Jump to content


More TIE Variants, Please


17 replies to this topic

#1 Guest_Guest_Anonymous_*_*

Guest_Guest_Anonymous_*_*
  • Guests

Posted 08 July 2010 - 10:04 PM

I would like to see more TIE variants in Phoenix Rising. Here's the list of TIE Fighters seen in Star Wars: Empire at War: Forces of Corruption and Phoenix Rising:

Seen in EaW/FoC and PR:
TIE Advanced x1
TIE/D Defender (TIE Defender)
TIE/In Interceptor (TIE Interceptor)
TIE/ln Starfighter (TIE Fighter)
TIE/sa Bomber (TIE Bomber)

Seen only in EaW/FoC:
TIE Phantom
TIE/sr Starfighter (TIE Scout)

Seen only in PR:
Scimitar Assault Bomber
TIE/ad starfighter (TIE Avenger)
TIE Advanced x2
TIE Advanced x3
TIE Advanced x7
T.I.E. Starfighter
TIE Starfighter

Now for the ones I would like to see in Phoenix Rising:

First, I would like you to make your own TIE Phantom and TIE Scout. I think that would be cool.

Now for the list of new fighters:
TIE Aggressor
TIE boarding craft
TIE/D automated starfighter (which you could call the TIE Droid)
TIE/fc starfighter (you could call it the TIE Fire Control)*
TIE/gt starfighter (I don't know what to call it, it's basically the predecessor to the TIE Bomber)*
TIE Heavy Bomber
TIE Hunter
TIE Interdictor
TIE Oppresor
TIE/rc starfighter (you could call it the TIE Recon Fighter)
TIE/sh shuttle (TIE Shuttle)
TIE Vanguard

*I'll understand if you can't do this, but I would like you to do it like this: if TIE/gt's have to target a specific part of a ship, e.g., the engines, they need to meet up with the TIE/fc's to get an accurate shot. But if TIE/gt's are targeting a non-moving target without weak spots, e.g., an asteroid mining facility or a satellite defense, they do not need TIE/fc's. Once again, I'll understand if you cannot do this.

Anyway I would like to see the uncrewed TIE Experimentals from Star Wars: X-wing Alliance:
TIE Experimental M1 (Nicknamed the TIE Bizarro)
TIE Experimental M2 (Nicknamed the TIE BigGun, normal TIE/ln starfighter with two turbolaser turrets)
TIE Experimental M3 (Nicknamed the TIE Warhead, normal TIE/In interceptor with two warhead launchers that carry 8 concussion missiles each)
TIE Experimental M4 (Nicknamed the TIE Bomb, a guided missile based on TIE series technology, for full information go to the TIE Experimental M4 article on Wookieepedia)
TIE Experimental M5 (Nicknamed the TIE Booster, normal TIE/ln starfighter with booster engine in back)

Also, for pirates, I would like to see:
Nssis-class Crawlcraft
TIE/rpt starfighter (TIE Raptor)
TYE-wing (standard TIE cockpit with Y-wing engines)
X-ceptor (X-wing with TIE/In interceptor wings)
X-TIE Fighter (Same as above, but with TIE/ln starfighter wings)
Y-TIE (Y-wing with TIE/ln starfighter wings)
Z'ceptor (TIE/In interceptor and Z-95 Headhunter parts combined)

And land units:
First off, I would like you to re-do the TIE ap-1 (TIE Mauler). Then I would like you to do the century tank (AKA the TIE Crawler or TIE Tank).

I understand that you will not be able to do all these units. But it shouldn't be impossible to do just one.

#2 Zeta1127

Zeta1127

    Supporter of P-canon

  • Members
  • 415 posts
  • Location:A galaxy far, far away
  • Projects:A Galaxy Far, Far Away
  •  Ancient Order of the Whills Clone Marshal Commander of the 89th Legion

Posted 09 July 2010 - 02:06 AM

Well the TIE/gt starfighter is already in under the name TIE Targeter. The TIE Phantom and TIE Scout are going to be added, PR is trying to make them fit. The other fighters would be nice, but they are a tall order indeed.

Note: The TIE Advanced series fighters are the prototypes for the TIE Avenger, TIE Interceptor, and TIE Defender, respectively. The TIE Starfighter and T.I.E. Starfighter are prototypes for the TIE Fighter.

Edited by Zeta1127, 09 July 2010 - 02:06 AM.

