Let's Design TIE FIGHTER 2!
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- Alan Bolte
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I'd like to see less 'dozens of fighters you have to personally destroy,' and more 'a dozen TIEs (and the surface guns) beat down on 30 Rebel scum with moderate losses' like at Yavin. That'd require some out-of-this-world AI though, which quite frankly is what I've been wanting to see from games for some time, and likely will continue to wait, for a decade at least.
I also wouldn't mind a little more control over my speed, being able to actually fly from one moon to another at sublight would be pretty cool. I also agree with all of what Shep said, although flying on Vader's wing once or twice would be cool. He does like to fly, after all.
I also wouldn't mind a little more control over my speed, being able to actually fly from one moon to another at sublight would be pretty cool. I also agree with all of what Shep said, although flying on Vader's wing once or twice would be cool. He does like to fly, after all.
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- MKSheppard
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I was using it as an example.Admiral Valdemar wrote:Your first error is in thinking I'd be flying an F-16 of any bloc against Rebel scum.
I'd expect the TIE fighter to be the most reliable of all the Imperial craft; with the least amount of manhours per hour of flight.
TIE Interceptors, probably 25-50% more man hours they're high speed!
TIE Avengers, probably 100-150% more man hours
TIE Defenders, 200-300% man hours; all that performance in such a small package has to come at a cost.
Which would prevent you from going OMGLOL, I want 72 TIE Defenders on my ISD, and unbalancing the game horribly.
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Yes, this. Taking on random space pirates and civil wars and stuff are fun, but I'm flying for the Empire. I want to kill Rebel scum! And no, random Rebel reinforcements of Rogue Imperial Going Warlord (yet AGAIN) #4758 doesn't count. In fact, I want no fucking rogue Imperials going all warlord and shit while the Emperor is alive. Enough of that shit.MKSheppard wrote:More rebel scum killing action.
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It's not like the capital ships in TIE Fighter (or X-Wing for that matter) were a big help to you when they were actually involved in missions anyway - rare was the mission when they'd actually even fire at enemy capital ships, more often they'd just sit there and you'd have to save the completely helpless little dears from a random fighter group firing warheads at it.
Annoying.
Annoying.
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Meh, assign 3,000 techs to do it. We're in an ISD!MKSheppard wrote: Man Hours of Maintenance Needed Per Flying Hour
F-16C/D Fighting Falcon 22.1 Man Hours
So lets say we deploy all 72 of our fighters, and fly them for oh, two hours.
That's 3,182.4 man hours of maintenance we'll need to do; and it's going to take some time to do.
- Uraniun235
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Well, the OP does specify "a multi-million dollar budget, a team of Lucasarts developers, programmers and artists, and the carte blanc of George Lucas", so you could choose to go with fairly basic graphics (or even just rip them off from Alliance) in favor of sinking a couple million dollars into game AI R&D.Alan Bolte wrote:I'd like to see less 'dozens of fighters you have to personally destroy,' and more 'a dozen TIEs (and the surface guns) beat down on 30 Rebel scum with moderate losses' like at Yavin. That'd require some out-of-this-world AI though, which quite frankly is what I've been wanting to see from games for some time, and likely will continue to wait, for a decade at least.
(Then when you go to implement your shit-hot AI you find that anything more than a couple dozen fighters completely murders the CPU on any desktop computer around... Well, maybe not, but there is that possibility.)
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- Starglider
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Hire me and/or my company to do the AI and this will not be an issue.Uraniun235 wrote:(Then when you go to implement your shit-hot AI you find that anything more than a couple dozen fighters completely murders the CPU on any desktop computer around... Well, maybe not, but there is that possibility.)
- Admiral Valdemar
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I know what you were getting at, but I was only going to have myself with the Advanced or Defender and maybe a wingman too. Any maintenance duties would be priority one for those craft because, let's face it, the other bucketheads are only good for distracting enemy fire and annoyingly taking it as well.MKSheppard wrote:
I was using it as an example.
I'd expect the TIE fighter to be the most reliable of all the Imperial craft; with the least amount of manhours per hour of flight.
TIE Interceptors, probably 25-50% more man hours they're high speed!
TIE Avengers, probably 100-150% more man hours
TIE Defenders, 200-300% man hours; all that performance in such a small package has to come at a cost.
Which would prevent you from going OMGLOL, I want 72 TIE Defenders on my ISD, and unbalancing the game horribly.
If all the engineers and droids keep me ship shape, I'll offer far more than a fleet of otherwise incept TIE Fighter guys. I doubt you'd tell if their weapons were offline or thrusters not fully functional.
- Starglider
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The role of game AI should be equivalent to a gamemaster in table-top roleplaying; ensuring the player(s) have as much fun as possible by giving them a challenge which is hard, but beatable. Good AI should try to characterise the player's skill level, behaviour and preferences and tailor the game experience to maximise probable enjoyment. This is easier said than done of course - though a significant part of the problem comes from game designers who are not AI-literate and just can't let go of the idea of scripting absolutely everything. Publishers also tend stick their oar in and complain at the notion that player experiences may vary - some will have an awesome time but there will be a few for which it goes wrong and sucks. I have no idea why this bothers them so much, given that some people will hate the game no matter what you do, but there's still some irrational dislike for anything that isn't a scripted movie-like experience there in game publishing.Vendetta wrote:What you're more likely to find is that whilst people say they want good game AI, they want an AI that's good at faking good, but still bad enough that they can win.
Of course we will ignore all that, deploy cutting edge tech and keep the level designers on a short leash.
Yeah, we need a decent ship physics model with all the components flying apart and exploding into persistent space junk. Plus cap ships getting realistically carved up to expose glowing innards, scrap and charred bodies getting blown into space by decompressions, that sort of thing.Also, whiz bang explosions look good in trailers, so you want those as well.
