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johnsof
I'm New! Laugh At Me!

Registered: Aug 2001
Location: Adelaide
Posts: 5

Question How many missles a starfury would carry?

So how many missiles the normal starfury would carry because in Babylon 5 ThirdSpace , the scene with the raid and Ivanova fired some missiles and it looked that they cannot carry too many.

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Old Post 08-08-2001 03:31 AM
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Eternal One
Babylon Project

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Ivanova was carrying 8 missiles, and so we have 8 hardpoing planned.

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Old Post 08-08-2001 07:00 AM
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Prophet
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Registered: Feb 2001
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quote:
Originally posted by Eternal One
Ivanova was carrying 8 missiles, and so we have 8 hardpoing planned.


Hardpoing... :P

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Old Post 08-08-2001 08:47 AM
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IceFire
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Its great fun firing off missiles that you detonate later in a big explosion.

Its NOT at all like FS2's guided missile frenzy....you have to time things right and you're not always lucky.

Now T-Bolts will have guided missiles, but again, its not like FreeSpace 2. Lockon times are longer and the missile flies a relatively straight path with low amounts of manuvering.

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Old Post 08-08-2001 01:36 PM
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Prophet
Murdock

Registered: Feb 2001
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How far away do they lock on to target?

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Old Post 08-08-2001 01:48 PM
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CptWhite
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Registered: Feb 2001
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I think they'll be corrected but at the moment you can take a whole squadran with the current aurora missiles. when they jump in and are all close together if you get it close enough you can take them all out in 1 missile

but you have to be careful otherwise you take yourself out too !

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Old Post 08-08-2001 04:25 PM
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Prophet
Murdock

Registered: Feb 2001
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Tell me if this sounds silly, but... In B5 you don't see fighters jumping in too often... Yes?

Anyways, area effect missles (and I do mean EFFECT, not some stupid infyrno/pirahna) are fun... Then you notice that you took out half of your own squadron

Edit: Just curious... Will the Warlocks missiles have large area of effect?

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Last edited by Prophet on 08-08-2001 at 09:53 PM

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Old Post 08-08-2001 04:56 PM
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IceFire
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Warlocks missiles will be basically anti-capital ship....although im not sure if they are exclusively or not.

The missiles we've got operate like the Infyrno...but you use them much closer to yourself and they affect a much smaller radius so its much safer to use them. That being said, a tighly packed formation of Nials attacking a capital ship can be toasted by a well placed shot. And it gets easier as you use them.

quote:
Tell me if this sounds silly, but... In B5 you don't see fighters jumping in too often... Yes?


No but they have to arrive on the scene somehow. Typically we've got them appearing without any jumpoint animation (so they are just there....WC style I suppose) or appearing alongside a capital ship when it jumps in. There is only so much you can do.

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Old Post 08-08-2001 10:06 PM
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tomcat
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Registered: Feb 2001
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MY OPINION ABOUT MISSILES

well .. Missile for fighters are not QUITE that much ussual in b5 ..
we should scrapp that Area missile( ) ....kind of silly 3 century in the future and we use dumbfire-remote detonation missiles
so we sould have a classic missile aspect seeking/heatseeker ..long time to lock on a maneuvring targe ,.. but very helpfull when it comes for some small cap ship or systems in big ships.

kin of MX50(?)-Interceptor but with warhead addpted for our use in B5...bigger bang

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Old Post 08-08-2001 11:12 PM
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IceFire
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Tomcat: We've got one of those....neither Et1 or I have built the tables for it yet.

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Old Post 08-09-2001 01:15 AM
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Prophet
Murdock

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quote:
Originally posted by IceFire
No but they have to arrive on the scene somehow. Typically we've got them appearing without any jumpoint animation (so they are just there....WC style I suppose) or appearing alongside a capital ship when it jumps in. There is only so much you can do.


I didn't like it when in FS2 those waves were so obious. When you destroyed one wave, another would come right after it, then another and another and another...

