Jump to content


Photo

Xwings are not canonical


70 replies to this topic

#61 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 24 April 2008 - 09:08 PM

You have a point. However, your statement was still false. Thus my suggestion that later upgrades have anti-fighter torpedoes.



The statement where torpedoes were used against the fighters? True, i say. "If it hurts, it works." But I like the upgrade idea, too.


We have to balance canon against gameplay. In this case, gameplay should override, becuase allowing proton torpedoes to target fighters will neutralize the anti-capital potential of the ships with them. The upgrade is somthing of a compromise. However, it should only apply to X-wings and E-wings. Then again, if you want to, you could make your own mod where proton torpedoes can target fighters.


I don't see how it would waste anti-capital potential. The reload time is fairley short as it is.

Why does eveyone hear use good grammar? It's almost unique in the internet world of forums...


Yes, but they will shoot off the torpedoes as soon as possible. This is almost certainly on fighters, so the ships will waste them.

#62 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 25 July 2008 - 06:51 PM

If a proton torpedo can stop on a dime like that; I think it could hit a fighter.

Oh, without a doubt. They use them in the X-wing books all the time against TIEs. I just don't feel like opening the Pandora's Box of allowing bombers to torpedo transports and space superiority fighters to torpedo each other. You can enable it rather easily by erasing a tag on each of the hardpoints, but I promise you won't like the results.

Bullets...don't turn.

They do in Wanted :grin:.

And: couldn't you code the fighters to have a switch weapons mode, like the T4-B?

I've thought about it, but since the firing rate for warheads is so slow, you could just switch back and forth and get double firepower. So that's why I avoid that ability.

Why does eveyone hear use good grammar? It's almost unique in the internet world of forums...

Why shouldn't we use good grammar? That's my question...

#63 Ki-Tarn

Ki-Tarn
  • Members
  • 18 posts

Posted 26 July 2008 - 05:03 AM

Well my comment to the whole problem is neither protons or concussion missles are scaled right. After all if they were used correctly both capitals and fighters would start lobbing them from halfway across the screen like the original Marauder corvette did. You'd sent in fighters to get a look at the caps then start lobbing. Modern example Ageis equipped cruisers and destroyers.

But for fighter class protons it would be easy enough to add them by adding another projectile and have it do about half to a quarter of the damage bomber type protons do.
Also if you're going to base vechicle stats on the x-wing games then the rate of fire for the caps need to be increased and needs to have better accuracy against fighters. I mean I remember playing the game and hating them as you'd try taking out the frigate and see a wall of turbolaser fire envelop the area you were in, watching the shields drain away pretty damn quick. :grin:

Thats just my two cents worth. Star wars missles are kinda like the ones in BattleTech but not as nerfed.

#64 keraunos

keraunos

    Dominus et Deuculus

  • Members
  • 546 posts

Posted 26 July 2008 - 04:10 PM

Bullets...don't turn.

They do in Wanted :p.

:p

Why does eveyone hear use good grammar? It's almost unique in the internet world of forums...

It's all about diligence. On most modding forums people tend to write in more precise way, as we're too accustomed to single misspell that ruins hours of modding ;) What I find more interesting that people here are friendly, which is how it's supposed to be in creative community, but rarely is (see FileFront FoC forums :/)

#65 anakinskysolo

anakinskysolo

    Phoenix Rising Fan

  • Members
  • 490 posts
  • Location:Chile

Posted 27 July 2008 - 09:15 PM

Well my comment to the whole problem is neither protons or concussion missles are scaled right. After all if they were used correctly both capitals and fighters would start lobbing them from halfway across the screen like the original Marauder corvette did. You'd sent in fighters to get a look at the caps then start lobbing. Modern example Ageis equipped cruisers and destroyers.

But for fighter class protons it would be easy enough to add them by adding another projectile and have it do about half to a quarter of the damage bomber type protons do.
Also if you're going to base vechicle stats on the x-wing games then the rate of fire for the caps need to be increased and needs to have better accuracy against fighters. I mean I remember playing the game and hating them as you'd try taking out the frigate and see a wall of turbolaser fire envelop the area you were in, watching the shields drain away pretty damn quick. ;)

Thats just my two cents worth. Star wars missles are kinda like the ones in BattleTech but not as nerfed.


