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Thread: Tie's have no hyperdrive

teeth0r
Mon May 24, 2004 3:23 pm
#287

LOLat this thread!!


Man this takes me right back to reading rec.arts.sf.starwars during my college years.


I think it's time we started a new thread: "USS Enterprise vs Star Destroyer!! Who would win!?!" hahahahahaha!

Metroid
Mon May 24, 2004 3:32 pm
#288






teeth0r wrote:

I think it's time we started a new thread: "USS Enterprise vs Star Destroyer!! Who would win!?!" hahahahahaha!







pSSHHH which enterprise? If its like, Kirks enterprise, star destroyer no match.



(ggggggggggggggggggxnnntnnnntnnnxgggggggggggggggggg)
- Zorlon Starwind - Leader of Imperial Special Tactics Strike Force Darkfalls -
~ Master Shipwright ~
"NOOOOOOOOOOOoooooooooooooooooooooooooo" - VADER

HEGEWIZARD
Mon May 24, 2004 4:04 pm
#289

TIE has no shields..



Deric-Radiant-MBH ~~~ Tainted-Valcyn-MTKA/Smuggler (Reb. Pilot) (jedi in training)***Niba-Valcyn-SW/WS (Nuetral Pilot)***Mech-Valcyn-DE
From those who are about to die, We salute you!
"Look at the non smuggling, smuggler mommy!!!"
Who is General Failure and why is he reading my hard disk?

Metroid
Mon May 24, 2004 4:48 pm
#290






HEGEWIZARD wrote:
TIE has no shields..






They do now. Got a problem with it? Go complain to Lucas Arts.



(ggggggggggggggggggxnnntnnnntnnnxgggggggggggggggggg)
- Zorlon Starwind - Leader of Imperial Special Tactics Strike Force Darkfalls -
~ Master Shipwright ~
"NOOOOOOOOOOOoooooooooooooooooooooooooo" - VADER

blaisedinsd
Mon May 24, 2004 4:49 pm
#291

OBI- you pulled that "nor do they have the capability" from where? I suspect you pulled it out of a dark hairy flagelence emitting oraface.


I am on record saying that a TIE fighter should have hyperspace ability in order to travel planets and space zones. I do not think hyperspace jumps should be allowed in combat for anyone. If there is a hyperspace jumping during combat Ihave no problemwitha TIE being at a disadvantage, this type of discussion is for Beta and Devs and really is pointless to have here and now. I don't think givingprivatley built/owned/modidfiedTIE's this hyperspace ability really destroys continuity or causes cookie cutter ships with different skins. A TIE could have diminished HD abillity, weaker shields., etc. ( all ships are upgradable but not to the point you can max all stats and base stats will vary by ship too)


A player owned TIE fighter is different than an NPC TIE fighter just like any player owned ship will be different form an NPC ship. Slightly larger, slightly less agile, slightly different is fine. I don't care if the NPC TIE's are different along those lines because I guarantee they will not fly the same as a player owned ship, just like no NPC ship will fly like a player owned ship, just like NPC's have radically different HAM's etc. than PC's, etc.


If you must rectify this in your minds because you have continuity mental block than a player owned TIE Fighter is not a TIE fighter. It is a privately built TIE rip off that closely resembles a TIE fighter and is commonly called a TIE fighter, but it has a hyperdrive and is upgradable and it is not even built by Sienar Flight System or in dedicated Imperial service so it can't really be a TIE fighter. Everyone who calls it a TIE fighter is wrong, but everyone still calls it that anyway.


If you still have hopeless continuity menstral syndrome that causes you to think their is no way a ship with a Hyper drive could look anything at all like a TIE fighter than you are simply an irrational person who is crying like a baby over something very trivialbecause you want things to be your way no matter what because you are convinced you are right and no one will cahnge your mind.


All ships, even the basic piece of crap you get for buying the expansion needs to have some Hyperdrive ability to travel.

