Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Hyperdrives and fighters.  (Read 5509 times)

0 Members and 1 Guest are viewing this topic.

October 14, 2017, 07:46:39 AM

Offline t78

  • Rear Admiral
  • *****
  • Posts: 133
  • Approval: +3/-0
    • View Profile
Hyperdrives and fighters.
« on: October 14, 2017, 07:46:39 AM »
I’m wary of suggesting this, since it sounds too much like I’m obsessing about canon here. Not to mention that the team is probably thinking things up as I type. Nonetheless, I am attempting one more roll of the dice to see if this idea is useful.

Having tried to work out how the Clone Wars might be different in gameplay, even with the proto-imperial tech, I was thinking about how EU material from the Original Trilogy emphasised that the Rebel’s Starfighters were innovatory somehow. Something about their hyperdrives.

With this, I remembered that the Prequel Trilogy shows fighters as less mobile. The N1s needed to link the Padme’s diplomatic cruiser in Ep 2, with Obi Wan’s fighter needing a massive hyperdrive ring.

While there are plenty of EU examples to the contrary, there does seem to be a lot of stuff about fighters that need carriers of some sort to get to other places. If we try and reconcile this with various hyperdrive equipped fighters, we might say that the latter are only good for short ranged jumps.

Building on this , I wondered if there is any way this could be represented. Hero only fighter units (all others come from carriers)? Small hyperdrive rings as mini-carriers? Fighters can only move between systems if a ship is in the fleet?

I know that most things I suggest are over-thought, complicated or make the game less fun. I was previously wondering about making fighters less useful and thus making corvettes much more useful until fighters suddenly jump up in power, and make them good only for anti-fighter duties. I did have a silly idea about giving station fighter complements lots of different fighters depending on the location, and then having the republic replace these fighters with standardised units, to represent the republic’s growing influence. Maybe show limited capital ship hyperdrives by featuring certain battlecruisers as garrison only units? All of this is useless. Other than the usual ‘add this unit’, I am beginning to feel like I can’t make any useful suggestions.

So, I am basically saying that this is probably a worthless suggestion, and that I am really wondering if anyone can think up something like this that would actually work.  I don’t want to obsessively adhere to canon though if it makes the game less fun, or deviate from the winning formula the team already has. Maybe it should be exactly the same in tactics as ICW, only with cosmetic differences. I really don’t know.

October 14, 2017, 08:45:32 AMReply #1

Offline Corey

  • Mod Leader
  • Administrator
  • Emperor
  • *****
  • Posts: 7,520
  • Approval: +410/-80
  • Dream Crusher
    • View Profile
Re: Hyperdrives and fighters.
« Reply #1 on: October 14, 2017, 08:45:32 AM »
Quote
Small hyperdrive rings as mini-carriers?

This is something we've thought about in the past, but there are other potential tradeoffs for it.

Quote
I did have a silly idea about giving station fighter complements lots of different fighters depending on the location, and then having the republic replace these fighters with standardised units

There really wasn't a huge variety beforehand, not really any more than after the CW started. Even if there were, we don't want to oversaturate the mod with random old fighters.

In general though, because of how carrier-heavy the period is and how few fighters had long-range capability, the direction we're most likely to go will be to avoid making fighters buildable outside of specific cases.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


October 14, 2017, 09:33:40 AMReply #2

Offline t78

  • Rear Admiral
  • *****
  • Posts: 133
  • Approval: +3/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #2 on: October 14, 2017, 09:33:40 AM »
"Even if there were, we don't want to oversaturate the mod with random old fighters."

Absolutely. I did draw up a list of 2 inferior fighters for 'civilised regions' with an armed consular as the cruiser garrison, with two other fighter types and a Kaloth battlecruiser for 'uncivilised' regions, but even that seems too much.  Thankyou for reading this though.

