Pilot Archive

Thread: A Petition on Escorts....

rocco81b
Mon Aug 01, 2005 4:52 am
#14






FireZeeMissiles wrote:

If the escort is determined by the ship going from point a to point b, then make the damn thing go faster than 126. It sucks having to fly at 1/100th my top speed, if it could at least go 400-500 maybe i'd feel a little better


/sign








I don't think they should be increasing the speed. Do you know why its at 126? How often are you defending the damn thing from attackers, and for whatever reason it is far away from you by the time you are done with that wave? You then have to booster up to it to catch up. And thats at 126. Imagine that at 500. Only the best of the best would be able to kill high tier ships fast enough to keep up with it. I like the speed right where its at.


On the other hand, if they could make the time shorter, I wouldn't mind that at all. Or distance travelled, or something. But not speed.



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psikobunny
Mon Aug 01, 2005 5:09 am
#15

I'll stand by the same list of changes I'v always wanted for escorts.



  1. Make the ship travel faster, 1/2 the speed of whatever the average for a crafted engine of that tier is.

  2. When a wave spawns, have the ship stop forward progress and go into evasion mode. (slow loops)

  3. When you finish off the wave, the ship proceeds on its way.

  4. If you take too long, backup fighters spawn, and you have to keep working.

  5. Change the escort mission texts to give accurate status reports on the progress. Let us know how close to done we are.

  6. Steadily increase the difficulty of the waves. Having the same 3 ship groups appear over and over is BORING.

  7. Make the targets you are escorting weaker, but also make it possible to use specials like jumpstart on them. There is little or no sense of jeopardy in current escorts. Also the ships should shout accurate warnings about their damage and peril.

Not an overwhelming list of changes, and it would make the whole process a lot more engaging. I will not sign a petition for blanket removal of escorts, nor will I favor dumbing them down or making them overall shorter. Something is wrong with them, and they should be improved, not gimped.





Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



hobieone
Mon Aug 01, 2005 5:12 am
#16

yes agree escort mission arn't fun they tend to be boring snd it definstly dur to them being way to long at times



just forget about the time line it nolonger exits her hasn't for some time. we're in a virtual star wars universe and it our time line not the movies. so its what we make of this universe ourselves. once this is realized then you'll start having fun
JanuHull
Mon Aug 01, 2005 7:15 am
#17

Nah, make'em longer. Tier 3 missions are where true pilots are made or broken. If you can take the heat, unload, redeed, and delete your ships,then take the bus with the rest of the sheep.


I hate to bust anyone's bubble, but perseverance andenduranceare as important to piloting as ADHD driven adrenaline junkie-ism. Whaddaya gonna do, land after someone pops you in your uber little 4333 JSF poonfighter because you got owned by a guy in an A-Wing or TIE Advanced who outlasted you in a long dogfight?


I do agree that escorts could do with a little more action, and a touch more speed out of the ships we're covering. Maybe some of these escorts could be redone as multisector runs in the future to shake things up a bit.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Thunderbyte
Mon Aug 01, 2005 7:44 am
#18

Escort missions are a key mission type for flight simulators. I would never support removing them, but would welcome some changes to the system.


1. I would welcome some of the changes psikobunny mentioned, at least as a start. I think escorts could be sped up a bit, but only if out of combat. Otherwise you'd never be able to keep up with it while engaging the enemy.


2. Regular status reports on position percentage would be wonderfull. Even telling me "we're almost there" is better than nothing.


3. Allow the success/fail of the mission to be determined by damage taken by the frieghter, no how far away from the frieghter you are (although I don't mind that either).


4. As the mission progresses have the waves of fighters either increase in number or difficulty.


Another thing I'd like to see is escorting a POB ship or gunboat through a battle, the goal being the destruction of a equally large capital ship and also the survival of your escort. Takes me back to my days of TIE Fighter To my knowledge I've never seen this type of mission yet in JTL. Usually you just escort and enemies jump in, and the escort leaves whenever it reaches the end of it's flight path.



