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Old 09-25-2004, 02:53 PM   #1
Alegis
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suggestion list

(big sorted list: a few posts down)


some maybe pointed out already, but just to recap


The game is ace. It's just that i pull my hair out desperately trying to join a friends server, nothing works. nothing. Integrating with gamespy didnt turn out that good IMO.

a) what browser should display is
IN/MAX - NAME - MAP - PING

b) STOP BUTTON. I try to click on a server, but then 5 other server spawn etc. its impossible.

c) Make the scroll toolbar dragable. The little vertical bar at the right, would be nice if i could click on it and drag it all the way down and up. this is the only thing so far i noticed isnt there because the game is out for consoles as well.

e) direct ip connect didnt work back then, and i want to avoid the gamespy login thing. also on a lot of servers after the map is done and new wants to load, get the busy thing



gameplay

a) damage blasters higher pls. I shoot for a long time at a guy just to notice someone else gets hgim with a rocket and then someone gets me with a rocket, no wonder ppl go rockets



future requests
a) voice taunts
(better) voice taunts please, with sound etc. The commands now arent too good though.
b) buddy system. The ability to add a buddy so you see his name in a different color on the radar and map. Extremely helpful feature
c) higher/lower feature in rep gunship. Instead of pointing the mouse up and going up i would love to have a "go up/down" button instead

ace game, just the browser is holding its ture mp power back


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."

Last edited by Alegis; 10-17-2004 at 08:50 AM.
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Old 09-25-2004, 04:15 PM   #2
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I agree with most of this, all solid suggestions.

The browser fixes and higher blaster damage are on the top of my list.
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Old 09-25-2004, 04:32 PM   #3
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More voice communication would be nice... perhaps I'm just not making use of the current audio commands (F1-12 I think) but very little communication happens in games. Voice chat would drastically improve this though.


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Old 09-26-2004, 09:43 AM   #4
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bugs etc:

In SP, when i played historical it wouldnt remember my brightness settings when i click on restart mission. Actually, in the brightness bar it would be correct; but display something else unless i click on the bar again

-When in (sniper) zoom mode, you'll still have the scope when the VICTORY appears

-Air vehicles (like air speeders, xwing) shoudn't be able to slow down and shoot infantry easily (looks ridiculous as well, except republic gunship). Just a lil balance issue

-TAB menu. I'd like to be able to click on it an dsee the scores while runnign etc; or when in the respawn interface (countdown...). Also, perhaps be able to always see the KILLS/DEATHS/CP bar in the left of the screen

-After it says a server is full, it displays the in-game browser for a second, and then back to JOIN/CREATE. I would like to have it go to the browser instead

-PING: rather have it in numbers if possible

-make crouch and prone affect aim (better aim). otherwise it doesnt really have any advantage (still easy to hit, and when going in prone cant shoot and its slow)

-different speed for classes (even if its slightly), scouts go faster (since they got weaker need a little advantage to run away) and heavy weapons slower (so they're not as fast as infantry, and cant be easily used against infantry).
A blaster is less heavy than a big rocket pack

-Balance again; heavy weps should be strong against vehicles but weaker against infantry. turn down infantry splash damage?


-bottom of list: jedi fight each other. Even though this would be really kewl i know its asking much, and the other points deserve more attention in my opinion.


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 09-26-2004, 10:00 AM   #5
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-Air vehicles (like air speeders, xwing) shoudn't be able to slow down and shoot infantry easily (looks ridiculous as well, except republic gunship). Just a lil balance issue

Though the vehicles are on repulsors, I heavily agree with this especially because the effect of missiles on vehicles is relatively weak. Around two hits generally kills but you can easily miss even a vehichile moving slowly. The lock-on tracking behavior is horrible. I'm a decent shot now, but I've missed in the past being locked on, holding my reticle over the vehicle but strafing away, the missle shot right by the vehicle! The vehicles can accelerate away. Any vehicle that remains moving every second or so will almost never get hit by missiles.

There definitely needs to be a balance of vehicle armor vs. missile troops. For instance, the Rebel tanks on Dune Sea can annihilate Imp missile troops. It's basically a race. If the Imps destroy the tanks and push their advantage early enough, they can win. If they don't, the Rebels will spawn kill them till their RI are gone.

-PING: rather have it in numbers if possible

A text overlay over the bar would be nice.

-make crouch and prone affect aim (better aim). otherwise it doesnt really have any advantage (still easy to hit, and when going in prone cant shoot and its slow)

This definitely needs some tweaking. People go prone doesn't REALLY make them any less shootable because they can't move. The lower profile doesn't help. So many people go prone on Cloud City halls. I just stay up and strafe back and forth and headshot them. Shooting someone who is prone is almost always a headshot. People who are crouched/prone should be able to roll away and back.

I think the classes do have different speeds. I was noticing in SP today that the rifle troop was running away from me when I was a rocket troop but I only noticed this once. If there isn't a movement speed differential, there should be.

Another suggestion:
Auto-kick on players who TK a given # of players (which could be a variable that admins set). A good number of max team-kills would be ~4.


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Old 09-26-2004, 01:36 PM   #6
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One thing i think we need on the larger battle maps are Bigger maps!! the infantry city maps are Nice size, but the big battles need to be bigger!!!
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Old 09-27-2004, 11:09 AM   #7
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Don't even hope they'll change the existing maps RADICALLY. Nobody wants to download a 1 gb patch, and pandemic wouldnt start at redoing the maps either.


New item;

AAT Splash damage.

I just played clones vs CIS, mos eisley. I took the AAT and got a KDR of 24-1 (died once, took tank again). What can I say? Well first of all the tank looks weird in mos eisley. Secondly, splash damage is way too high. I just needed to shoot 2 m next to them and it was a hit, i'd decrease splash damage on infantry to not make vehicles all-powerful, and stimulate them to fight other vehicles instead of infantry.

Why would a vehcile wage war with another one, and have a 50% chance of winning and gaining a kill, rather than harassing dozens of infantry that spawns.