"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#3 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

Posted 09 July 2010 - 04:43 AM

There are issues with adding more unit types:
-PR must be able to find a specific niche/role for the unit, and prevent as many overlaps as possible
-They must fit into the current timeline/s included in the mod
-They must have some measure of a significant role, or at least implications of one.

Many of those variants will have overlaps, not fit in the timeline/s, and don't play a large role in the universe.

#4 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 2,035 posts
  •  Phoenix Rising QA Lead; Manual Editor

Posted 09 July 2010 - 07:42 AM

I would like to see more TIE variants in Phoenix Rising. Here's the list of TIE Fighters seen in Star Wars: Empire at War: Forces of Corruption and Phoenix Rising:



Ok. - What we need are the models to do new units. We also only consider new units in their true campaign setting. They also have to be available to a wider timeline.
There is no point doing a whole new model for a single storyline that last a couple of months. Units have to have wider availability and have to fit in the tech tree, ideally with a different role or purpose.

Also bear in mind that out tech tree is fully upgreadeable, so units need to have that level of design history and future potential.

Saying that, we are doing quite well on TIE variants as is:
T.I.E Starfighter
TIE Starfighter
TIE Fighter
Tie Advanced
Tie Interceptor
Tie Avenger
Tie Defender
Tie Targetter
Tie Bomber.

Tie Phantom and TIE Scout is pretty much no due to their extreme limitations. Tie Phantom was a one-off design project using horrendously rare and expensive materials (and therefore not suitable for general production) and the TIE Scout's role is covered by the Probe Droid.
See here for the original TIE Phantom discussion.

Tie/gt is in the mod as the Targetter.

As to the Pirate Uglies - the Die-Wing etc, we considered this some time ago and came up with the concept of salvaged fighters, but dropped the idea in the end for various reasons. Adding ultra-low performance ships is not really worth it.
Besides I make do quite nicely with cheap illegals to simulate pirates. :p

Edited by Ghostrider, 09 July 2010 - 12:08 PM.


#5 Guest_Guest_Anonymous_*_*

Guest_Guest_Anonymous_*_*
  • Guests

Posted 09 July 2010 - 02:52 PM

Okay, thanks for your information, I appreciate it. :p

#6 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

Posted 09 July 2010 - 08:34 PM

The one TIE variant I think the mod could use eventually is the TIE Raptor, if a Zsinj campaign is ever included.

#7 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

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

Posted 10 July 2010 - 07:41 AM

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

As with everything, it comes down to how to best use my time. As Ghost mentioned, there really isn't much of a need with our current TIE line.

Tropical Bob's list isn't entirely accurate though - I could always add something just for starting forces without making it buildable, regardless of the whether or not it's a good fit, but that usually isn't a very productive use of time.

All I can say at this point is that I have no plans to make the Phantom or Scout into buildable units for the Empire. In fact, Rebel and Empire fighter/bomber lines are pretty much set now save for one or two possible additions. Barring new and extensive canon during our time period, that would be it.

#8 GabyBee

GabyBee
  • Members
  • 23 posts

Posted 10 July 2010 - 04:57 PM

The TIE Targeter shows up as a TIE Bomber I believe. A true TIE/gt would be great. Otherwise, the rest of those TIEs wouldn't really have much of a role to play... I can't really see much of a use for TIE boarding craft unless there's a system for capturing ships.

I'd rather see the fighter roster filled out more for pirates. Maybe even some N-1s for the Naboo.

#9 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

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.

#10 Guest_Guest_Anonymous_*_*

Guest_Guest_Anonymous_*_*
  • Guests

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.

#11 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 2,035 posts
  •  Phoenix Rising QA Lead; Manual Editor

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.....

Edited by Ghostrider, 13 July 2010 - 07:28 AM.


#12 Guest_Unnamed_*

Guest_Unnamed_*
  • Guests

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!

#13 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

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.

#14 Zeta1127

Zeta1127

    Supporter of P-canon

  • Members
  • 415 posts
  • Location:A galaxy far, far away
  • Projects:A Galaxy Far, Far Away
  •  Ancient Order of the Whills Clone Marshal Commander of the 89th Legion

Posted 13 July 2010 - 04:24 PM

It is basically a new game.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#15 Tropical Bob

Tropical Bob

    title available

  • Members
  • 1,348 posts

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.

#16 Guest_Unnamed_*

Guest_Unnamed_*
  • Guests

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?

#17 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

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

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.

#18 Ghostrider

Ghostrider

    Sith Lord of Campaigns

  • Project Team
  • 2,035 posts
  •  Phoenix Rising QA Lead; Manual Editor

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.



Reply to this topic



  


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users