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Thread: An Equitable Alternative to TIE Fighters with Hyperdrives

ZonJaiNezBA
Fri May 14, 2004 8:00 pm
#27

How about, each Imp player flying a Tie fighter gets two wingman. With which he can command at a certain certification level and a certain Imp Rank. I certainly don't want to see a bunch of Ties flying all over the place attacking who and what they want in a battle, I want to see a major discipline of Military training and the ability for these ships to stay in formation for the most part. I know this is not going to get implemented, but I like the idea of it.


Depending upon what they decide on for the ability of Lightspeed transport, I think the separate ship idea is not all that bad, kind of like a Starport people have to go to to leave a planet, Imp Ties have to get close to this ship that is parked in orbit and ride out the loading screen in its hangar bay.


I would like to see some Faction missions, where say a group of Rebels have to do escort duty for a Corvette, and when they make the Jump, after a few moments they fall out of hyperspace by one of those Gravity Well SDs. And then a large fight ensues.
Or a Faction mission for Imps in which they fly to a SD and hitch a ride to a major battle. When arriving there (i.e. finished loading), they get to fly out of the Hangar or dropped from the extension pods, and then fly out into battle.


Space is what people have been waiting for more than anything, IMO. It isn't StarWars without space battles, and it isn't the GCW without Ties, and X-Wings.


One more thing, I would really like to see some Faction and Neutral PvP in space. Kind of a Neutral space mission for a group where they are hired as Mercs by aBusinessman(Nym or Jabba perhaps) and need to hijack a transport for a certain cargo. Success depends on getting the cargo and getting back to the mission giver alive. However, when the hijacking starts to take place, an alert goes out to all Rebels or Imps on a planet nearby, and players have the option to go join in, or just let it be. Of course the Neutral target would sometimes be Rebel and sometimes be Imp. This would kind of depend on whether you have a Covert agent in your midst. Of course the Coverts would be limited to using Neutral Fighters. This would give a chance for a few Rebels or Imps to do a little flying on the side without going Overt in their Faction Starfighters.


Whoa, I have way too many ideas for this Expansion. I will stop for now.




BH Informant List. Condensed from a previous thread I made a few months back
teeth0r
Fri May 14, 2004 8:18 pm
#28






Tavias wrote:
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).




I'm trying to think of ways to let imp players get from system to system in a fair way without making them cram hyperdrives into each of their TIE fighters. Obviously in the 'real' Star Wars universe an Imperial capital ship goes where it is ordered to, and once there launches its TIE fighters on particular missions as needed. No TIE pilot is ever allowed fly around and do as they please.


But this is an MMO game so some compromises are going to have to be made - in this case static capital ships could quite easily act as points from which TIE pilots could travel from one system to another, to represent the fact that they do not have their own hyperdrives and thus require capital ships to travel long distances.


I would much rather this scenario, as it would allowthe TIE fighter to be the lean, fast and agile no-compromise dogfighter it is supposed to be in Star Wars. The alternative is as you say to do start cramming hyperdrives and whatever else into the TIEs, essentially making them carbon copies of the Rebel ships in most respects.


Giving the players a choice of 'install a hyperdrive or be stuck at this planet' is no choice at all, and I'm not talking about capital ships being everywhere. It is obvious that each planet would have at least one imperial capital ship in orbit (hell we can see them from the ground right now ). An imp player would have to travel to that ship to port, it would be inconvenient but the balancing factor would be the TIE's extra speed and agility in combat dueit's lack of a hyperdrive compared to the rebel ships.


The rebel ships should be more flexible, able to take more punishment, and have the abilty to escape a bad situation more easily by jumping.


The imperial ships should be much better dogfighters, but should be more fragile and lack the easy escape route (the Emperor would never want to see his fighters in retreat anyway )


Each side should have a different 'flavour' -I think making them too similar will take away from the uniqueness of the game and dumb things down toomuch tbh.
Redd
Fri May 14, 2004 9:41 pm
#29

As a TIE pilot, you pick up a mission that sends you near the edge of the map. Once you get there you are sent on the next part of your quest in another zone- time to fly to the nearest capitol ship?

