The Empire has fallen and a New Republic is born out of the conflict. But in the ashes of civil war, yet another life stirs...
These images will be released in a short series, to show final versions of all fighters and to expand on how they may be used in gameplay. I wanted all fighters to be uniquely useful but not to give them random abilities just for the sake of having an ability... Each ability has been carefully chosen or crafted to be useful but also to fit each unit's specific role or manufacture.
This image only shows the New Republic fighter fleet but the Imperial Remnant, Mandalorians, and pirate factions are forthcoming.
Please excuse the texture mipping of the screenshots... I was forced to produce this on my lowly laptop :(
They're all greatly crafted, along with having cool abilities of their own! I can't wait to use them.
Well down Farseer.
Awesome!
Unique and charactaristic abilities. I like it
Yup fantastic, looking fwd to the next batch! :)
Out of curiosity; what's the point in linked fire? Shouldn't the damage inflicted (barring accuracy) still be the same?
Not really since it's a concentrated blast. The way it was always presented in the Rogue Squadron games anyway is that the laser cannons draw from a pool of energy and if you rapid-fire, you use up the pool by expending a lot of minimally charged blaster bolts. Conversely, if you wait for the pool to fill, you can expend it all at once with an extremely powerful blast from all available guns (linked fire is technically possible with any ship that has more than one gun...but I can't give it to every unit). So it's not just a matter of more lasers being fired at once...you are actually firing a more powerful laser itself.
Also, considering that linked fire may be powerful enough to shred an enemy fighter in one hit (whereas it would take 2-4 single shots, many attempts of which would miss), it makes the xwing far more powerful in dogfights (especially in the initial head-to-head were hits are more likely and you want them to count).
A scenario described in the books frequently :). It's like turning a 30cal into a 20mm Hispano, at the flick of a switch.
Thanks everyone
very nice
quality post!
So T-wings only use is cheapo fighter? Gotcha
Is for spam, if you choose to play that way...or to quickly build defense of new planet if you have few credits.
All of these abilities are amazing! Really changes up the game, but A-Wings can't Lure Tie Fighters anymore :'( tis sed
Fantastic
I like the B-Wing's ability. That'll make it more useful against larger ships.
Also, will the s-foils be an autoability? I think I may have asked that a while ago.
I played with the idea of making it an auto-ability...I still might. The problem that others have had with that same idea is that you can trigger the s-foil animation when the x-wing has acquired a valid target but you cannot activate an ability. So basically, S-foils become purely cosmetic as stats like speed aren't affected. If I can find a way to trigger both the animation AND effect stats, then yes, it will be auto for sure.
That'd be neat.
Also, will s-foils closed only limit offensive ability? Or will they completely deactivate offensive weapons in favor of the speed boost (iirc, this is how the Rogue Squadron game did it)?
They will shut down weapons completely.
Will we be seeing a similar fact sheet for all the units in-game?
All fighters, yes. I do plan to do them for other units but likely at a later date. It takes more time than you'd think to compile this. Lol
One of the things that made me sad about the previous mod was the increased deployment costs of fighters. if i remember right, a squad of k wings could be deployed for 1 point less than a Correllian destroyer, which itself deployed like 3 squadrons of b and e wings. will the next version see a rebalance of tactical point costs?
put wing fighters v clone wars or ark 170 as light bombers in the mod please