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Pellean

Member Since 20 Mar 2008
Offline Last Active Apr 15 2012 02:51 PM

Topics I've Started

B-Wing error or design choice?

16 February 2012 - 05:55 AM

While perusing the Units page (looking in vain for some spoilers on land units), I re-read the B-Wing specs and noticed something interesting. This caught my eye:

B-wing Assault Starfighter Prototype
Length: 16.9 m
Speed: 76 MGLT
Acceleration: 10 MGLT/s
Maneuverability: 75 DPF
Hyperdrive: none
Shielding: 100 SBD
Hull: 60 RU
Armament 1: 1 light double blaster cannon
Armament 2: 3 light ion cannons
Armament 3: 2 (6) light proton torpedo launchers

I ran the Strike Force: Shantipole adventure (to my knowledge the only canonical appearance of prototype B-Wings) not too long ago, and I was struck by the lack of heavy laser cannon- I remember my players being brutally effective against the Imperial TIEs with those weapons. I looked back through the guidebook and discovered that I was right: West End Games has the Experimental B-Wing's armament as two heavy laser cannons (fuselage and what was later to become the autoblaster mount?), three ion cannons, and only one proton torpedo launcher.
I was wondering whether this was an oversight or a deliberate decision on your part; your B-Wing is substantially less effective in dogfights and a bit better against capitals than the RPG version.

-edit- The WEG B-wing prototype also has a hyperdrive.

Sad day for old-school fans

09 August 2011 - 09:06 PM

I first discovered West End Games' Imperial Sourcebook in a used book store when I was 12 and I was blown away by it! I immensely enjoyed the attention to detail and the depth that really brought the Star Wars universe to life for me. It made the movies and novels all the more enjoyable, and also kick-started my fascination with game design. Unfortunately for my past fun, I never pursued the game. I was reintroduced to it on these forums, when PR posted a link to an index of PDFs of almost all the source material ever published for the RPG. Since then I have game mastered several campaigns and had huge amounts of fun with my friends.
Alas, that index is no longer available to us; http://jaymachraltir.powweb.com/RPG/ has shut down. Those of us who foolishly did not download the entire library (myself included)are back to Ebay and searching through book stores.

Split: Getting Started With Mapping

01 April 2011 - 01:23 PM

If any of you have the artistic talent and inclination, start playing around with the Map Editor. Better yet, Photoshop or 3ds Max. As soon as we find the department heads, we'll put calls out for mappers, texturers, and modelers.

I think I can handle mapping- so far my attempts at modeling were way over my head (I have trouble drawing polygons :)). The editor seems intuitive enough, but I can't figure out how to get the maps to work with PR... or to use PR assets. I installed it in the Mods/Phoenix Rising directory, but it's not working.