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 09-27-2004, 11:38 AM   #8
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Quote:
Originally posted by Alegis
Well first of all the tank looks weird in mos eisley.
I wish the vehicles would be removed from that map all together. Too small of a map for vehicles, and you can't even pilot them around. You just ping pong ball all over the place. VERY awkward! It needs to be removed. Hopefully the new dedicated server will give you the option of turning vehicles off in a map, or even choosing your vehicles for a map. Now that I think about it, it would be damn funny to see speeder bikes flying through mos eisley.....well at least for awhile it would, but I'm sure the fun would eventually wear off. BEing able to remove vehicles from a map is a must!
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Old 09-27-2004, 01:59 PM   #9
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I'd like to see...

-The rebel sniper have a figure more like Laura Croft. Come on, if we are gonna look at her, give us something to look at!

OK, I'll completely joking about that one! sorta. What I'd really like to see is

-The team listing be two columns side by side, when you hit TAB.

I hate hitting tab and seeing one long list of players. I have no idea if the teams are even. Can't compair them side to side. Plus I'm not gonna scroll through to see my name on the list when I just wanna look real quick. The team list just annoys me as is now.

-Server info button/command

When i'm on a server playing a few rounds and a friend comes along, I never remember the name of the server I'm on. It would be nice to pull up the server name and/or IP, maybe some other info as well. I know you can just use xfire, but I'd really like to see this feature.

-Better voting system.

In the game Savage, when you vote to kick or mute someone, it tells you to hit F1 for yes or F2 for now. How do we vote in this game again? Also I like how Savage votes are based on who actually votes, not how many are on the server.

-Spectate mode

...would be great. I'd like to see what's going on in the game before hand, or sit as a spec whil afk for a bit. Did someone already say that?
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Old 09-28-2004, 10:02 AM   #10
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Quote:
Originally posted by Cyclone7

-Better voting system.

In the game Savage, when you vote to kick or mute someone, it tells you to hit F1 for yes or F2 for now. How do we vote in this game again? Also I like how Savage votes are based on who actually votes, not how many are on the server.
EXACTLY. Even though F1 and F2 are now used for "follow me" etc, it would be very nice to have voting then until you have chosen an option. When you include a good voting system i hope,

1) majority of voters makes the change in decision, not if voters are majority of all players

2) after you vote the voting box dissapears a little bit, dont want to see a big box the entire time




new suggestion

-Recon droid gets refreshed after sniper gets ammo

I just played a few games, as an assassin droid, hid me behind an ammo droid in theed, and fired 10 orbital strikes before one person knew where i was.

- disastrous massacre, only one spawn left and i just bombarded it, they dont have a chance to go further

I don't think the recon droid should be refreshed for this issuie. Also, even though i layed there for 5 minutes someone else with 1 minute got the camper award. Apparently because i moved with the recon droid i wasnt recorded as a camper


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Old 09-28-2004, 11:14 AM   #11
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haha holy ****. And I thought I was bad refreshing my mines as a missile trooper. Mines are devastating. But they seem to have a time limit after which they disappear.

Refreshing the recon droid. That's a bad bug. There are so many maps where that could be exploited. Theed, Endor, Hoth, Kamino, Geonosis, Dune Sea, Mos Eisley, Yavin Arena... I'm gonna have to learn to shoot down recon droids.


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Old 09-28-2004, 11:17 AM   #12
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I even got 3 kills with the blaster from the recon. I just blast em before i call it just to make sure they got some damage and suffer from the splash damage of the strike

Jet troopers always had me quick, best method is to run away backwards and blast at it. Never run towards it. Also, one therm under it destroys it as well.


This was handy though in rhen var citadel, as we only had one spawn inside and i just kept on calling strikes near the stairs so they couldnt use that way anymore. Still, snipers should only get 1 recon IMO

sniping is a bit hard cause they move in little shocks though. As assault it doesnt matte rmuch for precision...

Also, recon didnt get recorded for camper but i also got the dead eye award for calling orbital strikes. I don't think this should happen either because i dont really aim the strikes right. Its nt rly about accuracy


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Old 09-28-2004, 12:09 PM   #13
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-When you selected a spawn, but want to change spawn and do so, sometimes the timer will restart, and sometimes it wont. Would like to have it keep counting rather than restarting the respawn timer (yes, i select spawns before my timer runs out)

-The 1.00a patch made it that you cant see ping unless you click on server and wait, but if you click on a server it will remain selected. this is a great improvement though there is big room for more. Servers come on quicker as well. Unfortunately of the wrong information, patch was an improvement. Still, as many may know still somewhat uncompatible with 3rd party programs, which is for pc gamers a downside. I know 3rd party doesnt equal pandemic problems, it seems to come for the in-game browser anyways. When using 3rd party, always need to skip the intro logos, select profile and gamespy. Is it possible to avoid all this? (especially profile, use last one selected? I dont want to start up the game with profile either)

-A better autoassign. Now when playing with friends, most servers are autoassign. I'd rather have a better balancing system that runs in the game (instead of blocking newcomers to choose teams) so i can still play with my friend. For example, you can't join the other team if it has more players. this way its still possible to play together if we join the team with the lesser players. I know almost always play against him instead


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 09-28-2004, 03:14 PM   #14
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Re: suggestion list

Quote:
Originally posted by Alegis

b) buddy system. The ability to add a buddy so you see his name in a different color on the radar and map. Extremely helpful feature
EXACTLY what I was thinking about!
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Old 09-28-2004, 03:51 PM   #15
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The selecting a profile should be gotten rid of. It should auto-select the one I last selected, as you suggested. I've been meaning to mention this but it's low on the totem poll. Having to choose it just puts another barrier in the way of me doing what I actually want to do.

If I want to change profile, I can do it via Options or whereever it is.

Yes, autobalance should work like CounterStrike's. Once you join, if the teams are even, you can choose any side. If Imps has less than Rebels you should be put on Imps and left there till you change maps. Once you change maps, it should restart. People can join whichever side they want till there's one side with too many. The current system just isn't good. Could be better. I am an Imperial guy and I hate joining auto-assign servers where I have to be Rebel and then am forced to be Rebel from there-on-out.