As a Rebel (or neutral), you pick up a mission that sends you near the edge of the map. Once you get there you are sent to the next part of your quest in another zone- You fly to 1000m to the edge of the zone and jump to hyperspace.

You and a friend decide to do some missions. He flies a Z-95 (hoping it isn't factioned, add in any neutral craft if you want). Your 1000m from the edge of the zone, and 8000m from the nearest capitol ship. Your friend flys to the edge and jumps- and waits for you to fly all the way to a ship. You fly your TIE back to the capital ship and then jump.

That is what your saying players are going to have to do (what you want to happen)?
TheWok
Fri May 14, 2004 11:39 pm
#30

I'm assuming what they're doing is putting in the hyperspace buoys from X-Wing Alliance. You'll have to get within a certain distance of these to hyper out along a pre-determined and charted hyperspace path. This would make more sense than making a huge area where the enter border was a "zone."


As far as the TIEs getting hyperdrive, I don't necessarily think it's bad from a gameplay perspective, but I do think there would have been better ways to do it. I would have put an ISD in each sector that is not attackable and had TIEs dock with it, then given possible destinations in a list. After loading, you appearafter havinglaunched from the ISD in the destination system.



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DaraShaku
Sat May 15, 2004 12:21 am
#31

Just bumping this so that the double-post clone thread will slip away sooner...
CaixCatab
Sat May 15, 2004 1:33 am
#32

Another interesting suggestion someone tossed out somewhere around here (.. can't remember who it was, sorry) was to create an equippable hyperdrive sled for crafts without a hyperdrive (the things Obi-Wanhas for his Jedifighter in EpII). That would give them hyperdrive capabilities without actually adding them to the ship,not calling on alargercarrier etc.



Though IMO, imperialshaving to move between zones from special"imperial" sections makes a lot of sense...



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Morgath
Sat May 15, 2004 1:50 am
#33

I agree that basic TIE fighters , bombers and interceptors shouldnt have shields / hyperdrives. They should be much cheaper than the rebel fighters to both buy and repair. And spare parts should be more readily available. Rebels sould have to look a bit harder for those key spare parts like hyperdrives e.g. smugglers / junkyards.


The Escort Carrier / Nebulon B frigate idea is a fantastic idea too.


Players should have the ability to fit shields to a basicTIEfighter and upgrade hull armour, but this would also need a larger power core, and impact on speed and manuverability.


For players wanting more expensive but hardier fighters, look to the TIE advanced and possibly Assault Gunboat


TIE defenders, amazing ships but I dont think they will be included for PC's as they are just too high powered, possible future TIEs could include TIE hunters (these have S-foils, and are comparable to TIE interceptors but even faster and more powerful), or a TIE avenger (another shielded TIE similar to interceptor, able to carry missiles)


There are plenty of ways around giving basic TIE's shields and hyperdrives that I think wouldnt stop folks from flying them at all. Evey ship doesnt need to be exactly balanced with an opposing factional equivalent. I would certainly require more tactical gameplay if the fighters were made as they were supposed to be, instead of being a differentmodelof the same ship, which I fear may happen.....
heapum
Sat May 15, 2004 2:32 am
#34

If starfighters allsimilarexcept appearance, fail the Space Expansion will. Differentiation in ship design and tactical role, is key to games of flight simulation. yes?
ASHRID
Sat May 15, 2004 4:10 am
#35

One thing that people keep missing is the fact that TIEs also dont have any landing gear.....

An easier solution is to not offer the standard TIE to players (since player Imps are not 'regular' Imps) and offer the Lone Scout (TIE scout) instead. This basically has the same offensive capabilities of a standard TIE, but has a hyperdrive, shields and landing gear (and looks a bit like vaders TIE advanced).

For those that have it, this is on page 122 of the west end games star wars rpg second edition

While the newer TIEs might have shields and hyperdrives, they still dont have landing gear......
DeathHunter
Sat May 15, 2004 4:30 am
#36

Repulsorlifts?



