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[FAQ
Forum Index » » Developer Feedback » » suggesting a new type of fighter.
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 Author suggesting a new type of fighter.
Deleted


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Posts: 0
Posted: 2003-07-24 05:00   
i suggest that 1 fighter bay holds 1 fighter. give that fighter more hull and allow you to mod it. maybe 2 light weapons+1 beam would be nice. armour and weapons could be allows to be modded
1. the fighter can only be attacked by beams and missiles and flux wave(i don't think any other weapons will hit it).
2. once the fighter runs out of fuel/ammo/hull it should be come untargetable and return to the parent ship where it cannot be launched until repaired by reloads or by orbiting planet.
3. 3 modes of controling the fighters.1. offensive-fighters will go all out ignoring enemy fighters and going straight for the target firing beams as well as weapons. 2.normal- will engage enemy fighters as well as target and beam down missiles. 3. defenive- will hover around the parent ship and attack within a 400 gu distance and PD. modes could be changed by selecting the fighter and pressing a button(like those eject or repair now buttons).

hopefully this will make fighters more useful instead of 1 pulse wave kills.
and have better AI where the fighters don't keep flying together but buzz around the enemy while shooting
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Deleted


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Posted: 2003-07-24 05:01   
damn posted in wrong forum. please shift it to the suggestions
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-07-24 05:12   
Good --- but read the dev log. Here's what's planned for fighters- (at least what I know. It is probably changed from this.)

There'll be 3 types- Assault, Interceptor, and Bomber. UGTO will have the best Assault Fighter, K'luth the best Interceptor, and ICC the best Bomber.

Assault Fighters will be for combating enemy vessels.

Interceptors are mainly for combating enemy fighters.

Bombers are for attacking planets, although they are usable against slow moving space targets.

All fighters will be equipped with a primary weapon suitable to their role, and a secondary beam weapon for dogfighting (excepting perhaps the interceptor.)

Fighters will have a new interface, that will allow them to be used as escorts, or redirect what targets they hit, etc.

Fighters will have a 'fuel' level that will run out. When it hits 50% the fighters will automatically attempt to return to the carrier vessel.

Fighters will be capable of withstanding damage- the heavier the beam weapon, the more the damge done to the fighter. CONVERSELY, beams will now also have a miss chance, in which the heavier the beam weapon, the more chance of missing the fighter.

That is how I understand it.


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Deleted
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Posted: 2003-07-25 03:24   
oh but u can't choose what u want your fighters to be firing...
and it won't seem like you own your own unique fighters to fight for you cos' the fighters are standard.

[ This Message was edited by: Fatfool on 2003-07-25 03:29 ]
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Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-07-25 04:06   
Quote:

On 2003-07-25 03:24, Fatfool wrote:
oh but u can't choose what u want your fighters to be firing...
and it won't seem like you own your own unique fighters to fight for you cos' the fighters are standard.


Yup u got 3 Standard fighters you can use.
Of course, these fighters are diffrent for each faction so technicly there are 9 fighters
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-07-25 05:14   
Hehe yep. Every faction has a different take on every fighter...
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Crash003
Fleet Admiral

Joined: July 12, 2002
Posts: 72
From: Chichester, UK
Posted: 2003-07-25 05:37   
how about modable fighters that can be configured the way the player using them wants them to be...
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Deleted
Fleet Admiral

Joined:
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Posted: 2003-07-26 07:29   
Quote:

On 2003-07-25 05:37, CrAsH003 wrote:
how about modable fighters that can be configured the way the player using them wants them to be...




that was what i meant

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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-07-26 12:40   
Well I want mod-able fighters too, giving fighters sabots or AR missiles would be fun (btw fighters get their own weapons in the next patch)
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Deleted
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Posted: 2003-07-27 05:42   
Quote:

On 2003-07-26 12:40, DOM700 [-IMO-] wrote:
Well I want mod-able fighters too, giving fighters sabots or AR missiles would be fun (btw fighters get their own weapons in the next patch)




me too
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Teager
Cadet

Joined: May 29, 2001
Posts: 317
From: St Augustin, Germany
Posted: 2003-07-27 11:06   
Read the developement log and what it says about fighters.
Sure, it is not the same what you are suggesting, but you can achieve alot with 3 different types of fighters, when you have more than 1 Fighterbay.

greetinx
Teager
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-07-27 11:07   
just think of the joy having Gauss gun fighters and enemies who have no idea what is hitting them
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2003-07-27 15:36   
I just hope fighters don't rush straight towards the enemy's beam range anymore just to die but possibly be given an option at which range to attack at.
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A Troll =SSC=
Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-07-27 21:10   
each faction should have a 4th unique fighter lets say kluth has a stealth fighter ICC fighter with shield UGTO Powered Armored
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Lith Ragond
Cadet
Galactic Navy


Joined: November 25, 2001
Posts: 1854
Posted: 2003-07-27 21:28   
um... you CAN tell your fighters what to shoot at... same way as you target and launch them now *duh*
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