There are several more pedestrian varieties of blaster gas, but tibanna is unequivocally the best. This is presumably the source of the classic Imperial-green laser.No Tibanna Gas, no guns, no victory.
Split: Blaster Gas
#3
Posted 17 December 2009 - 01:31 PM
well...food coloring?One must wonder where the Old Republic got their blue lasers from.There are several more pedestrian varieties of blaster gas, but tibanna is unequivocally the best. This is presumably the source of the classic Imperial-green laser.
v/r
feld
#5
Posted 17 December 2009 - 07:16 PM
There are nearly as many as ten different kinds of blaster gas, so take your pick. Perhaps blue is tibanna and green is something else. Advanced blaster power handlers in SWG required irolunn... that's probably not normally used in space though. Tolium was the best quality reactive gas available in that game.One must wonder where the Old Republic got their blue lasers from.
#6
Posted 18 December 2009 - 02:37 AM
#7
Posted 05 January 2014 - 03:02 PM
I've noticed that in PR1.2 every faction has it's own laser color. Whats buggin me is, as far as I remember, in the original trilogy, every land unit shot red lasers. /Btw pirate purple lasers gave me the creeps, when I first saw them. Though I understand the gameplay design concept, to be able to dicriminate my lasershots from the enemy's./ So is it a possibility to revert to canon laser colors? (like imperial green/rebel red in space, red for every GCW land unit, clones can have the purple one) Just asking.
#12
Posted 06 January 2014 - 08:24 AM
One must wonder where the Old Republic got their blue lasers from.There are several more pedestrian varieties of blaster gas, but tibanna is unequivocally the best. This is presumably the source of the classic Imperial-green laser.
Factories that built blue lasers, duh
Playing PR when stoned is awesome
#13
Posted 11 January 2014 - 11:48 PM
It could also be differing levels of energy. I think I had mentioned that in another thread a while back. It would explain why Rebel bolts are red, as it'll be less energetic than, say, green or blue (Due to limited Rebel funds, accessibility to higher quality blaster gas, etc.). Unfortunately, such a theory would mean Imperial bolts are less energetic than Republic ones. Unless the light spectrum emitted from plasma bolts recycles itself when it comes to optical/plasma/particle physics, in which case Imperial bolts may be a step up. Not sure.
May perhaps be that the Imperials ships often focused on quantity over quality, unlike the Republic.
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#15
Posted 12 January 2014 - 10:28 AM
it could be that one side or the other simply added some form of additive to their gasses to add some power or range or something to their guns and ended up with a different color. same concept as a Shadow Bomb, where they take out the propellant from a Torpedo and add more explosives.
as for the why, well, every advantage helps when you're outnumbered. being able to take on ships from a longer range would be a bit of a boon to say, Starfighters. say that by introducing some random chemical they manage to get an extra 50 meters out of their guns, that would mean that you might be able to get off a clean shot and hit if not destroy your target before they have a chance to fire. or if the blend increases the power of the guns, you might not be as hesitant about sending fighters against larger targets.
i can see the Alliance doing this. they'd need every advantage possible.
its also possible, unless you guys know different, that the color is merely used as a form of Tracer round, to let a gunner know just where he is hitting. the Empire might have picked green because of some reason or other, and the Alliance picked red as either a form of homage to the CIS/Old Republic, or merely to differentiate their fire from Imperial fire.
#16
Posted 12 January 2014 - 10:58 PM
First of all an extra 50 meters is not that much.
At the speeds snub craft engage, it'd make pretty much no difference.
Also, in at least some of the books I seem to recall the color being explained as tracer fire, however that may have been a rare attempt to use actual science in star wars.
As for the colors, I say just go with what color they're supposed to be.
Stick to the cannon, let the players figure out whats what.
Playing PR when stoned is awesome
#18
Posted 13 January 2014 - 04:05 AM
just using an arbitrary number.
100 or 200 meters might be more useful for starfighter combat, but i maintain that even a 50 meter extension would be useful in certain situations, i.e pursuits, engaging stationary targets, particularly at slow speeds, and potentially ground attacks. actually, based on that, the Y-wings in-mod might benefit from such a modification, given their relatively limited defensive armaments in relation to their Torpedoes. and because even the S8 Y-wings use the same guns as the A1 with regards to power.
#19
Posted 13 January 2014 - 04:57 AM
Well if the mod were to be more cannon, those proton torps on the Y-Wing would be able to target other snubcraft.
Especially at lower tech levels that would make the Y-Wing MUCH more powerful, and give the Rebellion reason to have it be their mainline fighter during the pre-Xwing period.
Playing PR when stoned is awesome
#20
Posted 15 January 2014 - 03:57 AM
I would have no problem with the above idea.
however, to add balance, if that feature were added, i would suggest (so they don't become too buffed) (and this is only if this feature isn't already in place) that torpedoes have reduced maneuverability and speed when compared to Concussion Missiles, although the Advanced Torpedoes would make up for some of the lost maneuverability and speed. therefore, while they could be used against other fighters, Torpedoes would have reduced effectiveness compared to Concussion Missiles
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