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TIE Fighter - The Last Straw
Posts
You do have Steel Battalion, right?
I don't know if it's been mentioned in this thread yet, but Project Sylpheed for the 360 is essentially Ace Combat in space, so a game like this is already out. It's pretty good, but single player only.
Though I would love to have a more full-blown space sim out on consoles. I had Wing Commander III and Colony Wars on the PS1, and they worked using controllers (pre-dual analog!), so a well thought out control scheme would be fine today.
Let me tell you about Demon's Souls....
A full stick would be nice, though. Not that I couldn't do it with a game pad with mini-sticks on it, though...
Speed matching, beam weapon (which I don't see why it couldn't just be in the weapon cycle, but it wasn't), several basic wingman commands (ie, attack my target, ignore my target, defend my target, assist me, head home iirc, although I've just started playing again and I'm trying to remember all the old commands). Then there were keys for like, different viewing angles out of the cockpit (which I never use), plus a key to hide your cockpit so you can dogfight in full screen (which I used a lot), and shortcuts to various menus such as the Damage Report screen, Map etc. which could all just be bound to one key and then allow you to flip through them I guess. Oh, and TIE Fighter also let you scroll through different targets within your target - so you have, select nearest enemy target, cycle targets clockwise, cycle targets anti clockwise and then cycle a targets strategic points (like, cycle between targeting the ships hull, engines, guns, torp launchers etc.). Also power management - adjusting recharge for shields, adjusting recharge for lasers, transferring power from lasers to shield, transferring power from shields to lasers. Hyperspace, also. And an action key (like, Incoming missile. Press space bar to target? or Press space bar to dock with mothership etc.)
I still think you could squeeze all the essentials onto a control pad, though. All the wingman commands would just be a radial menu that pops up when you hold down a button, rather than being bound to different keys and then...
Eh...I dunno, maybe not actually.
Who remembers Rebel Assault? I was so young when I played this one, I used to call it "Rebel ass a lot"
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An hour and a half later I was killing rebel scum. Thank you Dosbox, PA Forums, and my inability to throw away any game i've ever bought....
Radial menus would suck flying balls-out in a TIE near the hull of a Nebulon-B (which was fun because the AI was stupid and would sometimes crash and/or shoot their allies)
I remember Rebel Assault (hell, I think I still have the CD-ROM somewhere) and I gotta tell you, 'ass a lot' just about sums it up.
Did you come across anything about making the music work? I have the Win95/98 Collectors CD and it works fine in XP except there's no music during the missions. Works fine out of missions though. But man, the battles just aren't as peppy without the soundtrack.
Well, that is the traditional role of a frigate. They're normally escort ships that are relatively small and fast but loaded with nothing but rapecannon and layers upon layers of steel armour.
The rebels in the movie fagged them all up and made them Medical ships whilst retooling commercial pleasure cruise ships (which traditionally in times of war in human history would be the ones being re-purposed as medical ships) as their main capital ships.
Speech and what i assume is the MIDI soundtrack (which is awesome) work perfectly. I'm running it with dosbox on windows xp. I can post links on how i set it up when i get home, however i'm at work for another couple hours =/
edit: I'm also running the collectors edition.
Mine is a version specifically for windows 95/98 so I don't think DOSBox is the way forward.
As for audio, no idea. Didn't have that problem on my system.
Regarding X-Wing frigates...have you ever tried taking down a Star Destroyer without first taking out its preposterously-vulnerable shield generators? It puts frigates in perspective, as those things will take a ton of punishment. On a side note, I was always convinced by X-Wing that the guy who designed the Impstar must've been a Rebel spy. "I say we put the shield generators outside the ship. In fact, outside the shielding field entirely. It looks sportier that way."
Kinda like the guy who made sure there was a port on the surface leading directly to the power core on the Death Star.
"Seriously dudes, we need more heat dissipation. It's fine, they'll NEVER think to shoot at our ridiculously easy-to-kill core via the one tube that leads to it."