- Admiral Valdemar
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- Fingolfin_Noldor
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I wonder if they will ever allow us to command capital ships and starfighters at the same time.
It will be a personal dream of mine. Besides, realistically speaking, the only starfighters that can't deal damage to capital ships when their shields are still up.
It will be a personal dream of mine. Besides, realistically speaking, the only starfighters that can't deal damage to capital ships when their shields are still up.
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- Starglider
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Physics is a must, and I hope that extends to interiors. For example, a direct hit on the fuselage is likely to cause a lot more damage than a hit on the wing. Systems can be damaged as well. The problem is that that means a LOT more data to keep track of if you've got hundreds/thousands of fighters on screen. And I want awesome explosions.
I'd like to see some realistic battle tactics. For example, an ISD and Mon Cal star cruiser face off and batter each other until the shields facing each other go down, then rotate to face stronger shields against each other; your mission is to start pounding the hull and weapons while that shield is down.
I'd like to see some realistic battle tactics. For example, an ISD and Mon Cal star cruiser face off and batter each other until the shields facing each other go down, then rotate to face stronger shields against each other; your mission is to start pounding the hull and weapons while that shield is down.
- Starglider
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You don't really need to track all that stuff for fighters the player isn't actively engaging. Mainly you need it for capships. Though that said, if we're targetting modern/near-future PCs with at least four cores, doing this for thousands of fighters won't an issue anyway.Praxis wrote:Physics is a must, and I hope that extends to interiors. For example, a direct hit on the fuselage is likely to cause a lot more damage than a hit on the wing. Systems can be damaged as well. The problem is that that means a LOT more data to keep track of if you've got hundreds/thousands of fighters on screen.
Yes, this is the major jusficiation for having fighters in a fleet engagement. Having some kind of HUD that displays weak spots in the enemy capship shields (probably modelled at a greater level of detail than just 'facings') would be essential.I'd like to see some realistic battle tactics. For example, an ISD and Mon Cal star cruiser face off and batter each other until the shields facing each other go down, then rotate to face stronger shields against each other; your mission is to start pounding the hull and weapons while that shield is down.
- Admiral Valdemar
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You did see cap. ships duke it out. It was just nothing other than them sitting back several klicks and lobbing all they could at one another. The ship with the stronger shields and guns won. No tactics at all.
So being told urgently to assist the ISD Vengeance as she suddenly finds herself going from hitting exposed metal to shields again as a large Mon Cal flips over and then calls in some Carracks to take some flak would be great.
You'd have totally fluid missions that don't rely on scripted events, because anything could go wrong even in a simple seek and destroy mission. The missions would then be infinitely re-playable given any randomised structure to the forces and tactics.
So being told urgently to assist the ISD Vengeance as she suddenly finds herself going from hitting exposed metal to shields again as a large Mon Cal flips over and then calls in some Carracks to take some flak would be great.
You'd have totally fluid missions that don't rely on scripted events, because anything could go wrong even in a simple seek and destroy mission. The missions would then be infinitely re-playable given any randomised structure to the forces and tactics.
- Arthur_Tuxedo
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What we really need is a game called Star Destroyer. Give orders to fighters, control the big ship, jump into the cockpit of any fighter whenever you feel like it. No minutiae like BC3K, though. We don't particularly care which toilet seat Crewman Johnson is currently shitting all over.
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- Ace Pace
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To all those people who suggested massive battles...don't. It's called in space sim circles the battle of Endor syndrome, where everyone wants these huge battles.
But fun fact, as anyone who played bad FS2 missions can tell, these missions suck. You're a lone ship, you have an incredibly high chance of randomly dying from a stray laser, your effect is tiny(unless you plot device it), and generally, you can only see a tiny fraction of all the action.
But fun fact, as anyone who played bad FS2 missions can tell, these missions suck. You're a lone ship, you have an incredibly high chance of randomly dying from a stray laser, your effect is tiny(unless you plot device it), and generally, you can only see a tiny fraction of all the action.
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So because they're not done right in one game, they suck, period?But fun fact, as anyone who played bad FS2 missions can tell, these missions suck.
I don't know if you'd accept it as "big" enough, but, for example, the Battle of Endor in RSII managed to be both expansive and really, really fun even though you don't really do much but blow up random TIE's for the first half of the mission. I'm not saying every space sim should have big battles, but a half-awake developer can make them work.
- Ace Pace
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Actually, in FS2 itself, they're done well, largest battles are just a few ships and you feel like you matter. How fun is it playing this random grunt not doing anything?Bounty wrote:So because they're not done right in one game, they suck, period?But fun fact, as anyone who played bad FS2 missions can tell, these missions suck.
It's workable, but at the same time, it's not an essential component, and it drastically pushs up other demands on the game.I don't know if you'd accept it as "big" enough, but, for example, the Battle of Endor in RSII managed to be both expansive and really, really fun even though you don't really do much but blow up random TIE's for the first half of the mission. I'm not saying every space sim should have big battles, but a half-awake developer can make them work.
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- Starglider
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How fun is it to fight wars on your lonesome?Actually, in FS2 itself, they're done well, largest battles are just a few ships and you feel like you matter. How fun is it playing this random grunt not doing anything?
And it's not like you're expected to just sit on your elbows in a big battle. You can be told to weaken specific capital ships, or protect vessels from bombers, or clear a path for a boarding vessel - small jobs that need to be done while the rest of the battle goes on around you.
Agreed on this, but this is more a fault of developers trying to push shiny graphics at the expense of performance.and it drastically pushes up other demands on the game.