Starcrusher
Mon May 24, 2004 5:04 pm
#292



lore7 wrote:
ok its for the game it would un-balance the game if lets say rebels could go everywhere will imps are stuck in one sector at a time and even if they docked with a ship that had hyperdrive like a SD the same





Maybe they will make the JTLS transitions different. Rebels will see the typical stretched out starline, then go to the loading next star system screen and the Imps will have to go to a Star Destroyer which would represent a shuttleport type look and pick where to go from there as to make it feel like the Star Destoyer was their ferry to the new sector but obviously this isnt neccisary if TIE's are going to have hyperdrives.
SomaIcarus
Mon May 24, 2004 7:12 pm
#293

The Bull*edit* of the dev's not withstanding, go here for why TIE fighters cannot have devs. Check it out


http://www.starwars.com/databank/starship/tiefighter/index.html


enjoy,


Soma





Decland MacManus- Rogue Priest

"absolution through the barrel of a gun"
NaKitNa
Mon May 24, 2004 10:44 pm
#294

I can understand that, in a way I am glad because I am a big fan ofthe Z-95 which never had a hyperdrive unles modified. so I know that if they have the Z-95... which I have seen on screen shots.. it will have a hyperdrive built in.

Obi-Wan-Keneli
Mon May 31, 2004 8:09 am
#295

*sigh*



Even Star Wars movies dont like NGE....

Yoda: Twisted by the Dark Side, young SWG has become. The game we played, gone it is... Consumed by the NGE.
Mace Windu(us): The customers will decide SWG's fate.
Supreme Chancellor(Devs): I *am* the customers!
Tiggs wrote: NGE is here to stay.
C-3PO: [walking away] I feel so helpless.
"And so it is" said Bail Organa as he left.
So this is how liberty is crushed...... by the sound of Tiggs Paws.
"NGE your breaking my heart!" Cries Amidala







I'll miss being a TK

I oppose the NGE and support Holocron Shug and Q-3p0's dream of the way SWG should be!


"When Sony and Lucas set out, we said, ?How can we do this and not make another EQ?? We didn?t want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we?ve created a system to make that happen."
Julio Torres
Obi-Wan-Keneli
Sat Jun 05, 2004 7:35 pm
#296

ive just been wondering if the DEVS have said anything about this in some other thread???



Even Star Wars movies dont like NGE....

Yoda: Twisted by the Dark Side, young SWG has become. The game we played, gone it is... Consumed by the NGE.
Mace Windu(us): The customers will decide SWG's fate.
Supreme Chancellor(Devs): I *am* the customers!
Tiggs wrote: NGE is here to stay.
C-3PO: [walking away] I feel so helpless.
"And so it is" said Bail Organa as he left.
So this is how liberty is crushed...... by the sound of Tiggs Paws.
"NGE your breaking my heart!" Cries Amidala







I'll miss being a TK

I oppose the NGE and support Holocron Shug and Q-3p0's dream of the way SWG should be!


"When Sony and Lucas set out, we said, ?How can we do this and not make another EQ?? We didn?t want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we?ve created a system to make that happen."
Julio Torres
Riis
Sun Jun 06, 2004 10:06 am
#297

please check this thread:


FanFest Update



RbT





___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




HedronB
Sun Jun 06, 2004 7:39 pm
#298







JeanLaffite wrote:
Cheesey...You're whining about continuity? Well if we want to stay with true continuity then the Imperials need Star Destroyers to drive our Tie fighters around. We could also use a Death Star and while we're at it throw in a Super Star Destroyer. Keeping continuity is impossible for a game like this. Don't call for a continuity breach when you're not willing to go all the way.





SWG is in between ANH and ESB, so the Death Star is in serious needof an interior decorator...and an interior. As for SDs, I'm a neutral, and I'm all for it. I'm even for having the SDs firing on both Rebels and Neutrals. The idea that you have to keep continuity all the way or nothing at all is ridiculous though. Keeping it completely is mechanically impossible, but throwing it out completely leaves us with a non-Star Wars game.



A new suggestion:


First off, I'm going to refer to the TIE fighter as a TIE/f, the TIE Interceptor as a TIE/In, and the TIE Advanced or Vader's TIE as the TIE/Ad. This will save me some typing.


Personally, I'd like to see the Z-95 and the TIE/In match up roughly evenly, both without standard hyperdrive. Both of these are close planetary support items and as has been mentioned many times, the value of the TIE/F and TIE/In is in their cheap mass production. So why not have these ships reflect mass production? No hyperdrive, but when you take off from the planet in a TIE/F, you get2cloned wingmen, in a TIE/In you'd have one clone partner. This would cause the TIE vessels to automatically come out flying in the traditional TIE triplicate. Z-95s, having shields standard, would launch with a single generic patrollman partner.



