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Re: No Tie Interceptor, but Rebs get A-wing, extreamly bad designe desision?


Darksythe
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I had invisioned that ship as being the supreme answer to the Rebel's hyperspace capable fighters.  I would have much rathered the ties in an ISD not be respawned but be lost when they were gone, and having to have your tie numbers provided by one of these babies.  It would allow more to be fielded at once (which is probably why it wasn't included).

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The TIE Interceptor is also born out of the TIE Advanced x1 research.

 

Just an FYI.

 

The same powerunit, lasers, heat/solar panels, etc... comes from the TIE Advanced x1.

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My dream for the expansion *if there is one* would be that they nixed the free spawn and allowed us to pack and launch the interceptors, bombers, and regular ties via a button similar to the special power one that is already in game.  Hell for simplicities sake have a full load come with each ISD and give the option for the replacements to be built and autoloaded into ISD's, carriers, spacestations in orbit.  Of course those of us who prefer to micromanage our force could load and launch them manually.  This way everyone is happy  ;D
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The counter to the Death Star is the Alliance ability to 'raid' worlds, which the Empire does not have - and they can do it from the very start!

 

But personally, I'm more interested in the Assault Gunboat, which can not only hyperdrive, have shields, use ion cannons to disable units and even carry some cargo, whilst launching torpedoes and missiles at a target, but could also fight in an atmosphere. :)

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In Theory the Rebels wont be able to bypass your fleet though if you got an interdictor at that planet or Gravity Well Generator platform by the station lol, so in theory thats the empires defance against the Raid option for REbele,s hance making a Raid party very dangourse as you wont know if the enemy has Interdictor or not until spy shows but also Gravity well generator platform is another thing to contend with.

 

So theory is build them in esential planet crossroads and fortifie your position with Ion Cannons and so on lol.

Edited by Darksythe
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if you play Balance of Power expansion pack to XvT, the Imperial campaign has you as part of Avenger squadron. If I remember correctly the first few missions had Avenger Squadron in TIE Interceptors that were modified to have shields and hyperdrives. (For reference, Avenger Squadron was THE best until Baron Fel took the 180-worst and made them into the 181st)

 

Oh, and if any of you read the tooltips for the Imperial cap ships and frigates they all have a limited amount of fighters that they can spawn. The ISD for example only has 6 TIE Fighter squadrons and 3 TIE Bomber sqaudrons.(Though from what I can tell, the space stations have no limit)

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I've served my time in Hell."

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Oh, and if any of you read the tooltips for the Imperial cap ships and frigates they all have a limited amount of fighters that they can spawn. The ISD for example only has 6 TIE Fighter squadrons and 3 TIE Bomber squadrons.(Though from what I can tell, the space stations have no limit)

 

This concept is really fine with me, I just don't like how after a battle these number reset no matter how many squadrons the Rebs take out.  Couple this with instant repair and the game just loses a certain *feel* to the battles. However, I think some improvement can also be made working within the games framework.

 

From what I observed the ISD only sends out 3 squadrons at a time 2xties 1xbomber.  I would prefer that the player get to choose what they launch or at least in what order.  No point in launching bombers if the Rebs are fielding mostly x and Y wings.

 

Of course I could be wrong with this observation, but if not, I think it would be a much better gameplay mechanic if the ISD launched fighters or bombers through a special power button rather than auto.  This could at least allow the Empire to get its fighter squads out before the ISD itself is taken out.

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Do you really think we've forgotten about them?  Things are in motion boys...  :-x 

 

Best. Comment.  EVER.

 

Seriously though, I've been watching these forums for quite awhile, and I don't think I've ever witnessed such a close pairing between the development team and the consumers.

 

Despite my initial displeasure at some aspects of the Star Wars universe being left out, it really seems you guys at Petroglyph have got it under control.

 

Kudos for the effort.

 

Bryan

AKA: Dach

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Yea the escort carrier needs to be brought in game in order to bring in more expensive fighters in.

 

God that's ugly. Do I decect a scent of EU floating around? *Gets his shotgun*

It bring upon us more of famine, death and war,

you know religion has a lot to answer for.

 

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lol no the interceptor is definatly not a scout, most Tie fighters are modified to do that sort of job.