         /                   \            
//| |\\ Kauri:
/// \\\ Really BadJack - Shipwright/Swordsman
|\ /// \\\ /|
\//|/ /=======\ \|\\/ Radiant:
/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
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Dragon942
Mon Aug 01, 2005 7:51 am
#19

The escort pilots are dumb. Don't they know they can hit "H" anywhere in the system?



Starscreamer Sapphire
Starsider
PaceNebulon
Mon Aug 01, 2005 8:19 am
#20


I have been doing Storm Squadron then past couple of days and I am up to the vette mission (all solo in pre-RotW ships, no missiles, pilot specials, or repeat missions... just to brag a little). The escort missions are a bit long. Honestly, If I can handle 5 waves of 6 fighters each... obviously I can handle 17 (actual count) waves. why make a part of the mission take a hour and 30 minues when it isn't nessesary.



Pace Nebulon+Stealth+
...has mastered the Pilot profession
TIE Interceptor Guide to PvP
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

Phizuol
Mon Aug 01, 2005 8:31 am
#21

Whoever thought back-to-back escorts was a good idea needs.. well, something very awful done to them. Case in point: Smuggler's Alliance exit mission, 2 hours worth of escorts full of enemies that fly apart the second you target them.




- Starsider -
Phizuol :: Trandoshan :: Freelance Pilot
- Radiant -
Phizuol :: Trandoshan :: Master Smuggler :: Freelance Pilot
Kaemo Stormbender :: Master Shipwright :: Imperial Pilot
Treena_Daal
Mon Aug 01, 2005 8:36 am
#22

In general, I've grown to not mind escorts so much. I found that most of my problem with them stemmed from the fact that I sucked as a pilot, and was getting swarmed. I'm much better now, and escorts really don't phase me anymore. The only change to any escorts I would actually support right now would be to Storm Squadron's third Tier 3. It would be nice if the "destroy before the next wave spawns" requirement were removed. I can totally handle destroying 4 waves of attackers during that one. But I am still not good enough to pop 3 a-wings and a b-wing in the time before the next group spawns.
Croll
Mon Aug 01, 2005 8:40 am
#23

Escort missions as they are are a complete snoozefest. I was actually pleasantly surprised with Imperial Inquisition when I did not have to dedicate 3 hours of my time to every mission. When I am noton vacationmy playtime is very limited, and I am lucky to be able to get 2 hours total to play every two nights. If it were not forChristmas holidays (I got one week before, and a week after) I never would have finished Storm Squadron. As it is my wife got quite angry I spent so much time doing so LOL.


These missions need to be morechallenging, and let us KNOW how long they will take. If I know beforehand - either by a percentage like those "hold this spot while transmission received", or an actual timer - that the mission is going to be around an hour I can at least decide whether I have the time to do it or not. If Psikobunny's suggestions also speed up the missions I am all for it.





Daraq Trisul
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Reydon
Mon Aug 01, 2005 8:40 am
#24

The reason I posted this is out of extreme anger for 4443 SS mission. First you escort the inquisitor, then you rescue a shuttle (at least an hour and a half). Then you have to fight 2 gunboats + like 8 fighters. It's annoying to have to redu 1-2 hours of escorts over.




Cyrus' Ludarin
Proud Mercenary Commando of 731 Days of 12/21/05
"SoE has murdered my hopes for a good game and a fun time by destroying what defines a commando. How about you?."
PaceNebulon
Mon Aug 01, 2005 9:00 am
#25

yeah... that one sucked. the exit mission is a bit better... the battle at the end is bigger.



Pace Nebulon+Stealth+
...has mastered the Pilot profession
TIE Interceptor Guide to PvP
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

Phizuol
Mon Aug 01, 2005 9:04 am
#26

The other day I literally was dozing off between waves. Its so nice they have "follow" in space and the warning noise when the wave hits.




- Starsider -
Phizuol :: Trandoshan :: Freelance Pilot
- Radiant -
Phizuol :: Trandoshan :: Master Smuggler :: Freelance Pilot
Kaemo Stormbender :: Master Shipwright :: Imperial Pilot
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