In both cases, all ships would mimic the controls of the primary player, so it would play like a single ship with multiple sections. With all 3 TIE/f going after a single target, there are no shields and no hyperdrive ability but 6 lasers dishing out fire. Pilot perspective could start in the center (leader) cockpit and then shift to another cockpit view if the center is destroyed.

The TIE/In would launch in pairs, giving 8 lasers focused on a target until one of the two was blasted.



The Z-95 would work in similar fashion but begin in the right cockpit view and jump to the left if destroyed. The issue with the Z-95 hyperdrive references Mara Jade's fighter, so if it is modified to have a hyperdrive, it would lose the close planetary support modifier and would launch as a solo vessel instead of a pair.



The Bespin Cloud Car would be of similar strength and also launch in pairs, but the cloud car shouldn't be able to be modified to have HD, similar to the TIE/f. If the devs employed this system of ship duplication for the non-HD capable ships, they become extremely cheap firepower which can be shot down more easily than the more advanced ships. The reason for flying these non-HD shipswould be that by buying a singleship you get the redundancy of extra guns and damage distribution at landing rather than shields.



Landing or docking with an SD would allow for repairs to be made, and if no repairs were made, the total damage taken would be distributed across the triplicate at take-off. So if you take off, get into a fight, one TIE/f is blown up and the other two make it through unharmed, landing and taking off again without repairs would give you 3 TIE/f again, but each at only 66% of it's ability. The same damage distribution for the unmodified Z-95 patrol ships would make them play as extremely durable ships, which is something for which they are known.



The TIE/In should be able to be modified to hold a hyperdrive at the cost of two of its blasters. Vader's ship was the prototype TIE/Ad, which had an extended chassis and larger control and solar panels to make up for the added hyperdrive and larger engine.

The control panels on the TIE/In should be able to handle the same increase in mass but the nav computer should calculate a hyperspace jump more slowly than a TIE/Ad just to keep the distinction between being designed for a purpose and being modified for a purpose. Making this modification to the TIE/In should cause it to lose its take-off duplication factor. Stock ships are plentiful, modifcations are not. The visual for this modified TIE/In would just be th elongated cockpit and chassis from the TIE/Ad slapped in between the TIE/In control surfaces. The cockpit would then extend out behind the panels by a meter or two. I think it'd be a nice look. Since the control surfaces and generator are smaller on the TIE/In than on the TIE/Ad, it gives up either the upper or lower lasers in order to maintain its speed and maneuverability. In effect, by trying to modify the TIE/In into the TIE/Ad you get a somewhat weird looking TIE/In-TIE/Ad hybrid that has the hyperdrive, the same 2 lasers, similar maneuverability and slightly lower speed.


According to Star Wars: The Essential Guide to Vehicles and Vessels, at the time of ROTJ, only 20% of Imperial TIEs were Interceptors, but if you compare the number of NPC TIE/F to the TIE/In that will be used by players and thus modified, it's not terribly out of line with the continuity. Plus, the TIE/Ad prototype exists. So allowing players to modify their TIE/In into something like a TIE/Ad doesn't break with continuity any more than it's already been broken by having all of the players be Imperial NCOs/Mercenaries instead of enlisteds. They should just need the Imperial shipbuilder to be of a certain skill (not base level) to build the TIE/In with the modifications already built in; but the modifications should change the look of the ship as I mentioned above.


If they're modifying the frames from XvT, this shouldn't even be a time consuming process for the art department. The duplication effect for non-HD models doesn't require any art department additional work at all. It's just making2 or 3ship objects appear linked to one control input.



To make things a bit more interesting, planets could be given influence points of -1, 0, or 1. If an imperial takes off in a non-HD ship from a -1 Influence planet, they'd get one additional ship in their flight group. A rebel taking off from a +1 Influence planet in a non-HD vessel would get the same. 0 is of course self-explanatory. Story arcs could shift these influence points, which would give a more dynamic feel to space than we've had as a result of any story arc so far.



-Hedron.
JeanLaffite
Mon Jun 07, 2004 12:04 am
#299

Cheesey...You're whining about continuity? Well if we want to stay with true continuity then the Imperials need Star Destroyers to drive our Tie fighters around. We could also use a Death Star and while we're at it throw in a Super Star Destroyer. Keeping continuity is impossible for a game like this. Don't call for a continuity breach when you're not willing to go all the way.
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