February 12, 2018, 02:29:03 AMReply #3

Offline fireball900

  • Brevet Admiral
  • ****
  • Posts: 27
  • Approval: +0/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #3 on: February 12, 2018, 02:29:03 AM »
I dunno, when I fight some random pirate I want to be like 'what the hell is he flying at me?!?' I find it adds to the sense of immersion for pirates/rebels to be scrounging up whatever they have access to, rather than a unified battle roster.

February 15, 2018, 05:16:47 PMReply #4

Offline 0ffkilter

  • Stormtrooper Captain
  • ***
  • Posts: 23
  • Approval: +2/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #4 on: February 15, 2018, 05:16:47 PM »
True, it would give an impression of a ragtag force, but compared to how much it adds it's probably not worth it.  It might be easy if the fighters were already modeled, but to add new ones..

February 16, 2018, 11:29:36 AMReply #5

Offline Recursion

  • Stormtrooper Captain
  • ***
  • Posts: 23
  • Approval: +0/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #5 on: February 16, 2018, 11:29:36 AM »
I dunno, when I fight some random pirate I want to be like 'what the hell is he flying at me?!?' I find it adds to the sense of immersion for pirates/rebels to be scrounging up whatever they have access to, rather than a unified battle roster.


Agreed it kind of gives you that overpowering feeling turning them into the little guys who, in Universe Perspective they don't have a snowflakes chance

February 16, 2018, 02:35:59 PMReply #6

Offline 0ffkilter

  • Stormtrooper Captain
  • ***
  • Posts: 23
  • Approval: +2/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #6 on: February 16, 2018, 02:35:59 PM »


Agreed it kind of gives you that overpowering feeling turning them into the little guys who, in Universe Perspective they don't have a snowflakes chance

But then it's so sad because you're just crushing small people who are fighting for what they believe in.

February 16, 2018, 03:08:21 PMReply #7

Offline Recursion

  • Stormtrooper Captain
  • ***
  • Posts: 23
  • Approval: +0/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #7 on: February 16, 2018, 03:08:21 PM »
But then it's so sad because you're just crushing small people who are fighting for what they believe in.

So it kinda becomes a First vs Third World country in that seance just beating them because you can or because you know "corruption removed"

February 16, 2018, 08:52:24 PMReply #8

Offline 0ffkilter

  • Stormtrooper Captain
  • ***
  • Posts: 23
  • Approval: +2/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #8 on: February 16, 2018, 08:52:24 PM »
Or because you believe your cause is more worthy than their cause, but who's to decide who's right?

February 16, 2018, 10:48:48 PMReply #9

Offline fireball900

  • Brevet Admiral
  • ****
  • Posts: 27
  • Approval: +0/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #9 on: February 16, 2018, 10:48:48 PM »
True, it would give an impression of a ragtag force, but compared to how much it adds it's probably not worth it.  It might be easy if the fighters were already modeled, but to add new ones..

True... except there are already lots of fighters modeled that would work. Just giving pirates a mix of factions fighters would work - A9s next to X-Wings next to TIEs, for example. But there's also Clone-Wars era ships that would (for obvious reasons) a great source of hardware for pirates... and Corey and Co. just so happen to be working on designing some models that might work on that... :)

But then it's so sad because you're just crushing small people who are fighting for what they believe in.

Report to the ISB for questioning regarding your Anti-Imperial behaviour soldier!

March 21, 2018, 11:39:28 AMReply #10

Offline ElPenorGrande

  • Brevet Admiral
  • ****
  • Posts: 26
  • Approval: +0/-0
    • View Profile
Re: Hyperdrives and fighters.
« Reply #10 on: March 21, 2018, 11:39:28 AM »
Just giving pirates a mix of factions fighters would work - A9s next to X-Wings next to TIEs, for example.

UGLIES! Much time in the Legends universe is spent with describing different chopjobs of starfighters mixed together! X-Ties! DIE-Wings! TIE-Balls! X-Ceptors! the chir'daki!
So much variety, in the GCW Era.
Not really sure what can be done in CW, i'm poorly informed about this era. I know Cloakshapes and Z95s are from this time, but that's about it.

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!