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Old 09-29-2004, 03:20 AM   #16
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Quote:
Originally posted by Iceman_IX
The selecting a profile should be gotten rid of.
Luckily thanks to that guy at LEC forums found out how. Just make a shortcut to swbattlefront.exe with those parameters (i know you know what topic i'm talking about )


If the issue cant be solved soon of where you need to disconnect and reconnect when map changes for some servers, i would like to ask a simple console with commands like /reconnect etc to make this extremely easy. Console would also be needed if buddy system is going to be there IMHO


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 10-09-2004, 04:54 AM   #17
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http://members.lycos.co.uk/alegis/jumpbug.jpg

Those who watched the teamxbox movies will remember that the guy came out of a vehicle, and the character would move around in "jump stance", even if he entered/exited another vehicle. I just had this again.




-Blasters faster. In the movies they move very fast, in SWBF its kinda slow, you need to lead a lot more etc..they should move a bit faster

-Save secondary weapon choice. As a pilot, i always run around with medpack selected in secondary weapon. When i die and respawn, its back to the fusioncutter. I'd like swbf to remember the last secondary weapon choice

-Health bar or at least a button to call for medic/ammo, and i can see an icon over their head. ATM as a pilot i dont see why i should run after em and beg em to accept my packs. If you include these icons i would heal em etc


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 10-17-2004, 08:49 AM   #18
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Here i made most of it in a list,

Improvements
  • Server browser:
  • 1) Should display PLAYERS - NAME - MAP - PING
  • 2) A 'stop' button for the server browser
  • 3) Make scrollbar (right) dragable with the mouse
  • move up/move down button in rep gunship. Instead of pointing the mouse up and going up i would love to have a "go up/down" button instead
  • Increase blaster/pistol damage (even slightly would be very nice)
  • Air vehicles (like air speeders, xwing) shoudn't be able to slow down and shoot infantry easily (looks ridiculous as well, except republic gunship). Just a lil balance issue
  • TAB menu. Holding it down will always display it (while running or respawning.
  • Kills/Deaths/CP table, instead of only showing it when killing etc, make it always appear in the left
  • different speed for classes (even if its slightly), scouts go faster (since they got weaker need a little advantage to run away) and heavy weapons slower (so they're not as fast as infantry, and cant be easily used against infantry).
    A blaster is less heavy than a big rocket pack
  • Decrease vehicle splash damage vs infantry

Bugs
  • In SP, when i played historical it wouldnt remember my brightness settings when i click on restart mission. Actually, in the brightness bar it would be correct; but display something else unless i click on the bar again
  • When in (sniper) zoom mode, you'll still have the scope when the VICTORY appears
  • After it says a server is full, it displays the in-game browser for a second, and then back to JOIN/CREATE. I would like to have it go to the browser instead
  • The respawn timer is strange. If you want to join another spawn instead, sometimes it will start again from 12 and sometimes it will continue. Please make it 'continue' instead rather than restarting
  • Jump bug screenshot
  • When a spawn is taken over, vehicles get destroyed. However, those next to an R2droid dont get destroyed (eg an ywing on bespin)

Requested new features
  • Server browser:
  • 1)Search a server (or player: the ability to find a server or player by a word or two
  • 2)Favorites
  • voice tauntsbetter) voice taunts please, with sound etc. The commands now arent too good though.
  • buddy system: The ability to add a buddy so you see his name in a different color on the radar and map. Extremely helpful feature
  • Make crouch and prone affect aim (better aim)
  • heroes should do a short duel, or leave the battlefield and only one of em returns
  • I beg of you, a balancing system. 'You can't join a team with more players 'etc., but you can switch to the team with lesser players
  • A voting system. based on who votes. If majority of voters agree, make vote go in effect. A shortcut button for vote yes and vote no
  • Save secondary weapon choice. As a pilot, i always run around with medpack selected in secondary weapon. When i die and respawn, its back to the fusioncutter. I'd like swbf to remember the last secondary weapon choice
  • Health bar or at least a button to call for medic/ammo, and i can see an icon over their head. ATM as a pilot i dont see why i should run after em and beg em to accept my packs. If you include these icons i would heal em etc
  • Display on top of the HUD how many players on each team


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 10-17-2004, 09:09 PM   #19
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What's the bug in the jump bug screenshot? I looked around but didn't see anything...


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Old 10-18-2004, 08:55 AM   #20
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http://members.lycos.co.uk/alegis/jumpbug.jpg

Those who watched the teamxbox movies will remember that the guy came out of a vehicle, and the character would move around in "jump stance", even if he entered/exited another vehicle. I just had this again.


I only had it twice though, i think its when you exit and at the same time jump out of the vehicle


Also, vehicles need to be less powerful in HP, and the combat landspeeder weaker than the AT-ST. ATM the speeder is much more powerful against an ATST with just a pilot.


-"The glass is neither half-full nor half-empty: it's twice as big as it needs to be."
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Old 10-25-2004, 11:27 AM   #21
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This is a good list, Alegis. Here are some more to add:

Bugs
  • When mapping keys / mouse-buttons / joystick-buttons in the "Control Setup" to an action that already has a key / mouse-button / joystick-button mapped to it, sometimes the new thing you're trying to map goes in as the second entry, and sometimes as the first entry. This is frustrating when you're trying to keep one of the entries, such as MOUSE BUTTON 1, but also want to map JOYSTICK BUTTON 1 to that action instead of CTRL. This should work by always placing the newly mapped key / mouse-button / joystick-button at the start of the list, pushing the previous first entry to the second spot, and discarding the previous second entry.
  • When mapping keys / mouse-buttons / joystick-buttons in the "Control Setup", if the users presses the ESC key, any changes are accepted, contrary to commonly accepted user-interface principles. Pressing the ESC key should be the same as clicking the CANCEL button..
Improvements
  • When mapping keys / mouse-buttons / joystick-buttons in the "Control Setup", provide a way to clear out an action's mapping.
  • Provide a way to explicitly assign the mouse axes, as illustrated in the mappings by default. Aside from clicking the "RESET TO DEFAULT" button, I can't find a way to do this.
  • Give the server admin a way of locking everyone's view to either 1st-person-only / 3rd-person-only / or the option for the player to switch freely.