Yeah, and also in the X-Wing games the turbolasers travelled at 2 km/h. And according to recent reference books, lasers have more range than missiles and torpedoes.

#66 Ki-Tarn

Ki-Tarn
  • Members
  • 18 posts

Posted 28 July 2008 - 02:20 AM

Yeah, and also in the X-Wing games the turbolasers travelled at 2 km/h. And according to recent reference books, lasers have more range than missiles and torpedoes.


True, though missiles wouldn't have the same characteristics as shown in the game. After the initial launch burn the engine would die and save fuel for maneuvering and final sprint to a valid target. ;)

After all if they can make simple droid brains fit in somthing the size of a shoe box (imperial mouse droid) They could easily make missiles micro fighters with ramming attacks on a specific target or a proximity burst.

Edited by Ki-Tarn, 28 July 2008 - 02:24 AM.


#67 anakinskysolo

anakinskysolo

    Phoenix Rising Fan

  • Members
  • 490 posts
  • Location:Chile

Posted 29 July 2008 - 02:03 AM

Yeah, that's true, but that doesn't mean that they would have more range than lasers.

#68 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 29 July 2008 - 02:35 AM

True, though missiles wouldn't have the same characteristics as shown in the game. After the initial launch burn the engine would die and save fuel for maneuvering and final sprint to a valid target. :grin:

I'd have to assume that they have some sort of self-destruct failsafe after a certain distance traveled. It's pretty well-established that lasers have better range than warheads.

#69 Kitkun

Kitkun

    Hater

  • Members
  • 903 posts
  • Location:Southern Washington, U.S.A.

Posted 29 July 2008 - 08:46 AM

I'd have to assume that they have some sort of self-destruct failsafe after a certain distance traveled. It's pretty well-established that lasers have better range than warheads.

Without one, they're range would technically be unlimited. At least, in a straight line. Would be just a bit hard to put that into the game anyways.

Why does eveyone hear use good grammar? It's almost unique in the internet world of forums...

What's great is that I misspelled both "everyone" and "here". D'oh.

Edited by Kitkun, 03 June 2012 - 04:09 PM.

Frosty Freaky Foreign Forum Fox

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#70 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

Posted 29 July 2008 - 08:44 PM

Missiles do technically have more range than lasers, but I do believe that they have a self-destruct failsafe in them.

The reason the Rebellion used proton torpedoes for anti-capital ship duty was because they didn't have the money or production facilities needed to mass-supply their stocks of fighters. Their supply was therefore limited, and so they had to make the best out of them. Later on, when supply wasn't so limited, things changed.

Although the Rebellion did have reasons to use proton torpedoes on fighters as well. Since the Empire mass-produced TIE Fighters to the extent of someone's assets tracking book was probably crying in a dark corner, they were obviously able to overwhelm the Rebels with fighters. Using proton torpedoes enabled them to even the playing field some more.

One quoting more sources for anti-fighter use of proton torpedoes: the Rogue Squadron games. They may not be entirely canonical, but are pretty close.

I may have had more to say on this matter, but typing it out and being distracted by other things limits my memory.

#71 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 30 July 2008 - 09:02 PM

Missiles do technically have more range than lasers, but I do believe that they have a self-destruct failsafe in them.

The reason the Rebellion used proton torpedoes for anti-capital ship duty was because they didn't have the money or production facilities needed to mass-supply their stocks of fighters. Their supply was therefore limited, and so they had to make the best out of them. Later on, when supply wasn't so limited, things changed.

Although the Rebellion did have reasons to use proton torpedoes on fighters as well. Since the Empire mass-produced TIE Fighters to the extent of someone's assets tracking book was probably crying in a dark corner, they were obviously able to overwhelm the Rebels with fighters. Using proton torpedoes enabled them to even the playing field some more.

One quoting more sources for anti-fighter use of proton torpedoes: the Rogue Squadron games. They may not be entirely canonical, but are pretty close.

I may have had more to say on this matter, but typing it out and being distracted by other things limits my memory.

Rebels may have used them only on capitals because of limited supplies, but as it says in the X-wing books, using them on fighters is seen as excessive. And those were elite units facing long odds, not normal X-wings.



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users