 

p.s. hey Delphi is is posible to keep us updated on how the Tie interceptor is progressing and posible some Screenies if allowed or show update to the EAW weby about Interceptor if its actualy going in ;D

 

Also im with Dachande18, its great to have a Development team close to the community and listen to suggestion and other things, not many Developers do this and that be seen as milking for cash rather then puting thier heart and soul into a game.

Edited by Darksythe
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Also im with Dachande18, its great to have a Development team close to the community and listen to suggestion and other things, not many Developers do this and that be seen as milking for cash rather then puting thier heart and soul into a game.

 

Yes I have to agree as well.  While I do not agree with all of their decesions, I get the feeling that they do take into account community input which in turns builds a stronger community.  Not many dev teams can make that boast anymore.

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Is not just the tie interceptor, the SSD too. They said that this game is going to follow the story line, at least for the empire for that matter, because for the rebels didn't applied. Admiral ackbar and home one show up Only at episode 6(which btw, by this time line ackbar is Tarkin's slave), but for some reason they include it in EAW, maybe it was Jesus that told them to put in the game ;D, you know how this works, always the good guys wins, in George Lucas mind for that matter. But for the empire they didn't include the tie interceptors nither Lord Vader's SSD which they show up in episode 5.Whats the deal with this?, I dunno, but its a huge bad design decision, because one faction follows the story line, the other don't, and that my friends is not balance.
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What does story line have to do with gameplay balance?

 

There tow different things.

 

I'm not talking about game balance, I'm talking about the balance of the story line. If an event that occurred in episode 6 like ackbar and home one, you put them before their time, like including them between episode III and IV, instead of their original time that is episode 6 it breaks the continuity and balance of the story line.

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Well, don't worry guys.  I'm fairly confindent that the demo only gave us about 10% of the full game.  I've seen up to tech level 10 stuff that I can recall while looking throught the .xml files, might of been higher.  There are scripts for a few different era's so I don't see them not including interceptors.  Heck, they have kyle katarn in the game and a few EU references.  I don't doubt there will be more ships, troops, planets, buildings, hero's, possibly more than 2 factions and whatever else.  I mean, it would really be stupid to only make the game up to the level it is in the demo.  Demos are just teaser's, don't expect the final game to be anything like the demo besides the fundamental gameplay.
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Also thaught of another reason why Tie Interceptors will be in, Rebels get 4 fighters types and Imps only 3 :) the Z95 Headhunter lol, thats comparable to Tie fighter realy, Tie Bomber to Y-wing, Tie Scout well cant realy be compared as its useless imo or posible usless. So tie Interceptor gives Imps a good chance, hopefuly they might be buildable instead of auto launching from Imperial ships but well see how Petro do it.
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There will not be a Tie Interceptor in the release version of EAW.  Look for this unit in mods like Imperial Assault, Legacy of War, and others.

 

As for the Tie Scout...  has anyone noticed the power for it?  It is basically a space version of the sighting droids for the rebel artillary.  You move them around, they have a decent sight range and speed, very weak attack (games says it is strong against Y-Wings).  The special ability is a sensor ping (or whatever it is called), basically it is like using the satellite ability for the US in Generals.  You select the special and click on an area of the map and it reveals a section of the fog of war.  This is useful for getting a preview of the enemy forces (hopefully the preview you get when jumping in will be gone in the retail), it also will let you leverage the range of your Broadside cruiser.  With the Broadside and a few of these, you can pelt the enemy from maximum range and force them to move away from the protection of their space station to engage you.

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Hmm Teradyn did you not read the first page of this thread from Delphi what he posted?? thiers still hope that Tie Interceptor will be in, but as said well have to wait and see. Its not that hard adding a new unit in, and making a new Fighter model i think would only take 1-2 day's i think, but as said well see in good time.

 

Not taking it for granted but majority of people want the Interceptor in :) if you cant have SSD atm the Interceptor is a good comprimise.

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The TIE Avenger is the final product of the TIE Advanced x1.

 

Looks alot like the x1, except they used almost the same wing configuration as they used on the TIE Interceptor (with cut outs so the pilot has a better view to the sides). Due to the extra cooling the system requires (it has shields and hyperdrives and thus needs a bigger reactor than the TIE/in) the wings are bigger and is identical at the rear to the front.

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