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Old 10-31-2004, 01:54 AM   #22
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A great list. Especially with the control mappings. I tried for hours to map my joystick, but it all ended with a great mess up


Yes, I'm a n00b. But atleast I can spell Wookiee right:P
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Old 11-01-2004, 11:04 PM   #23
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objects are "fat", when fliying my x-wing below cloud city, if you go close to the downward spirals, you actually hit them and same for when flying close past a tie fighter or anything... i don't know if it's ment to be the x-wing's sheilds or somethin (even though we don't have any shields....) but yeh.... it's VERY frustraiting...

anyone else had this problem...?

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Old 11-02-2004, 08:32 AM   #24
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At the "Victory Screen" and score table, there should be a few seconds allowed where players can type stuff.

It's nice to be able to say "gg" or something once the match ends. As it is, you can type but noone can see it, period.

A brief message of the day display or list of changed cvars that displays during the loading screen would be nice.

I know they like the whole "zooming in on the satellite" thing, but some more info would be good. Also a status bar for loading.

The "colored bars" are okay, but a true ping number display next to each server in the browser should be allowed, plus more filtering options. Instead of the "busy" button, it should say what it's doing (refreshing new servers, connecting to the game with a status bar, etc). More info please!

Unreal Tournament still has the best in-game browser of any online game I've ever seen. Pandemic could learn a lot from it.

In-game toggleable FPS counter (and a console of course). This would be a great addition.

One more thing, add the ability to change the menu resolution. Right now it's forced into 640x480. It would be nice if there was an option to match it to the game resolution (or have a seperate option to change it) so you can view more info at a time if you wish.

Smarter, non-Immortal Jedi: Make it so that Jedi can actually be killed by Infantry. If you still want them to be able to block anything, even behind their backs, make an explosion at their feet (that knocks them down) take them out in 1 or 2 hits (like a regular soldier) or 3-4 hits to make them "supermen". Vehicles should be able to take them down in a few hits from splash damage, rather than having them never ever die except from tricks like being stepped on or blasted into a pit. Make the Jedi respond to orders, or at least help out their fellows in need. If more balance is needed to make the now weaker Jedi more useful, give them the ability to "force jump" (think of the Dark Troopers jump jets) with a little sound effect. Make the "Heal" not just an animation, but something that really heals them (since they are really taking damage now), but not something they can use forever. Make Jedi hard to kill, but not impossible for infantry, in other words, and make them smarter and more useful for the team, rather than randomly roaming around.

Giving Jedi the ability to harm other Jedi with their sabers would be nice too. Perhaps reduce the blocking behavior against other sabers (say, only front shots are blocked, while not swinging). This would be a little more work than the above, but would really make them better than the current window-dressing they are now.

PS: Faster/Stronger blasters (especially 1 shot kills) are something that a lot of people seem to want, but I don't know if they have thought about how that will affect the gameplay.

With the lack of spawn invulnerability, the low framerate & lag and the fact that most servers have Friendly Fire/Team Damage ON, means that there's going to be a lot more added frustration, with only a tiny return for the extra "realism." Also, why bother with headshots if every shot is going to kill instantly? If "realistic blasters" are going to be added, this should be a seperate game mode option, not the default and such servers should be clearly labelled.


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Old 11-11-2004, 04:37 PM   #25
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Originally posted by Alegis

-Balance again; heavy weps should be strong against vehicles but weaker against infantry. turn down infantry splash damage?
I totally disagree. Splash damage from heavy weapons is absurdly small at the moment... Shooting someone with one of the rocket launchers is like using a sniper rifle — it'll kill whoever it hits, and anyone standing *right beside them* is left undamaged. There should be at least a 2M blast radius, like a half-powered grenade going off. The arc trooper is already handicapped against infantry via the slow weapon reload (which should remain.)

Quote:
Originally posted by Alegis

-Health bar or at least a button to call for medic/ammo
Yes! Excellent idea!

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Originally posted by Vagabond

Give the server admin a way of locking everyone's view to either 1st-person-only / 3rd-person-only / or the option for the player to switch freely.
Why on earth would you want to force people to play from a perspective that they don't want to? Players can switch freely — edit your key mappings.
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Old 12-03-2004, 03:30 AM   #26
Redtech
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Hi, newb here, so I'd appreciate if you're all fairly patient with me. I've been lurking here for a while as I'm a "closet" SWBF fan. I don't own it, my close friend does and I'm actively "spreading the word". We make a great team.

Okay, enough blab.
Apologies, but my list of suggestions (for a battlefront 2?) is kinda long.

General game lark:
I think that battlefront would be cool to have an active tutorial that lets you walk around on a “holodeck” of sorts while a Leia soundalike introduces some key concepts, rather than some dull movies. I think it’d be cool to give battlefront the feel that it is a military simulation, say like something the New Republic conjured up as a method of studying war tactics to use against the Yuuzhan Vong. It’s not critical though, just presentation.

The FPV on the PS2 version is pretty lame, I think the hands and weapons are too small, the proportions should be more like Halo2, which is very convincing. Being able to see your own feet is a cosmetic bonus and probably would make the game a serious fps contender. Oh, and better weapon models! What the heck is the Darktrooper doing with an E11!

Classes:
I think some more alternative skins for each class on different levels (e.g. Snowtroopers) would be cool, especially for the droids and clones. Maybe Ep3 will highlight some neat ideas, but otherwise, I'd like to see ice-encrusted droids on Rhen-Var, it’s cosmetic.

The Darktrooper probably needs a more powerful “shotgun”. I should be able to kill 2 enemies at once at close range, not have it relegated to a “melee” weapon. Otherwise, no complaints.

Vehicles and weapons:
I think the AT-ST was screwed. The concussion grenade launcher should be put back in and under the control of pilot 2 IMHO to counter the Rebel “tank”, by making it anti-vehicle.

I feel that vehicles can be almost “too” good in general, because they have high acceleration (AAT excluded). I think they should give the feel they do weigh over 30 tons with only a repulsolift to get them off the flow, so nixxing acceleration (not top speed!) would stop people just “charging in”. I feel vehicles should be for heavy support, not something that can win the battle and rack up mega-kills.

