Ahriman238 wrote:Fair enough, but you must admit it's a semi-serious flaw in their security. Prisoners can blast open the grating and hop down, or (as in the books) outside forces wishing to stage a jailbreak can break into the far less secure trach compactor and climb up into the detention area, evading almost all the guards, cameras, etc.
That's presupposing that your inmates can get their hands on blasters (granted not impossible; Imperial security in detention areas are wearing blasters, so in theory an inmate could overpower a guard and take his)
and (most important part) have someone with access to the computer system to unlock the compactor's hatch for you. Remember that Luke, Han, Chewie and Leia were trapped in the compactor until R2 let them out. Arguably, the Imperials are the ones who set the compactor to, well, compact when they realized where the escapees had gone. If they hadn't in that case, it's certainly conceivable that they might in other cases. So it's not like getting to the compactor is going to ensure an escape. If anything, it appears to just entrap you in a place where security just has to cycle the compactor and squish, problem solved.
As far as outside forces, well, that presupposes that the designers would plan on enemy agents infiltrating your battlestations/warships. I'm pretty sure they would assume various other means are in place to prevent that. Because if a commando team has managed to board your ship and achieved relatively free movement aboard, you've got bigger problems than your trash compactors leading to the detention level.
And, as with ANH, in the DFR example Luke and Mara were greatly aided by the fact that Mara had that backdoor into the ship's computer, without which their place would never have succeeded. That backdoor is apparently something the majority of Imperial officers (and probably the people who designed the ships) did not know about. IIRC, not even
Grand Admirial Thrawn knew about the backdoor existing, he merely deduced it by how the intruders seemed to be getting about, along with his deduction regarding their identities. Needless to say, this is not something your typical Rebel commando team will be able to duplicate.
Also, it assumes the Death Star and ISD detention centers are meant for long term containment of actual criminals, rather than just being a ship's brig to temporarily house criminals captured by said ship pending their transfer, or (more likely) a place to lock up crew who got a little too rowdy on their last shore leave, or had a fight in the chow hall. So ultramax level security wasn't on the designers minds.
Finally, there could be a reason for it being that large, aside from my "dumping the bodies" joke. It could be there is trash that large that might need disposing of, and taking it to the turbolift or wherever is mighty inconvenient. IIRC, there were some pretty big pieces of debris in that trash compactor Luke and company were in during ANH. So there might be a practical reason for the size of their garbage chutes.
This can all easily go under the "174,000 design flaws may be mostly minor things" interpretation. While yes, the garbage chute thing is, in theory, more "serious" than, say, a misplaced light switch, it requires a whole host of external factors to render it even remotely useful to a sabotage crew. Without those elements falling into place, it's pretty useless to them on the whole.
So yes, in just the right place at just the right time under just the right set of circumstances, you could use these flaws to your advantage. But here's the thing, as I alluded to above: you have to
get aboard the ISD in the first place for it to even matter. I'm pretty sure if you had a detailed examination of, say, a US Navy aircraft carrier, you might find little flaws that could let elite commandoes move about and/or cause some mischief. But those elite commandoes have to first get aboard the carrier undetected, and that's no small feat to accomplish.
As far as external things, like that sensor node or whatever Mara was shooting at, that could be more problematic. Then again, we don't know how much of a blind spot (at least, I don't recall if it's mentioned) that would create. It might be useful for fighters or the freighters Karrde had brought along, but against larger capital ships the blind spot is small enough it wouldn't especially matter, as said capital ship is far too large to fit in it anyway. This is not without precedent in the real world; IIRC there are real ship designs that have had poorly placed sensors and/or weapons that, while still generally functional, are nonetheless limited in some degree. It happens, and is hardly some crippling flaw that would make Star Destroyers useless.
Kingmaker wrote:The other Rebel fighters we see are the Y-wing (bomber, old, slow piece of crap), *snip* The Y-wing is an old piece of crap that the rebels use because they don't have an alternative.
I don't know about this, either. The Y-wing seems to do pretty well in its intended role as a bomber, after all. It may not be the dogfighter of choice, though reasonably skilled pilots can still take out TIEs in them. But the relative vulnerability of a Y-wing against TIE fighters does not make it a "piece of crap" as you say. Just, perhaps, more overspecialized than the X-wing. Which would make some sense given it's Clone Wars heritage, I suppose. And as mentioned, B-wings and A-wings tend to be fairly specialized as well.
Or to put it another way: if you put an A-10 up against an F-16, the A-10 is almost certainly going to be shot down. This doesn't make the A-10 an "old piece of crap" compared to an F-16, as it is still perfectly capable in its intended role of close air support. But it was never meant to be a dogfighter, so lacking that capability is not some major strike against it.
Does anyone recall any times in the EU where Y-wings are
shown (as opposed to mentioned) as being old pieces of crap? There's only two incidents I can think of offhand for "inferior" Y-wings:
- In one of the Rogue Squadron comics (the one where Baron Fel defects) a Y-wing unit gets slaughtered. Of course, those are bombers on a strike mission, and they were ambushed by the absolute best of the best of the Imperial starfighter corps flying TIE interceptors. So heavy losses are hardly surprising, given even the Rogues had fighters shot down against a "less skilled" squadron of the 181st elsewhere. And even then, there were survivors amongst the Y-wings.
- And in the first Rogue Squadron book, we had General Salm's Defender Wing. They took some losses, but then like the Rogues they were also a new unit being trained, and both Salm and Antilles felt their respective units were being put into action too quickly, but that's just the way the Alliance operated at the time: they didn't have the luxury of extended training. Despite this, and despite lacking the raw skill which greatly helped the Rogues out (though even they still took losses when the odds were too much against them) Defender Wing nonetheless managed to put in respectable performances when we saw them in action.
The rest of the "Y-wings suck" stuff I can remember is little more than X-wing and A-wing pilots putting down their bomber pilot peers. This is hardly definitive evidence of the Y-wings capability, or lack thereof. After all, if you ask an F-15 pilot what they think about A-10s, you might well hear similiar opinions from the fighter pilot. Just as we saw in the rivalry between X-wing pilots and the A-wing jocks, except the poor Y-wings probably get it from everybody, as they
are the oldest craft of the New Republic's starfighter forces.
Stofsk wrote:I figure one theory that might account for this is an ace pilot in the Imperial Starfighter Corps has a better chance at getting into one of the better fighters - first something like an Interceptor which is a lot better than a TIE/ln fighter or a bomber, then the gunboats and eventually the avenger and defender squadrons.
IIRC, Wookieepedia has some quote (probably from a WEG sourcebook) saying that in order to be considered for TIE interceptors, an Imperial pilot first had to survive ten missions in a TIE fighter. So there is likely quite a bit of truth to that.