--------------------------
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- In regards to the corvette: "Huh, breach hull, all die. Even had it underlined."
- You're still a goddamned idiot.
========================
Status: Sober
ruvkaulovesh
Sat May 15, 2004 6:45 am
#37

(before anyone starts squaking about favoritism i play both sides depending on which server im on) i like the idea of the carrier, and i like the idea of it being a targetable mission aswell, it should however be quicly replaced at some distance if destroyed. use it kinda like a starport in space for ties to jump from 1 system to the other so it would have to be present. a fast respawn would also mean a relitivly low fp reward to keep people from farming though. i would also like to see multipul people get the same mission in space combat. and from both sides. convoy raiding was one of the biggest things the rebels did. let a group get to attack the same convoy whial imperials may get assigned to defend it.


also depending on the size of space, i think that corvettes and frigats would be fantastic ideas for space based equivelents to a faction base. there is tons of ino from previous games and the books etc as to what ships are used on both sides put em in. dont know how many otheres liked it but personaly i loved rebellion all the info you need is right there.


i would also love to be able to land anywhere on a planet make it a true risk to do so though. have to be a advanced pilot, could crash and wreck the ship wounding and or killing everyone aboard. dont know how hard it would be to code but that would be starwars to me. hit the ground running make your raid and get the hellout. but whial its on the ground its vulnerable to enemy attack/boarding actions.


dont know how hard the coding would be on this but its what i would like to see....


plenty of other ideas too but gonna see if i can find the right collums to post in for it





member of TKDS on corbantis
ruv kaulovesh -smuggler
formerly master fencer, master swordsman, master brawler, master comando, master marksman, master rifleman, teraskasi master, elder artisan,master ranger,master scout,master combat medic, master doctor, master medicelder entertainer, elder image designer, elder musician, master architect, master merchant, master politition, master shipwright and master of all 9 squadrons
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NarCranor
Sat May 15, 2004 7:48 am
#38

Another thing to consider is that during this era there should be imperial patrols EVERYWHERE. It wouldnt likely be too difficult for a TIE fighter to find an imperial ship. Perhaps they should be able to use a sector map and get a waypoint to the nearest one. But I think any dynamic spawn imperial capital ship along with any static imperial ship should be able to provide shuttling services to any non hyperdrive equipped TIE fighter, interceptor or bomber.

It was brought up before that these people arent exactly members of the empire. Well, they DO hold rank. But on top of that, the players could be considered to be unofficial agents of specific imperials. So it would stand to reason that they would have the various codes and what have you to be allowed to take advantage of many of the perks the empire has to offer. Similar to Mara Jade, who was able to take over an ISD if she wanted to, simply because she had codes from the emperor that gave her the ability. And she held no rank, she was just the Emperor's personal agent.



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Zilod
Sat May 15, 2004 9:34 am
#39

I agree, for continuity will be better to have tie whitout hyperdrive and i think will not be really a big problem for imp pilots.


it seem that space expansions will focus mostly on missions (as various x-wing/tie spce/sims) for these missions hyperspace capab is not essential.


you can patrol an area in your sector (as imps generally do) searching for spicesand rebels or you can do strike missions using some capital ships as carrier/support... you don't even need a massive carrier as a corvette is sufficent to deploy a strike force and then return to it to jump back home.


who have played tie fighter will be not new on this, there are many missions when a corvette or a frigate jump out of hyperspace deploy your squadron and await your return after finishing a mission


will also be wonderfull to 'sign' for a squadron who operate on a capital ship and so to be able to live as a pilot aboard it and be involved in theme park like missions eg destroy a pirate outpost, capture a rebel capital ship and so on (ok i'm dreaming eheh )



another thing toconsider is that there are imp fighters with hyperdrive


tie scout - similar to a standard tie and mostly used for reconnaissance


assalt gunboat - a heavy assault fighter sith heavy shield and powerfull weapon array


tie advance (or avenger) - the best fighter in the galaxy



the tie scout in particular can be used even by low 'level' imps and is very good for exploration or reconaissance missions



sorry for bad english


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