I think weapons should be separated into anti-infantry, anti-tank and “kill-all”. The AP weapons would have large splash and kill infantry well, but be near useless on vehicles, while the AT weapons should have a minimal splash in comparison, but hurt a ton if given a direct hit, while the “kill-all” just sums up the AT-AT. So I think the Rebel landspeeder should have AT missiles, and an AT main cannon with small splash damage, so it depends on its blasters to defend itself from Shocktroopers. It’s just “re-prioritising weapons” really.

So I think that rocket infantry should actually have a tighter splash radius and grenades and mines etc should have a much larger “bang”.

I disagree about the realism of aircraft slowing down as “unrealistic”, after all, they have to land sometime and if they’re VTOL anyway, they might as well have a good cruising speed.

Oh yeah, hijacking vehicles would be hilarious, perhaps it’s a pilot’s unique ability, but an AT-AT would be captured like a heavy command post, so in other words, “watch your back!”


Galactic conquest:
This one’s a biggie!

It should be able to be played online!
Also, I think it’d look better if the map was the Star Wars universe map, that is shown on the loading screen, so you’d get a brill transition from choosing the planet, to zooming in on it’s surface.

Also, there should be more planets and more levels! Ideally, for galactic conquest, there should be a level “the good guys” dominate, a level the “bad guys” dominate and a “free-for-all” level. So when a planet is being contested, the level chosen is based on who currently owns it. E.g. if the rebels invade an imperial Tatooine, gives a different level than if the imps invaded a rebel Tatootine. If the planet is nuetral the “free-for-all” level takes place, where neither side has a particular advantage.

Also, you should have to “earn” planetary bonuses, not have them at start, so you don’t start with any planets, but 4 wins in a row means you can attack their base planet with your superweapon if they have no other planets, for a quick win. But if the opponent has any planets, they must be attacked. The base planet can’t be attacked directly unless the opponent has no other planets and the superweapon is not ready (after 4 victories). In other words…nab those planets!

There should be more bonuses as well, such as “vehicles auto repair” or “poison” where your units are poisoned and loose health slowly down to 50%, just to make the bonuses much stronger.

If you get a “medel” you should be rewarded, such as a higher default ammo for good snipers, and a lightsabre for Jedi killers!

Also, if you win two matches in a row, perhaps there should be the option to disable the opponent’s superweapon by invading it! E.g. the famed death star level, Admiral ackbar’s command ship for the rebellian, a trade fed. Ship or a Rebuplic command ship. If you win, the superweapon is disable until they recapture it. Of course, there’s nothing stopping the opponent from winning just enough to disable yours and regaining control of theirs if they’re good enough.

General:
I think that there should be options for removing vehicles in “quick-play” and online as well as allowing the imperials/rebels on Geonosis and the clones/droids on Endor. After all, it isn’t aiming for realism in those situations, just fun and “what-if” scenarios.

Also, melee attacks where at close range you “auto-whack” with the butt of your rifle would be rather funny and good for sneaking up on campers.

A “kill the VIP” would be cool, with side and level specific VIPs, such as the Emperor on the death Star, an MTT on Naboo etc, where they’d take disgusting amounts of damage, but could be healed and an auto-win for the assassinations.

Also, there should be configurable options for numbers of reinforcement points, from 200-infinty where there is a time limit and victory is based on command point % captured at the end of the match.

Phew! I think that covers it.


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Old 12-26-2004, 10:19 AM   #27
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-Health bar or at least a button to call for medic/ammo, and i can see an icon over their head. ATM as a pilot i dont see why i should run after em and beg em to accept my packs. If you include these icons i would heal em etc
Concur. Pilot should be able to see allies' health via a visual indicator to aid with the decision to dispense ammo/health packs.

Also concur that the 'game wrap up' screen should allow players to type messages to each other. Post-game chat is a requisite of online gaming!

Also concur the pregame sat image displays need more information. At least show players the specific map name, not just the planet name!

Would also like to have a transparent scoreboard through the TAB key and still be able to move around the map concurrently, similar to how most scoreboards are implemented in most FPS games.

Do not concur that the air vehicles should not be able to fly low and slow. I can't do good close air support without throttling down and lining up my ground targets. Keep the air vehicle speeds as they are.

And the Wookie timebomb should be made throwable.

Also, I think the wookie detonator launcher should made to perform like the imperial issue detonator launchers: With a default tap shot, the detonators should explode on contact but if you charge up the launcher, you can bounce the detonators around the combat area.

Currently, I've had several maddening experiences as a Wookie where I shoot a detonator right in a Stormy's FACE and the detonator simply bounces off without detonating!

Also, how about let players doubleclick on the spawnpoints when selecting a spawn location. This would spawn them at the doubleclicked location. Far more efficient interface that way, than clicking a spawnpoint and then moving the mouse all the way over and lining up on the spawn button and clicking on it.

Galactic Conquest online is an idea who's time has come! Please, Pandemic, give us Galactic Conquest for multiplayer!


Wilhuf

Never give in--never, never, never, never, in nothing great or small, large or petty, never give in except to convictions of honour and good sense. Never yield to force; never yield to the apparently overwhelming might of the enemy.

Winston Churchill, 1941.

Last edited by Wilhuf; 12-26-2004 at 10:38 AM.
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Old 01-13-2005, 10:02 AM   #28
Coraan Talme
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Hello there ... finally got admitted to the forum and I'm just now checking the threads ... some nice suggestions here...

Well ... I nearly completely agree with Redtech's suggestion list ... though I'm not so sure about his complaints concerning the vehicles and rocket infantry... but I'm a Rookie who's hardly had the chance to play this game against anyone but the computer yet.

But yes! Yes and yes again! Galactic Conquest absolutely has to be reworked to include multiplayer mode (and please not just online, but for LAN, too)!

It would certainly add some -desperately needed - spice to the game ... I actually had some very similar ideas as to how one could make Galactic Conquest more strategic and interesting. As possible advantages for controlled planets ... how about - just for example - an imperial garrison city at Tattooine with nice fortress walls, turrets, lots of propagan... err ... I mean of course: information posters (Peace and Order for the Galaxy! /The emperor smiles down upon you, loyal subject! / Have you seen this rebel? / Pay your taxes, help to end the war!),and some neutral stormtroopers patroulling in the streets?

