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Thread: A Complaint to LucasArts about Star Fighter Continuity

Halyn
Fri Jul 01, 2005 4:40 pm
#14

Oh, yeah, sorry.

/pass popcorn




Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
Doofius
Fri Jul 01, 2005 5:46 pm
#15

Popcorn is the only thing these guys are eating? I Demand that Raisinettes be added to the snack food options!!!
Halyn
Fri Jul 01, 2005 5:51 pm
#16

/accept soda


Oh, they always do.


/sip soda






Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
wasj2004
Sat Jul 02, 2005 12:12 am
#17








Doofius wrote:

I also have a complaint towards LucasArts about the lack of true physics in spaceflight.










JTL is not suposed to fly like the real thing. In the original movies the ships run along wires when they were filmed and it was ment to look like WWIIplanes. The way I understand it, JTL is ment to be like that. After all, JTL is in a galaxy far far away. Our galaxies physics do not apply there! lol





Me wearing my favorite outfit
Me wearing uber mods
Somthing just isnt right about that
Vash-TS
Sat Jul 02, 2005 4:54 am
#18

Honestly..........



I would like to see ALL of the ships used more in space....instead of EVERYONE flying either a JSF or a Grevious fighter :/ Thats so stupid and makes me sick....



It would be awesome for the Star Wars feeling to have more people flying TIE Interceptors or TIE Fighters and Rebel X-Wings or A-Wings like you see in the movies, rather everyone trying to get their hands on some EP3 Ship which by the time you get to what time period Star Wars Galaxies is SUPPOSED to be in would all these "leet" ships would be out dated piles of $#(t.....


Anyways, Just my Credit and a Half....





Yuntija Xyrji

Agent of the Imperial Inquisition and Captain of the Imperial Navy


For The Glory Of The Empire!

Attacca
Sat Jul 02, 2005 10:45 am
#19






By the way I hope that's popcorn is not movie popcorn. The coconut oil they use for that is just killer on your ateries.




I usually ask them to layer it at the theater, put a little extra in there. If it ain't soakin' through the bag, they probably didn't use enough. Mmmmm....




Incidently, a little trivia for you new pilots. Pre-RotW it's not like you saw a mass variety of ships out there. Deep Space consisted predominantly* of PvPers in A-Wings, Dunelizards, and TIE Advanced/Oppressors, with a smattering of random ships from faction farmers, crazies like me who like heavy ships like the rihk, and noobs who didn't know better. There really wasn't much variety there - and now those ships have been traded for newer ones. Get it? People will always flock to whatever ship they see as being the best for a given role - that's just common sense in something as brutal as space PVP. If anything I see more variety in opponents now, since you have the three heavy ships, the original PVP ships, the Actis, and the Belbullab all as top of the line fighters.


You can balance all you want - when people identify the new 'best' ship they'll jump to that anyhow. The catch to the current system isn't that the ships aren't balanced, it's that there isn't a demand for the heavier ships - no role has really been created for them outside of farming NPC's.


*This word is as easy to see and bold as possible to keep the next fifteen posters from explaining how they personally flew a Y-Wing successfully in Deep Space. Yay for you, I'm talking about the majority of what I see up there.





~ Captain Nesanya / Murphey ~
Rebel Alliance A-Wing Pilot
...has mastered the Pilot profession
Are you a pilot and not using Droid Commands?

padren
Sat Jul 02, 2005 12:06 pm
#20

What is more important than numbers is nailing down what we want to acheive by changing them. By this I mean, are we trying to get all ships to act like fighters for pvp, or trying to make them comparable to canon statistics, or get them to move like old Xwing games, or trying to change how pvp (JSF/Bub fights) is currently done, or something else entirely?


There are still some skilled pilots that don't rely on the bub21 and JSF for pvp, but it is becoming the comp armor of the sky (to paraphrase what someone else said). Basically the antiques rule the stars, so I can understand why that bothers a lot of people.



Anyway, imho, I don't think all ships should be shifted into fighter pvp roles for sure, but I do wish that there were a diversity of strengths in varying combat roles that extended to pvp. By this I mean, all a YT, Nova, or Deci is, is a fighter with bad stats that holds a lot of people around the size of a barn. Until these ships are tweaked until they can fill a non-fighter role, in a balanced fashion, they will be rather useless.


What I would like to see is this:

Light fighters: (light, fast, weaker but rapid weapons)
Great for pvp, good against other light fighters and what all bombers fear, weapons too weak to take outPOBs without a serious fight, and when cap ships come it would take a good group to bring one down.

Can with a lot of work take out guns on a cap ship, but it takes time and damage resistance on a cap ships components make it unlikely it will take a whole one down, even with a decent wing of all fighters.


Bombers: (can take a few hits, can really do damage, not your on a dime fighter)
The worst fear of a POB, if one gets through the fire it can take out turrets and seriously damage a POBs ability to resist fighter attacks. If a POB has fighter escorts bombers will have trouble. These are too big and slow not to get cut down by multiple turrets on a large Cap ship, so fighters may need take their time and slowly chew the guns, and then allow bombers to damage the main components of the Cap in the newly opened blind spot.


