mega_Gogeta
Fri May 14, 2004 1:55 pm
#17

They better make Tie Defenders =)



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Gogeta Flylighter
Eclipse: Master Gunfighter/Master Fencer/TKA 4-0-0-4
Chilastra: Master Artisan/Miner
FeebleMan
Fri May 14, 2004 1:57 pm
#18

I have to agree both with the idea for the Escort Carrier (which is established in continuity and is in the game Rebellion) and the idea of making both the rebel and imperial operational procedures and tactics unique. The difference in faction should mean more than a mere skin change.


As pointed out the Escort Carrier maintains continuity and provides the rebels with an Archilles heel. It could also be used to provide Imperial players with the advantage of having nearby fighters as back-up and possible repair fascilities easily on hand.
DeathHunter
Fri May 14, 2004 2:39 pm
#19

I like my idea better.


Make it so TIEs have to dock with the Nebulon-B Frigates that orbit the planets. They pay a small fee for a Lambda shuttle, and use the shuttle to get to your destination. Then dock the shuttle, and take your TIE back out. (this is all from the TIE Fighter game, minus the actual flying of the shuttle)





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ClaudSilverberg
Fri May 14, 2004 2:52 pm
#20

People are worried about X-Wings being overpowered and someone wants TIE Defenders, the most insanely good fighter in all of Star Wars. Yeesh.



There are two kinds of people in this world: those with loaded guns, and those who dig.
boogerfett
Fri May 14, 2004 3:09 pm
#21

nice idea but erm i doupt it can be implented
teeth0r
Fri May 14, 2004 3:15 pm
#22

I think it should be like this..


If you're in an X-Wing or similar hyperspace-capable ship, you should just be able to jump anytime you like provided you're not too near a planet. You select what planet you want to go to, and then the loading screen appears. There should be some sort of warm-up or period of slow and predictable movement before the jump so that pilots don't use jumping as an instant getaway trick.


If you're in a TIE Fighter, you should just be able to travel to the nearest Imperial capital ship. Once you get there you can select what planet you want to go to, and then the loading screen appears.


So, rebels canjump to another planet anywhere they like, and imperials in TIE fighters will need to get within a certain distance of a capital ship to do the same thing. As long as there are a decent number of imperial capital ships around, in helpful spot so TIE pilots don't have to travel too far, I think it will work well without spoiling continuity.


So, for an X-Wing pilot all they have to do it bring up a dialog box, pick the planet and hit go.


For a TIE pilot it's exactly the same, except they have to be near an Imperial capital ship when they do it.
Redd
Fri May 14, 2004 3:22 pm
#23

Rebels can't jump to hyperspace whenever they want (doesn't look like it to me). When a pilot gets to the end of the "zone" in space, they can move to the next "zone" by jumping to hyperspace. When you near the edge of the "zone", you get a message asking you if you'd like to jump to the next zone.

Hyperdrive is only what is used to get from zone to zone. So if you make an imp have to fly to a certain point to change zones, your restricting their sense of travel if they wanted to say- fly (as a pilot) form Corellia to Naboo.
teeth0r
Fri May 14, 2004 4:08 pm
#24

No-one is going to be flying 'as a pilot' from Corellia to Naboo, they must be hundreds of light years away from each other. The only flying that would be done would be a certain distance out from your originating planet to escape its gravity well, before making the jump (loading screen). The issue here is shouldTIE fighters be able to do this jump anywhere they like - which breaks continuity - or is it more fitting that they have to meet up with a capital ship in order to make the jump.
rebel_gundam
Fri May 14, 2004 7:25 pm
#25

great idea



-Zyke
Tavias
Fri May 14, 2004 7:44 pm
#26

I have some issues with this. You're basically giving Imperial TIE pilots their own personal cap ship taxi. While these carriers were designed to carry squadrons of TIEs into battle, you are not a part of any Imperial squadron, you're simply an independent operator. You aren't going to be doing Imperial business for a good portion of the time you're in space either. So while this would make sense if you were a member of an imperial pilot who only flew only on imperial business, that's simply not the case. No escort carrier, which is crewed by thousands of people, is going to ferry Joe Schmoe TIE fighter pilot around whenever he desires it, unless you want this service that the Empire provides you to cost faction points (and lots of them, when you consider what you're asking from the Imperial Navy).

You just have to understand that you aren't flying a stock TIE fighter. You're flying the chassis which you can do whatever you want to. You're going to be switching out engines, maybe adding shields, changing the weapons configuration, and who knows what else. If they want to give people the option to run one without a hyperdrive, then there's no problem there. Let people dink around in planetary orbit if they want to. I just don't see how adding cap ships that are at every player's beck and call fixes continuity.



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Tavius
Master Doctor/Master Rifleman
Chilastra
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