/starwarsnedgasm
I'd need to watch it again, but doesn't Admiral Ackbar or someone specifically order fire to be focused on the shield generators and then a short cut later we see the domes asploding?
Besides which, some nerds say you're so wrong http://starwars.wikia.com/wiki/ISD-72x_shield_generator_dome
http://starwars.wikia.com/wiki/Image:ISD_egvv.jpg
The more stupid and pointless the argument, the longer it will last.
Really though, it wouldn't suprise me either way. The imperial ships where appearently all designed by someone with their head up their ass.
AKA George Lucas.
I hate to break this to you but they've overlooked far more stupid things before. :lol:
TIE fighter is probably one of the few games that didn't paint the Empire as routinely incompetant.
That's probably we all like it so much. You can sympathize with Imperials a lot more when they go from an army of moustache-twirling men in top hats and monocles ready to forclose the entire galaxy's orphanages to just regular guys doing a job.
Some other poster said it better, but I'm just going to invoke Edgar.
Edgar: "The Empire's evil. But not ALL of its citizens are!"
I propose we commence with the shootings until they agree with our group being the most amicable to side with.
Welp. Turned out that plan has backfired. They've joined forces against us.
Loved X-wing and X-wing vs. Tie fighter.
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Xbox360 Gamertag: Emuchop
1) Star Destroyer design. If anyone has studied big ship combat I recommend looking into the ISD design, just for kicks. The ISD's wedge design is wonderful. Allowing for almost 90% of its weapons to be fired at targets directly in front of it, while providing a relatively small target aspect ratio in return.
This is especially noticeable against traditional designs with guns running the sides, primarily, where only 50% firepower at best can be brought to bear on one target. Traditional big ship tactics (space or otherwise) simply would not work against a ship like that...
and
2) Dimok and Ripublis. Never really made the connection before....but it seems like they've been having this same civil war every 4 years since 1776....in fact I think the latest version of the war is going on right now.
"How pathetic, they must really want to die flying those Z-95 Headhunters"
"Historians exercise great power and some of them know it. They recreate the past, changing it to fit their own interpretations. Thus, they change the future as well." - Leto II
And who wins?
The Imperials, that's who. So...I guess Britain to invade America for President 2008?
Unless you come at it from above, below or behind. Then it's screwed.
Are the weapons even placed on the sides of the ship? I vaguely remember getting shot at from below when making a run for the bridge in X-Wing games.
Which, on itself, is another design fault. The bridge being placed above and on the back is yet another weakness when attacked from the obvious blind side. Imperials seem to have a bit of a problem properly covering their one hit kill spots, anyway. They should really consider hiring new engineers.
The design of the Star Destoryer has probably more to do with looking good in the first shot of Star Wars Ep. 4 than with actual combat efficiency, anyway
In all the games, if you came at an ISD from above, heading down towards its bridge flying at a 45 degree angle, it would never touch you. That's how you would get A-wing's taking out ISD's. Fly in that blind spot, pick off the shield generators, and slowly chip it to death. Master that downward 45 degree attack, and any ISD that ever showed up in a battle was just free bonus points for the mission.
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I like how, in an Expanded Universe novel, a Rebel tactician is described as calling an ISD "174,000 design flaws waiting to be exploited".
You could also just take out the shield generators with a volley of concussion missiles and then park right on it's nose, where the angle is too extreme for any of it's forward facing guns to shoot you. I also seem to remember parking inside their docking bay as a very safe place to sit and kill them. Or right up behind the engines, although Alliance and I think TIE introduced engine wash (not sure if they ever had that in X-Wing) which kind of ruined that fun.
Double front protects you from the turrets.
Your wingmen protect your back, by getting killed to buy you time. Obviously turrets and Vader can't shoot you in the back if they're too busy shooting your buddies.
Except Wedge - he's immortal.
heh --- I also used to park in the docking bay and plink plink plick the ISDs to death.
There can be only one.