POBs: (boarding party ships, heavy bomber, light assualt ship, easy targets)

YT, Nova, Deci: Well enough shielded and armored to hold most fighters at bay, can do a lot of damage to a target. On a weakened cap ship, these may be able to survive a brute force attack if the attack run is successful. If the attack run does not take out the target remaining weapons may ensure the POB is not around for a second try. An attack run would likely involve coming in on a partially openedblind spot and decimate the weapons on the Cap ship needed to create an exit path blind spot, since they don't 180 too well.


Capitol Ships: (Serious space superiority platforms)

I have no idea what these will be like when they are released, I think that if boardable, it should take more than 1 pilot to do any good in the boarding party. (NPCs guarding the docking bays). This will require POBs as raiding ships. I think there should be quests that involve Capitol ships in doing heavy damage to stationary targets, and the quest has more to do with getting your cap there in one peice than the duking it out upon arrival. Some quests may even be getting to within 400m of a station and requesting by comm that it surrender, which it would be forced to. Those would require blasting through the fighter and bomber defenses, and take a good Cap crew, and possible fighter support to pull off. Lastly, a good crew should be able to defend it quite well in pvp, and a bad crew should loose the ship to a couple fighters.



The philosophy behind those ideas (without any stats hashed out) is to get interdependant roles into the ships we currently have to create diversity in space.

Results should be:
* Fighters can take on any fighter for PVP, and have the best rewards-per-twitch. But these may have to avoid formations of POB/Fighters, however may be able to hit and run to take out bombers if they are rookies.


* Fighters will get pushed out of an area if a good formation of POB/Fighters or POB/Fighters/Bombers, can't hold ground too well in those situations, maybe long enough though to call in reinforcements.


* Formations in PvP will be more rewarding than solo fighters.


* Pilots can setup different ships with different setups to perform different skills, instead of having a single pinnacle winning setup for one type of ship.



I am not saying my proposed changes is the best idea, but I do think its worth discussing the goals of any changes and debate those first, before worrying about the actual stats.





Padren Talisan - Starsider pilot
Padrig Talsani - Corbantis
Slysix
Sat Jul 02, 2005 12:27 pm
#21

***Warning Hijack attempt***
Fix Weapon Overload 3 and things will balance out nicely...
***Attention: Hijack attempt averted***

By the way I hope that's popcorn is not movie popcorn. The coconut oil they use for that is just killer on your ateries.

And don't you just hate the husk thinggies getting stuck in between your teeth?

Ducimus
Sat Jul 02, 2005 12:49 pm
#22



Slysix wrote:
By the way I hope that's popcorn is not movie popcorn. The coconut oil they use for that is just killer on your ateries.

And don't you just hate the husk thinggies getting stuck in between your teeth?





Well, we were kinda watching the show. Not that a thread like this hasn't come up 100 times before, but the presentation on this particular one promised some qualitly entertainment.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
werehere
Sat Jul 02, 2005 1:09 pm
#23

I use my firespray as a fighter bomber two nice lev 10 guns two space bomb launchers 8 missiles launch two at a time or in pvp image rec mark two,


when taking on a corvette i take two heavy guns two space bomb launchers. But there should be a need for for bombers to just carry ion or disrupter . bombers shoot missiles weaken shields they turn around strafe with ion shields down use dirupers take out armour then take out components all while being covered by fighters .


kazzabev master sw and freelance ace


psikobunny
Sat Jul 02, 2005 3:08 pm
#24






Ducimus wrote:





Halyn wrote:
Oh, yeah, sorry.

/pass popcorn










Thanks

/passes Soda

Gotta admit he means well.

/popcorn






*uncovers ears long enough to snag some popcorn*


I love how he keeps using the "C" word like it means something.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Storm24
Sat Jul 02, 2005 3:16 pm
#25

so let me get this straight you guys want to make all the ships more "equal" thus taking away any reason to get ace pilot cause lets face it if you can bring down a corvette with a light tie fighter why spend all the time getting ace pilot the idea makes no sense to me the current system is fine if any thing nedds to change its what happens after you get ace thats where change needs to happen
psikobunny
Sat Jul 02, 2005 3:23 pm
#26








DavidHarper wrote:


I sugest for simplicitys sake that when assuming Star Fighter speed we use 100.0 kmp (thats 1000 speed to those of you who don't know how speed functions in the game)






For simplicity's sake I'll just explain to YOU how speed works in the game, since this single statement makes it clear you don't know.


based onyour example, 1200 speed would equal 120 kilometers in an hour, or 2 kilometers a minute. If that were the case, it would take me 11minutes to make the round trip from Naboo station to Rori station and back (22km ingame).Since it takes me about 2min20 seconds in my fastest racing ship (ave spd about 1850 counting the boosts), I surmise that at 1200 speed it would take me 4minutes or so to travel that 22km.


Nitpickery aside, your tonesmacks of expertise you don't posess. Go back and learn more before you mail this, or all that will happen is you get laughed at.


Final point, one thing about star wars "continuity" is that it is almost never continuous.Every star wars spacegame makes sacrifices to the continuity, in order to develop a playable game. JtL is no different, and you need to see that trying to apply what was used in books and movies to sound good and advance their plot, won't make a playable multiplayer space simulation.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



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