Idea for TIE Fighter 2
Posted: 2005-04-27 03:55am
I was chatting with Chris O'Farrel over ICQ the other night, and we were both lamenting how there aren't any SW flightsims being produced. I was more or less whining about how XWA is uninspired, while the last best (and yes, also first) SW Flightsim happened to be TIE Fighter. I believe we're all in agreement about that, yes?
So then he goes away for sometime, and comes back with his idea for a campaign structure for TIE 2, a hypothetical (RAR!) game. I'm going to paraphrase his ideas with my own, see what you think:
So... what do you think?
So then he goes away for sometime, and comes back with his idea for a campaign structure for TIE 2, a hypothetical (RAR!) game. I'm going to paraphrase his ideas with my own, see what you think:
- List things first, introduce a system in which you can enter planetary atmospheres, and fight in that kind of environment. We want to be able to increase the depth of the gameplaying experience. We also have some missions in mind that take place inside a particularly important planet (three guesses which one I'm talking about... ). Obviously graphics should be as best as they can be, something like Freelancer - which had a pisspoor storyline, but fucking amazing graphics - would be cool. The problem though, is space. TIE Fighter was awesome because there were what, 10 campaigns? Each with ~half a dozen missions? That's 60 in total. Of course the graphics back then were more or less primitive, so that might explain why.
Basically though, we want some more immersion. Part of that means having different types of mission environments. - My idea is that fighter combat becomes more co-operative. This will be a theme in the campaigns (which I'll get to in a minute), but the point is you're flying with someone and you're trying to survive together. This makes wingmen valuable.
But it goes beyond that. When playing TIE Fighter and XWA I often roll my eyes and chuckle that my fighters are doing all the goddamn work, while the capships just sit there scratching themselves. (this is more of a complaint against the original TIE Fighter, since I haven't progressed to the point in XWA where you're supposed to fly at Endor - in the original TIE game, sometimes a VSD or ISD would drop you off... then stay there and do nothing.)
Not only will wingmen be valuable, but so will your capships. I want to be able to receive directions from my capships, have them tell me where to go or what not. I want some of the missions to be me in a fighter protecting my carrier, which is in the middle of trading broadsides with other capships. - Thus missions will be far more tactical than merely shoot-up-the-xwings. Maybe you're trying to destroy a rebel capship - here the ISD will be blasting at the MonCal, and you have to go in and make pinpoint strikes (take out the portside turrets, sensor globes, or what not).
- Due to the tactical nature of the game, you SHOULD be able to select what fighter you go out with. Not right away though (you start off as a pleb, wet behind the ears rookie). But eventually, when you go into briefing they'll say: "Ok, you can either go in with the Interceptors and clear out the defending fighters, go in as a bomber pilot and make the attack run, or go in with the gunboats to disable the shuttles while escorting the stormtrooper transports."
- Aftermath of Endor
You start off at the closing moments of Endor. The Executor has just gone down. In another minute, DS2 goes up. Essentially, you're already defeated. Your goal is to escape. In this case you're to protect your mothership, Chimera, from enemy fighters. (I don't know how the timeline goes in the battle, so bear with me here) Basically you're goal is survival.
Chimera will withdraw to an Outer Rim base, with repairs in mind. Unfortunately pirates and other scum decide to make your life miserable. Most of the missions in this campaign deal with the survivors of Endor and stabilising a particular region. This campaign lasts some months after Endor. The Empire is falling apart, some personalities are making powerplays to the throne; your faction is essentially staying out of the way and not getting involved. What you are doing is holding together Imperial systems, so some missions will involve 'discouraging' rebellion. - Throne of the Empire
This is the 'Imperial' side of the leadup to the Courscant invasion. Perhaps ending with you holding the rebels off as they pour into orbit, while critical staff and personnel evacuate. Done in low orbit of the planet, looking just like the battle to happen in ROTS. This culminates with the Lusankya breaking free and leaving Coruscant.
The early part of the campaign will involve raids and strikes against Rebel positions, using similar hit-and-fade tactics they did against you. You'll be flying gunboats mainly, but at the end you'll be flying avengers. Your goal at the Coruscant battle is to secure the evacuation of design teams and key personnel. Due to the factionalism of the Empire, you're not really there defending the place (it was under Issard, and she's a bitch). - Warlords
With central command gone, you fight for a loyalist faction against people like Zinji, with the New Republic pushing everyone. Your just trying to help stabilise everything.
With the loss of Coruscant to the Rebellion, some Moffs have decided to band together and make their leadership bid for Imperial holdings in the Outer Rim. More or less political/intrigue between competing Moffs, with you in the middle. But this will eventually lead to the formation of the Imperial Remnant. Some of the missions have you pick and choosing which fighter you can fly for that mission. Some of the missions involve preventing civil war from tearing up your corner of the Empire.
And the final mission has you escorting a shuttle in from the unknown regions, leading to... - Warlord of the Empire
Thrawn. He cuts through the shit. Stops the Moffs from sticking knives into each other's backs. Makes them co-operate. Gives them a purpose.
Thrawn orders that some TIEs be fitted with shields. Thus, you don't have to worry about flying in those rickety death traps. Also this is the first time you can fly the Scimitar. - Shattered Sphere
The Dark Empire timeline, part 1.
Unsure of what to do here. I imagine you'd have the good stuff available to fly in this period - Defenders, Avengers, and so on. First appearance of the E-wings as well. - Shattered Sphere 2
Palpys final death and defeat.
Unsure of what to do here. I imagine you'd have the good stuff available to fly in this period - Defenders, Avengers, and so on. - The Imperial Remnant
After the Shattered Sphere campaigns, you're essentially all alone and the NR once again victorious. Sucks to be you, doesn't it?
But the good thing is: the Rebellion will now leave you alone for the most part. Which means you have every opportunity to consolidate the region. At this point you're a General in the Starfighter Corps. And your purpose is to train a new generation of Imperial pilots. The goal now is not to defeat those rebel scum, but to really just protect what you have.
A lot of the missions will involve teaching the tykes the ropes, telling them what to do in such-and-such mission, and letting them make the attack run. A kind of reverse-instruction mission. Remember how in XWA you had to fly those stupid mock-combat trials for the Rebellion before you started the campaign? Well it's not that bad, actually due to your desperation the missions will be real combat it just so happens that you're a veteran and in a way, trying to teach the new generation of pilots how to fight. - A New Order
Times are tough. The IR has little in the way of resources, compared to the NR. You're reduced to flying 3rd party fighters when before you were flying top of the line Seiner ships, and the war looks like it's over. The theme of this campaign is to bury the hatchet (so to speak) with the Rebel scum.
Not sure what else to do here. Probably to increase the IR's power base. Maybe liberate some planets. Or convince fencesitters to join the Imperial Remnant.
So... what do you think?