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Thread: An Equitable Alternative to TIE Fighters with Hyperdrives

GarricSinclair
Tue May 18, 2004 4:34 pm
#53

/agreed


It'd be kinda heartbreaking if the real ray of hope for Star Wars immersion is crushed by balance.



Garric Sinclair, Starsider
blaisedinsd
Tue May 18, 2004 5:44 pm
#54

Come on now, Most TIE fighters do not have hyperdrives, some do. Some have shields too. Any privately owned TIE fighter would have a hyperdrive. Just because the Empire did not produce them that way it was not because they absolutely can not have them. They dont need hyperdrives to do their job or the Empire would have Hyperdrives on them. I am all for NPC standard TIE fighters not having Hyperdrives but a Hyperdrive is a necessity for any privately owned craft, Including TIE's, and it should be standard. Shipwrights do not supply TIE's to the Empire, any they produce for a player would have a hyperdrive.


A player owned TIE fighter having a hyper drive is no more of a departure from continuity than a player owning a TIE fighter in the first place, or an X-wing for that matter. Players can be aligned with factions but could you really consider them full time members of the military? When was the last your commanding officer gave you an order? Was there a penalty for not following orders?


We all know that X-wings were superior craft and could cut down TIE's like gnats (if you could hit them) in the movies, but, sorry rebels you are going to have a lot tougher TIE fighters to deal with when a player is flying his modified TIE.


Hyperdrives don't even figure in to combat anyway, the main purpose of the Hyperdrive is to travel between planets and such. What are you people thinking that you can jump to light speed whenever your in trouble?


Seriously, I love Starwars and am for continuity, but forbidding TIE's in JTLS from having them is a foolish misguided notion to blindly follow continuity, common sense be damned. Thinking a TIE fighter is incapable of having a hyperdrive is an assumption based on a mis conception and the arguments I have seen so far are laughable.
OHMSS225
Tue May 18, 2004 9:24 pm
#55






blaisedinsd wrote:

Come on now, Most TIE fighters do not have hyperdrives, some do. Some have shields too. Any privately owned TIE fighter would have a hyperdrive. Just because the Empire did not produce them that way it was not because they absolutely can not have them. They dont need hyperdrives to do their job or the Empire would have Hyperdrives on them. I am all for NPC standard TIE fighters not having Hyperdrives but a Hyperdrive is a necessity for any privately owned craft, Including TIE's, and it should be standard. Shipwrights do not supply TIE's to the Empire, any they produce for a player would have a hyperdrive.


A player owned TIE fighter having a hyper drive is no more of a departure from continuity than a player owning a TIE fighter in the first place, or an X-wing for that matter. Players can be aligned with factions but could you really consider them full time members of the military? When was the last your commanding officer gave you an order? Was there a penalty for not following orders?


We all know that X-wings were superior craft and could cut down TIE's like gnats (if you could hit them) in the movies, but, sorry rebels you are going to have a lot tougher TIE fighters to deal with when a player is flying his modified TIE.


Hyperdrives don't even figure in to combat anyway, the main purpose of the Hyperdrive is to travel between planets and such. What are you people thinking that you can jump to light speed whenever your in trouble?


Seriously, I love Starwars and am for continuity, but forbidding TIE's in JTLS from having them is a foolish misguided notion to blindly follow continuity, common sense be damned. Thinking a TIE fighter is incapable of having a hyperdrive is an assumption based on a mis conception and the arguments I have seen so far are laughable.






The power source on standard TIEs is incapable of powering a hyper drive. Advanced TIEs are equiped with shields and a HD, however. There's no real point in making moded standard TIEs when they're just advanced TIEs with a different skin.


We're not looking to take out TIEs. We'd like the devs to work on a more creative workaround that doesn't break continuity. Read the original post.



-= Ahriman BreViary =-
WarHawk666
Tue May 18, 2004 9:27 pm
#56

I've said it in two other threads and I will say it again.


Regular TIEs have been modified in the past to have both HD's and Sheild Generators. Not to mention warheads.


No problems with me.
Spiike_Spiegel
Tue May 18, 2004 10:01 pm
#57

you could make the carriers like star ports, perhaps no wait, or maybe less of one, perhaps the TIEs dock the carrier and then they pick where to hyperdrive to, also make it so they can upgrade the TIEs to have hyperdrive



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Redguard
Tue May 18, 2004 10:19 pm
#58

Nice Post Darashaku:


Certain vessels should not have hyperdrive capabilities. Basic Ties and even the venerable Z-95 were not hyperdive capable ships. I would hope that the game establishes systems where such vessels could be used. I don't really see the need to make trasit from Corellia to Talus/Tralus ( If they ever implement such a planet) a hyperdrive issue. Major planets with moons should be in one system.


Though I like the Tie Escort Carrier idea I could see where they wouldn't want a capital class ship in the hands of players. I'm afraid that we're going to be relagated to YT's, Fighters and Shuttles.