In the heat of battle you don't really notice if they appear there quietly, you just think they were there all the time...

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Old Post 08-09-2001 08:52 AM
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Xaphod_x
Babylon Project

Registered: Jun 2001
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that's what "wave threshold" is for.

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Old Post 08-09-2001 03:38 PM
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IceFire
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quote:
I didn't like it when in FS2 those waves were so obious. When you destroyed one wave, another would come right after it, then another and another and another...

In the heat of battle you don't really notice if they appear there quietly, you just think they were there all the time...


What you're describing is probably a user made mission....and thats what I call bad mission design.

Waves can be very useful to keep the player occupied with a fairly consistant set of hostiles to deal with. On the other hand, if the only bad guys in the entire mission are 5 waves of fighters and 5 waves of bombers, then its a bad mission.

Variety is the key to mission design. Elements like additional waves can help or hinder such a process.

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Old Post 08-09-2001 08:22 PM
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Prophet
Murdock

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Nononono. In the main campaing too. Okay, example... You defended that installation (named whatewer) when NTF was attacking it, right? Now, there comes a wing of bombers... No problem. After that comes another... No problem. Then another... And again they go boom... Etc...
I think we all agree that it would have been wiser to send all bomber at once, yes? That station would have had serious problems then. But nooo, send them in groups of four so they are easy prey for the player...
No wonder the NTF lost the war...

So mission designer must be extremley careful with this...

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Old Post 08-09-2001 09:44 PM
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ApaBaBooN
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HMm... Usually in the main campaign there is a time limit when a wing of fighter/bombers jump in so they can try to swarm you... But there is few interception missions with the wing after wing is in effect...

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Old Post 08-09-2001 09:51 PM
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IceFire
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quote:
Nononono. In the main campaing too. Okay, example... You defended that installation (named whatewer) when NTF was attacking it, right? Now, there comes a wing of bombers... No problem. After that comes another... No problem. Then another... And again they go boom... Etc...
I think we all agree that it would have been wiser to send all bomber at once, yes? That station would have had serious problems then. But nooo, send them in groups of four so they are easy prey for the player...


They are easy prey because thats what...the 5th or 6th mission of the campaign. For an inexperienced player, those 3 bombers wouldn't be that easy to deal with in concept...nevermind in practice. Its also called play balancing, making it impossible or nearly impossible to win, isn't fun.

There is nothing wrong with "The Sixth Wonder" which is the name of that mission. Infact, I've studied it closer to understand the mechanics of the mission because its actually quite quite good. Those "waves" of bombers aren't mindless waves of bombers. They are precisely timed.

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Old Post 08-09-2001 10:17 PM
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ApaBaBooN
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Hmph... You don't need anything else but a afterburner to blow up three bombers from the sky... *Ram'em* Yes sir! But when there is four u might use one or two missiles

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Old Post 08-09-2001 10:25 PM
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Londo Molari
Murdock

Registered: May 2001
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yeah, when I played that mission, I lost it like 3 times before i got it....

what? so I am a newbie....

but I like what I see so far about fighters entering... just being there or entering with capital ships is good

what about exiting the mission.... it'll be funny when our starfury opens a jumppoint

but in mods, we are ofcourse limited....

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Old Post 08-10-2001 04:03 AM
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CptWhite
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in the first mission you have to be in proximity to the hyperion to engage - you still have a small jump gate open but a hyperion opens a massive one next to you and so its disguised a little bit which is about the best we can do at the moment.

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Old Post 08-10-2001 09:42 AM
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Cr@zYdAvE
Murdock

Registered: Apr 2001
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when a mission is finished and the pilot must like er dock with a crusier/babylon 5 wouldn't u just give a message saying mission completed, taking control of your flight computer and prepare to dock and then the mission will end, like in the very last 2 missions of fs2 when the bastion collapses the jump node it takes u right to the next mission without jumping

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