It would also be great if one could - to a certain degree - buy vehicles prior to the actual combat ... one would of course need a commander for each team for this ... but that shouldn't be such a great problem, should it?

I also agree that we need more skins ... and maps!

How about some space based maps with a Mon Calamari Cruiser and a Star Destroyer? They wouldn't even need to me mobile, it would be sufficient if they just stood in place as a base with multiple command points . Some rooms for the turret operators, a bridge for the VIP (yes ... I love this idea, too! ) ... an engine room as a destructible command point, hangars, from which fighters could be launched ... and which could be captured by the enemy faction! This would of course require the introduction of a Tyderian shuttle or Stormtrooper Transport - but the Civil War Era needs flying transports anyway ... and it would be just great!

Enter one of those cursed rebel cruisers, capture the hangar, blast your way through the corridors - and blow up the power generator! Hehe! About time to give the rebels a taste of their own stupid standard sabotage tactic!

Ups ... I should try to stay neutral ... don't want to be a too open supporter to the just imperial cause

Anyway ... such a ship map would be a great excuse for a couple of new skins, too. How about the black clad imperial marine troops replacing the stormtroopers in this level (with a weaker, but more precise blaster gun, perhaps? Just as a variation ...) and more varieties of the rebel rocket trooper uniform for the rebel side ... and perhaps a different pilot skin. Each ship could have neutral engineers /troopers standing around and maybe also assisting to fight intruders.

... and we need a Coruscant map, with loyal imperial militia / citizens protecting the street, a double-light-saber equipped red clad Royal Guard as a special imperial Troop (perhaps with chain lightning as a secondary weapon) ... yes ... don't complain, rebel scum ... ehm ... I mean, my dear rebel friends, of course one could also replace those lousy wookies with some jedis for this level.
Oh ... creative overflow - I guess I should better stop here, don't want to spam this nice forum
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Old 01-13-2005, 11:33 PM   #29
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I suppose it would be cool for space battles, but I prefer the ground ones personally, because all the space games will do it better. I prefer ground based combat anyway. I mean, who took out the Death star shield generator? :P

Cool variations on the skins would be cool, (following the weak stormtrooper idea) but some new "sub-factions" might be better, like playin as the Wookiees, the Naboo royal guard, the New Republic etc.

Anyway, I'd hate to play a map where the "only good" Imp unit was nerfed! :P


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Old 01-14-2005, 12:53 PM   #30
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I think you misunderstood me, my dear fellow imperial!

I didn't propose to introduce a pure spaceship combat battle map. You're right, this should be something for a Tie Fighter sequel
Though my idea for space maps definitely features starfighter skirmishes, this wouldn't necessarily be the main focus ... just the first step for boarding battles. A shuttle with fighter escort tries to make it to the enemy capital ship, enters the hangar, the troops on board get out, capture the command point there and trie to conquer the rest of the ship, which (along with the other ship) would be the main part of the battle. The space outside the ships would be a kind of secondary battlefield. To make it interesting for anything besides the actual boarding-of-the-hangar-part, the starfighter could perhaps be allowed to target some key points like external shield generators or energy systems (cuts down ship power systems, maybe interior turrets/shields ... and bathes the enemy ship corridors in red emergency light etc...). But if that's too complicated, well ... you'd need to go back to space anyway once one faction repels the invaders and regains control of it's own hangar and other command posts.
Sigh ... I really hope such a thing will be introduced someday in this game. Well ... I don't know what you think of it, but I always liked the concept of boarding battles - just think of Vader's troops entering this pitiful rebel corvette in Episode 4. Not that this was a particularly spectacular battle, but I think it shows a great deal of potential.

By the way, of course I didn't want to weaken our valiant empire's forces ... THe black clad marine trooper (I don't know how they are actually called, in Jedi Knight 2 they were called "Commandos" but I also found some other sources which described them as the Empire's standard marines) is not supposed to be weaker then the stormtrooper (well, it would make sense, when you consider that stormtroopers are supposed to be the Empire's elite, but let's ignore this for balance) ... I just thought it would be interesting if he had a slightly different equipment than the standard stormtrooper. A weaker but more precise or perhaps quicker heavy blaster pistol to replace the standard stormtrooper gun was just an idea along this line.

Besides: do you really think all classes but the stormtrooper are weak? I'm not that sure about this Even the pilot - which I once considered to be the most useless class outside of vehicles - can do some amazing things if you learn to use his mortar ... Ah ... I love to be a Tie pilot (well ... since Tie Fighter, so I'm perhaps a little biased)

Oh ... one further point to support space maps: When I think back to the Timothy Zahn Star Wars novels (really nice, but sadly another horrible piece of rebel propaganda ) they did feature some good boarding battles, though you have to endure the fact that valiant imperial troops are once again portrayed as being as ready for combat as clay pigeons in a shooting gallery.
Anyway, it had this one scene with imperial space troopers ... which strikes me as a very good idea for another special class. Troopers in extremely bulky suits which were able to fly in space and were armed with photon torpedo launchers ...

Last edited by Coraan Talme; 01-15-2005 at 06:01 AM.
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Old 01-16-2005, 10:42 PM   #31
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Actually, make the Dark Trooper more like the Clone Jet trooper and there's your space trooper right there.

I only play against bots, but I don't find most imp units to be superior to their rebel or even droid equivalents sadly. I'm ticked off personally, although the pilot and sniper are pretty decent. I just feel the old "trooper" is the real 'bang for your buck' trooper.

Actually, a boarding party level would be excellant come to think of it. I'd have loved if Bespin was like that as well. Got real potential if done right.


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Old 01-17-2005, 11:42 AM   #32
Coraan Talme
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Ah ... but we want more variety, not less, don't we?
Anyway, as the Clone Jet Trooper is - in my opinion- the only class that is potentially overpowered, it makes little sense to clone him (sorry for the pun). And I didn't have another swift and mobile jet-trooper class in mind ... quite the contrary: a slow trooper in an extremely heavy suit (which perhaps might be able to take a bit more damage then your usual stormtrooper armour) ... a spacetrooper wouldn't be able to use vehicles and even be a bit sluggish when turning around, yet he would be able to fly a little (mainly in space) and have a ... mmmh ... short ranged, but very powerful torpedo attack? Perhaps also effective against vehicles, but I'd leave that question to the balancing team

Another point: every imperial soldier is of course far superior to rebel scum ... But to prevent our trainees from boredom, rebel troops in this simulation have of course been unrealistically strengthened for the sake of a more balanced fighting experience.

