Jump to content


Replying to More TIE Variants, Please


Post Options

    • Can't make it out? Click here to generate a new image

  or Cancel


Topic Summary

Ghostrider

Posted 14 July 2010 - 10:56 AM

Sure, the sensors are advanced relative to the average fighter, but are they really that good compared to a star destroyer?



Probably not, but then again the arrival of a Star Destroyer in system tends to set off lots of small annoying lights on your sensor console and er...

PANIC!!!!!!!!!!!!!

....while the TIE/rc slips through undetected.

Phoenix Rising

Posted 14 July 2010 - 01:05 AM

Who'd want to be a TIE/rc pilot.
Dumped in system and the convoy craft maxes a swift exit saying - "see you at the pickup point at 0300 - if you aren't there - too bad cos I'm leaving without you!"
Nice to feel wanted. Not. :p

You know how TIE pilots are in the top 10% of their class? These guys, presumably, are in the other 90.

As to the role of the TIE?rc or TIE Vanugard, I'm not sure if they would have a role.

you could keep it out of the action and get combat bonuses on the specified targets from that ability, via using the advanced sensor suite aboard the scout ship to scan the ship for weak points in shielding, hull, systems, etc., and relaying that info to the rest of the fleet.

Sure, the sensors are advanced relative to the average fighter, but are they really that good compared to a star destroyer?

It is basically a new game.

So, you can go back to playing standard Forces of Corruption at any time?

Yes. Although I'm not quite sure how Steam works; you might have to make a backup.

Posted 13 July 2010 - 11:26 PM

It is basically a new game.


So, you can go back to playing standard Forces of Corruption at any time?

Tropical Bob

Posted 13 July 2010 - 05:51 PM

As to the role of the TIE?rc or TIE Vanugard, I'm not sure if they would have a role. They are clearly not front line units - you won't see 4 squadrons of TIE/rc's in an assault fleet, or protecting vital assets from rebel raiders.
As such these units are also likely to be very expensive - (I'm sure Feld can confirm this) but Sensor packages don't come cheap. Limited production runs is also going to hike the price of each unit, and it wouldn't surprise me if the production cost was over $1200 - and for a disposable - undergunned fighter at that.
Given the elitist nature of the unit, they would be hard to place in a campaign especially as they don't have a hyperdrive. This means you can't use them in the game to scout enemy systems (hyperdrive equipped probe droids are much better) and the alternative of having them come as fighter compliment of a light scout ship doesn't make sense either as this would last about 10 seconds in a space battle.
Ok so you'd get full sensor data of the battlefield, but then your units are dead (because the game interface can't deal with the scouting concept) and you lose the unit!

Not sure I can see how to use these.....

Bringing one squadron along with your fleet means that you can put in in the advance hyperspace slot to arrive in-system first. Then you can Sensor Ping your way into a more manageable positioning on the map. Granted, you can do so with the IPV, but then if the squadron had the Concentrate Fire ability with a decent range, you could keep it out of the action and get combat bonuses on the specified targets from that ability, via using the advanced sensor suite aboard the scout ship to scan the ship for weak points in shielding, hull, systems, etc., and relaying that info to the rest of the fleet. Or even just a flat percentage increase on all ship stats to represent that.

Zeta1127

Posted 13 July 2010 - 04:24 PM

It is basically a new game.

Kaleb Graff

Posted 13 July 2010 - 04:24 PM

Yes. It completely replaces the basic FOC with a new variant. For units, see the units table. Nothing not listed is there.

Posted 13 July 2010 - 03:44 PM

Hi all,

I'm planning to download Phoenix Rising as soon as I get Star Wars: Empire at War: Forces of Corruption. But when I download it, will it get rid of some units, like the TIE Phantom or TIE Scout? And will it get rid of the Zann Consortium, too?

Thanks!

Ghostrider

Posted 12 July 2010 - 05:39 PM

I'm not sure a true line for the TIE/tg would be too much of use, as it's basically just the predecessor to the TIE/sa, and the mod already has it as the TIE/gt researches into the TIE/sa line.

Another variant that I think would have a true role would be the TIE/rc and/or TIE Vanguard. It could have the Concentrate Fire ability, and maybe Sensor Ping as well.


Who'd want to be a TIE/rc pilot.
Dumped in system and the convoy craft maxes a swift exit saying - "see you at the pickup point at 0300 - if you aren't there - too bad cos I'm leaving without you!"
Nice to feel wanted. Not. :crazed:


As to the role of the TIE?rc or TIE Vanugard, I'm not sure if they would have a role. They are clearly not front line units - you won't see 4 squadrons of TIE/rc's in an assault fleet, or protecting vital assets from rebel raiders.
As such these units are also likely to be very expensive - (I'm sure Feld can confirm this) but Sensor packages don't come cheap. Limited production runs is also going to hike the price of each unit, and it wouldn't surprise me if the production cost was over $1200 - and for a disposable - undergunned fighter at that.
Given the elitist nature of the unit, they would be hard to place in a campaign especially as they don't have a hyperdrive. This means you can't use them in the game to scout enemy systems (hyperdrive equipped probe droids are much better) and the alternative of having them come as fighter compliment of a light scout ship doesn't make sense either as this would last about 10 seconds in a space battle.
Ok so you'd get full sensor data of the battlefield, but then your units are dead (because the game interface can't deal with the scouting concept) and you lose the unit!

Not sure I can see how to use these.....

Posted 12 July 2010 - 04:42 PM

Heh, you could've shorted your post by saying you want to see all of the TIE variants in the mod.


Actually, not all the TIE variants are in the list, such as the TIE Predator. TIE variants like the TIE Predator came around the Legacy Era, and I haven't seen any units from the Legacy Era.

There were also a few that I thought were unnecessary, so I didn't include them.

Tropical Bob

Posted 10 July 2010 - 09:09 PM

I'm not sure a true line for the TIE/tg would be too much of use, as it's basically just the predecessor to the TIE/sa, and the mod already has it as the TIE/gt researches into the TIE/sa line.

Another variant that I think would have a true role would be the TIE/rc and/or TIE Vanguard. It could have the Concentrate Fire ability, and maybe Sensor Ping as well.

Review the complete topic (launches new window)