Sun Apr 25, 2004 2:03 am by Alex Rogan
Hey all, got some more ideas and a few replies.
Replies
-On the cap ship thing. My major point was, if it's possible to introduce any kind of mass to the cap ships, it'd be great. The AI ones recover well enough, but player ships, I can clip all day and paralyze them. The physics seem to be reversed. In a tie fighter or other really small craft, getting jostled even by a high speed craft barely throws you off course by about 10-20 degrees. But the cap ships get sent into wild spins that take 15-30 seconds to recover from. Honestly, I really don't care, because I am a die-hard fighter pilot, and view hiding behind 100+k of sheilds and multi-million hull points as cowardice. But I have a friend that does it, and we play in the same room, so if there's any way you could stop his whinning. . .
-On the macross missiles, I know there's a mod out there, I have it, but my FLMM tells me its BAD to activate it with Rebalance running, and, since I don't even use missiles, it's not worth sacrificing a cool mod for flashy missiles. Can I activate that one without killing Rebalance? That'd be great.
-Point taken on the Pirate fleet thing. While I take fleets apart in a VHF(Without using the inpenetrable Capitol Class sheild), I realize that's more skill and the fact that I have played space sims since WC 1, since my friends still get cut to ribbons from time to time.
Ideas & Observations
-Light Fighters seem to have been left in the dust, so to speak in the overall progression of things. I have noticed that the 'projected' top speed for all of the engines is well above the actual speed you have when you get into it. I also noticed that some of the cruiser class(specifically the Naginata and the White Star, I haven't gone back to try the others) get less out of engines than other ships do, 10 to 20 k less. Is there any way to make the light fighters get more speed out of their engines? Or perhaps a class system could be introduced for the engines much like the current weapons and sheilds. LF could equip any class engine, while HF could only go up to about 7, VHF and FR only to 5 and Cap ships would be stuck with 3 and lower. Also, allowing the LF to strafe better than the others would make them a viable choice, instead of ending up taking up space at the ship dealerships. I like the strafing ability of the X shaped light fighter, the Tie Defender, and the Raven's Claw, but I think that if only the lighter fighters had the really sweet strafing ability, it would open them back up as playable ships.
-K, I'm pretty sure this isn't doable, but it'd be cool if you could dock with Player Cap ships in MP. If you did that, then you could make the cap ships the only ones capable of ITS, and they would serve as rapid transit and flagships (hmm...sorta what they're supposed to do). Different ship classes could even take up differing ammounts of cargo space. Possible idea would be LF = 500, HF = 750, VHF = 1000, Freighter = 1500. **As a joke, you could make tie fighters(just the basic tie) take up only 10 cargo, so a cap ship could spew loads of them, provided there were enough players**
-Is there any way to make bases more heavily armed? Not neccessarily with capitol ship weapons, but at least a collection of rapid-firing batteries? IMHO, a strafing run on a base should be hair-raising. As it is, I usually find myself using the base as cover against fighters, since it's safer there. Adding a handful of those assassin missile launchers to a base could make it interesting.
-I'm still relatively new to this site, but from reading through the archives, I gather that there was an attempt at cloaking done and that it was done so badly that there seems to be a bad taste in most player's mouths about it. but hear me out. Go off the old Klingon cloaking devices. You can equip a cloaking device, perhaps in place of a tractor beam or as an upgrade like the sheild capacitors and such (most applicable slot I can think of would be a weapon slot, simply so that it can have a button already hard-coded to activate it). When activated, it consumes all gun power (or deactivates guns, as with cruise engines), and drops your sheilds. When you de-cloak, your sheilds come back just as if they had just been deactivated by hostile fire. I think this would make cloaking plausible and cool, without unballancing the game.
-Another that might not be possible, I know, I'm a dreamer. . .shoot me. More penalties for dying. As it is, when a player limps out of a fight, it's preferable to just fly into a star or something rather than landing. If you land, you have to fix your ship, and replace any guns that were blown off, but if you die, you are back on the landing pad you left from, and have only lost any cargo you had. While it's fun to do suicide tie runs in EFA (try to take any of those fleets with a couple friends in un-sheilded, non-upgraded tie fighters, and see how many runs it takes. . .fun and challenging), I think you should lose cash, or even get demoted back to your starting ship if you go get yourself killed. Another twist to this could be ejecting, if another player can tractor you in, then you don't lose out, but if not, then you're SOL.
-About the mines, theres like twenty types of mines, and they all suck. Mines are a cute little tactic that people pull when I'm on their tail. I find this especially humourous since they aren't worth dodging. By the time a mine comes into play, the weapons and sheilds have far surpassed them, and they are more of an atmospheric effect in the game than a real threat. Even the heaviest hitting mine won't do squat to most HF or toughter craft. Now this is the last thing you want in a mine, since, if you use it, you are in dire straits, with a blood-thirsty aggressor on your tail and your life flashing before your eyes. Mines should really be devastating, or at least worth worrying about.
-Another mine one, but much more differenter! Cap ship mines, that you can lay in the path of a capitol ship and teach it some manners. This would make bombers (the TIE bomber, the longsword) cool. Torpedoes are great for fighters, but BOMBS should be a mine-like weapon that really has no hope of hitting a fighter, and little hope of hitting a cruiser. Lastly, bomb damage should be truly devastating, we're talking easilty two or three times what an equivalent torpedo or forward gun could do. Perhaps a mine that simply keeps going in the direction the ship is flying when the mine was dropped. This would make it useless agaisnt mobile targets, but a great weapon against BS and bases.
Great! I'm a million miles from nowhere with a gung-ho iguana!
-Alex Rogan, The Last Starfighter
P.S. - For those of you who might be seeking a reliable way to bring down a pirate fleet solo in a well ballanced fighter (well ballanced meaning no overpowered stuff, but by no means weak), here's how I do it. Take out the gunships and light cap ships first. This takes out the most enemy firepower as quickly as possible. For this reason, I suggest waxing the smallest of the non-fighters first. Then, you have basically begun a divide and conquer, all that's left are the BS and the fighter escort, so it's a matter of preferance. I go for the BS next, since no AI fighter can keep up with me, and missiles have similar luck. Once the BS is out of the way, then its just a good ol'fashioned dog-fight isn't it? Number one rule is keep moving. Number B rule is don't fly predictably. Number 4 rule is use your afterburner for short bursts of speed, not for constant flight.
Edited by - Alex Rogan on 4/25/2004 3:16:26 AM
PPS - Sorry for the long posts. I'll try not to hog much space from now on.
Edited by - Alex Rogan on 4/25/2004 3:17:20 AM