Thus in this context, imperial troops are not MEANT to be superior to rebel's rabble. Of course we still remain morally superior, as we are fighting on the right side and don't have to resort to sabotage and dealing with smugglers

... but let's come back to boarding battles - thanks for the support!
I hope the list of supporters for this will grow even more... the concept is expandable, after all, as there are so many exciting things one can try to board (just to pick up one of your earlier suggestions )


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Old 01-22-2005, 01:11 PM   #33
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-More game modes
ie: Capture the Flag, Deathmatch, etc.
-Vehicles abit overpowered.
-Vehicles for mainly transporting troops
(the most a vehicle seems to carry ingame is the repub gunship, which isnt really much for transporting.)
-Again, the Jedi, some way to kill them other than blowing them off on maps.
-Ability to play as a third team on certain maps
ie: gonohrea in jabba's palace, tuskens in dune sea, geonosians in geonosis, etc.
-Weapon fixes
The blaster rifles are basically just blasters that shoot fast, maybe increase damage.
-Skins
that would be nice

That is all.
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Old 01-22-2005, 01:52 PM   #34
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I did make the Wookiee's Time Bomb throwable (gave it to the Imperial and Rebel Pilot since I replaced the Wookiee and I needed something for the pilots), and now it's like a really big concussion grenade. It's quite possibly more useful for anti-tank than a missile launcher. Two or three Time Bombs will take out a tank easy. Of course, you do have to be at close range.

And Coraan Talme... here I thought you were this expert Imperial and you don't even know that the Imperial "Commandos" in Jedi Knight are really Imperial Navy Troopers! Did you not pay attention to who Luke, Han, and Chewie were blasting in the Death Star detention block, or who was manning the controls of the Endor shield bunker?
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Old 01-23-2005, 09:03 AM   #35
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Hey! I was never one of those regular navy troopers! They just recruited me on the spot for Tie Fighter Training. Of course I know that those black clad guys with the funny helmets are always there on the capital ships -usually standing in our way every emergency launch - ... and I've also heard rumours that they are those navy troops ... but I'm not that familiar with ordinary soldiers. We Tie Pilots are a hard bunch of elite fighters and we don't consort with everybody
Besides, they ARE listed as commandos in this manual ... although this probably means nothing ... it's just a piece of junk from rebel intelligence, after all. It is certainly a good thing that they know NOTHING about the organisation of our forces.
Anyway, knowing that they ARE supposed to be on capital ships - one more reason for them to be included in a boarding battle
Thanks, TK-8252! Oh ... one more question: Do you happen to know what REGULAR imperial ground forces look like? You never see anyone but stormtroopers on GALACNET or any other channel, yet ... as stormtroopers are supposed to be the elite - who's the standard force?
Throwable Time Bombs sound like fun ... but isn't this a little overpowered - especially if you just add them to an existing class? Anyway ... what did you replace those dreadful wookies with?

To Mr. Please: I agree with everything you've said but "overpowered vehicles" - they already lowered their hitpoints and I didn't find them that bad before - and blaster damage, which seems to be fine to me.
Yes! We need Tyderian Shuttles! We need more game modes (my favourite one would be VIP protecting/eliminating, but I'd like deathmatches and capture the flag, too ) We certainly need more skins and a third faction would be nice, too. How about making smugglers a regular faction? Seems to be ideal to me, especially since they could be used for both time periods.

You could increase the Gamorrean's speed slightly and turn them into the special unit, use a Trandoshan with a Concussion Rifle (just like in good old Jedi Knight) as a Heavy Assault Trooper, one of those Stalk-eye-guys as another class - which has loads of thermal detonators, throwable from two hands at the same time, Rodians with blasters as snipers (one-handed sniper weapon, usable while running but lower range?) and loads of other colorful characters from Jabba's entourage. I think this idea has a lot of potential.
Anyway ... thinking of smugglers ...how about a Nar Shaddaa map?


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Old 01-23-2005, 09:54 AM   #36
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Originally posted by Coraan Talme
Do you happen to know what REGULAR imperial ground forces look like? You never see anyone but stormtroopers on GALACNET or any other channel, yet ... as stormtroopers are supposed to be the elite - who's the standard force?
I've only seen illustrations of these guys, but basically take an AT-ST Pilot and put General Veers' armor on him and that's what the standard but rare Imperial Army Troopers look like. Their weapon is unknown to me... perhaps a BlasTech DLT-20A Laser Rifle? Not sure.

http://insd.swcombine.com/insd/Ship_files/itarmspc.jpg

Quote:
Originally posted by Coraan Talme
Throwable Time Bombs sound like fun ... but isn't this a little overpowered - especially if you just add them to an existing class? Anyway ... what did you replace those dreadful wookies with?
They are overpowered if they're throwable. I'll have to adjust the damage values. Right now its possible that these throwable Time Bombs are more useful than a missile launcher for taking out tanks. I gave them to the Imperial and Rebel Pilots since I needed something else for their equipment. I got rid of their mortar launchers, blaster cannons, and gave the Supply Dispensers to the Unique units. I figured that since Luke had a sort of explosive grenade that he took down an AT-AT with that the pilots could have the Time Bombs. I do plan on turning them into Merr-Sonn 7-PrG Proton Grenades like what were used by the Rebel strike team to blow the Endor shield generator.