Given the choice between style over substance. I'll take a sandwich.
Scoricco
Tue May 18, 2004 10:21 pm
#59

What a great post. This also saves me the work of doing a post like this myself.

I was a bit stumped on how this could work properly in the SE. Being an avid fan of the SW space games it drives hard home to me how the SE will be like. Thus Scoricco's Space Expansion V.04

Anyways I think this issue has been nailed right on the head with the idea of a T/B T/I or T/F having to travel to a static Starship in order to get to another sector.

In all of the games there was always a command ship nearby that could be flown to quickly.

Travelling for example 8 km in the previous games didn't take that long. Maybe a minute if that. Some people are going to argue 'if im chasing someone and they make a jump its going to be a hassle to come and hook up with a ship to jump' Let me ask you this. How do you know where their destiantion is that they have jumped to?

Weapons and warhead modifications sound good. I'm a little iffy on if sheilding should be available for T/F T/B & T/I without power sacrifice.

A for effort champ. If you wouldn't mind id like to credit your work into my next draft of me SE draft.



____Tarquinas_____________________________
THE LEGEND OF SCORICCO
Aussie Aussie Aussie Out Now for PC________

Where the bloody hell are ya? In SWG 21 days of Scoriccovision!
oneofmanyJedi
Tue May 18, 2004 11:00 pm
#60


They key, is design. Its an excellent idea, but its too late to implement. why? It requires more promamming than some of you seem to relize. Not only that, but the then they need to seek balance (looking to see how big of an inconvenience it is, how to implement it, where, when, ect.) Itl increase the testing time, because god knows with this there would be bugs(which they cannot afford since the release date is already set in stone) and it simply isnt in their current design.


If other designs/features have been built towards the reality that ties have the hyperdrive, changing this reality can affect these other features built on the reality that ties would have hyperdrives (trust me, changing from activating hyperdrive to having to find a escort carrier to dock with can affect other features directly or indirectly).


Purely, its a good idea, but it wont be in by launch. But perhaps in a future "tie revamp" ?
DaraShaku
Tue May 18, 2004 11:38 pm
#61



Great ideas, everyone!


I should clarify that I don't feel that the Rebels should be able to 'hyper-out' of a dire situation in the blink of an eye. I should think 15-20 seconds to "get the coordinates from the navicomputer" would be in order (perhaps modified by the astromech, if any). I'm not interested in giving the Rebels any big advantage, I just want to see things stay true to the films.


Oneofmanyjedi, you suggest that this would be really difficult to implement, from a programming perspective. I confess I don't know anything about programming, but I would like to say that the difference between Rebel and TIE hyperspace travel, in my view, amounts to this:


Rebel: Bring up 'astrogation menu', choose system, and wait for drive to activate (possibly being killed in the meantime).


Imperial: Fly to withing X meters of Escort Carrier, target and type /dock, then proceed as a Rebel would (though possibly having to wait until everyone in your flight group has docked, as well).


It's a couple of extra steps, but no great hardship. Plus, don't forget that I'm rooting to see the Imperial PCs get lots more NPC wingmen than the Rebels! Plus, I'd like to see the Rebels unable to engage their hyperdrives at all if withing range of an Imperial Interdictor Cruiser (which I hope to god are in the game )


Anyway, thank you guys for joining in my thread, and Scoricco, I'd love to be credited in your whatsamawhosit (what is it? message me!)Let's keep those good ideas rollin', people!



Message Edited by DaraShaku on 05-18-2004 11:43 PM

Message Edited by DaraShaku on 05-18-2004 11:45 PM

RogueForce
Wed May 19, 2004 2:57 am
#62

I just hope that all the ships are not just different shells (X/Y wing, versions of the TIE) with cookie cutter stats.



Rogue Lightrider
Scoricco
Wed May 19, 2004 4:11 am
#63





Anyway, thank you guys for joining in my thread, and Scoricco, I'd love to be credited in your whatsamawhosit (what is it? message me!)Let's keep those good ideas rollin', people!



me draft ( well epic just about now ) is a gathering of fact and ideas for the SE. Ive just only updated today and posted it here on the JTL board. you can find it here. Ive already whopped your original post in there with some credits for you. Certianly a top idea that should be in the SE.



the link is at the bottom of my sig. Well worth a look


http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=3933




____Tarquinas_____________________________
THE LEGEND OF SCORICCO
Aussie Aussie Aussie Out Now for PC________

Where the bloody hell are ya? In SWG 21 days of Scoriccovision!
Mooko
Wed May 19, 2004 7:59 am
#64

Nice idea about the Escort Carrier, only problem I see with it is, The next carrier will arrive in 9 minutes 38 seconds.
DaraShaku
Wed May 19, 2004 8:37 am
#65

No no!


The Carrier flies you and your group in, and it stays in the area and waits 'til you're ready to go!


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