I replaced the Wookiee Smuggler with a human Rebel Smuggler. I don't have a good character for him yet so I just put a Rebel Soldier in his place. I plan to (once a model for it is made) give the Rebels the BlasTech DH-17 Blaster Pistol for their standard blaster pistol and only give the Rebel Smuggler a BlasTech DL-44 Heavy Blaster Pistol. His DL-44 shoots way faster like the Republic DC-17 Commando Pistol. He also has the Bothan Spy's/Rebel Marksman's Disguise Kit. I figure that he smuggles Stormtrooper armor and wears it when helping the Rebels. Heh. Then he has one Imperial thermal detonator and the Rebel Pilot's former Supply Dispenser.
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Old 01-23-2005, 07:11 PM   #37
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Ah ... thanks for the nice data material I have to admit that we pilots sometimes tend to neglect our manual studies as well ...
Mmh ... it seems that either our regular ground troops fight battles somewhat like stormtroopers do in those ridiculous rebel propaganda vids (you know, twenty well armed & armoured troopers continually firing at & constantly missing two pitiful rebels in everyday clothing who somehow manage to take down one stormtrooper per shot) ... and are therefore just not particularly presentable for galactic channels- or Imperial Army troopers are a well guarded secret force, which is actually busy preparing a massive and decisive strike on the rebel scum! Another possibility is that they are notoriously shy and like to keep their private sphere.
Anyway ... now that we have a phantom picture of those mysterious soldiers - how about adding them to a map? (Yes ... I know I keep saying things like that ... but then: there's an awful lot of skins out there waiting to be used ... and why not get EVERY SINGLE ONE of them into the game ... WHARHARHARHAR! - evil, maniacal laughter)

Well, TK-8252 ... I wish to congratulate you for your work on this simulation program! Introducing rebel smugglers into their faction is certainly a measure of high pedagogic value!
This would be an excellent example to show all those new recruits the close link between the rebellion and smugglers ... Ah ... could you perhaps create suitably ragged and dirty clothing for this particular scoundrel? It would subtly underline the closest connection between rebels and smugglers: both are dirty criminals!
On the other hand ... I think you're perhaps planning to put too much equipment in the hands of this special class ... and it would be a shame to rob us poor pilots of our supply dispensers and mortars ... Well, honestly speaking, I have no idea why mortars belong to our standard equipment ... but then - I don't know if Taun-Taun sandwiches, a bottle of Corellian Ale, a well-stocked library of entertainment vids, a soothing audio disc(Sunset over Coruscant, The Imperial March, Tie-Fighter-Engine MIX etc.), a pair of extra large fluffy house shoes, a lava lamp, fine silk cushions, a dart-board, an inflatable AT-AT, a rubber duck and a piece of soap ... and all the rest of the emergency stuff - are strictly necessary either ...
We pilots sometimes need a proof of our elite status during a hard day in the cockpit... and you just can't say how it would affect combat morale if you took anything of this away ...
The galaxy is a strange place ... You never know if you won't end up with a blown engine tomorrow ... alone on a desolate swamp planet - and the only thing which saves you from being eaten by a giant monsters with incredibly large teeth is ... well ... feeding it your rubber duck maybe ... so that it dies from indigestion. Or maybe a crazed old eremite won't help you unless you give him some decent food or your lava lamp? See - the very idea to take something away from us pilots is irresponsible!


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Old 01-23-2005, 07:51 PM   #38
TK-8252
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I hate to hijack this thread with my own personal modding (if a Mod wants to split this into a new thread in Editing please do).

Pilots - don't underestimate the blaster pistol here! It does pack a punch. You just gotta know how to use it. I don't understand why they gave Pilots 'nade launchers and such. And giving them a support duty makes even less sense.

In earlier stages, the Rebel Pilot only had a blaster pistol, fusioncutter, haywire (EMP) grenades, and the ability to auto-eject from a destroyed vehicle. Then the next faction revealed, CIS, had the Pilot Droid armed with a 'nade launcher, blaster pistol, fusioncutter, time bombs, and a "repair kit" which was used for repairing other droids (I think the fusioncutter at one point was also used for repairing other droids). It could also auto-eject. But then when they had to remove the Unique support units (officers, real smugglers, etc.), they had to give the Supply Dispenser to the Pilots, and it became the all-around support/engineer unit.

I originally hoped that it could be coded so vehicles could restrict who could and couldn't use it (no Scout Troopers in TIE Fighters or Stormtroopers in AT-ST's). But since they're not releasing the code, I don't think this is possible. This would mean that Pilots would play a much bigger role in, well, actually piloting. But since this isn't possible... I suppose I'll have to give them some sort of primary weapon. But whatever it is it won't be a 'nade launcher, shotgun, or lightning machine.

The Unique units aren't getting any more than they need. The Imperial Officer's only direct weapon is a standard pistol. There's Orbital Strikes which are its best weapon, a Recon Droid taken from the Scout Trooper, and the Supply Dispenser. The Rebel Smuggler has the Commando Pistol which a good weapon, the Disguise Kit which actually isn't as useful as it seems like. All it can do is get you past enemy lines where you can either do sneak attacks on lone Imperials or try to take a Command Post, alone. Then there's the Thermal Detonator and Supply Dispenser.
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Old 02-02-2005, 04:14 AM   #39
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Cool.

I think perhaps a BF2 would need a "re-definition" of classes. Maybe exaggerate their strengths a little. Like CIS are strongly anti-vehicle, Republic anti-personal, Imperial, overall Strong, Rebels, fast and flexible. (With obvious exceptions, which are the special units).


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Old 02-14-2005, 03:30 PM   #40
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I think it would be cool if the AT-AT could transport units, thats what its name means doesnt it All terrain armored transport? (if this is wrong please tell me...) this way troops dont have to worry about those pesky rebel speeders or snipers and travel in style in an AT-AT until they reach the enemy base and are unloaded to storm it together, so the At-at could have a driver, gunner and like 10 transport positions, of course to balance it if that AT-AT is destroyed with all those units in it... ouch

I like that your removing the pilots weapons TK, it didnt fit them any way, just give em a pistol, fushion cutter, and maybe the ability to set up Health and Ammo droids? just a suggestion.

Another idea i had is to give each of the normal soldier a speacial ability to make it kind of diffrent, like the rebels get some kind of explosive thing, a timb bomb? or maybe just extra grenades to fit with there terrorist nature, while the imperial storm trooper could get a single heath and ammo packet because they are better supplied then the rebels. i dont think it would make them to over powered because, if your in the middle of combat whose gonna remember to use the health/ammo packet? just when there far from help and need the boost. or maybe there gun could have a "stun" feature

All the ideas sound great though!!

I


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