T
thunderfoot
Deleted Due to Inactivity
Former MSFC Member
As the title says. This one is about using fighters in A2. It was an idea I had a long time ago and happily, it works pretty well. For the most part. But sometimes it is difficult to really use them correctly as this is a strategic game not a tactical one. One of the things I was trying for in A2PP was to bring a much more tactical feel to the game. I thought, wrongfully, that if people could manage their indivdual ships better, they would utilize smaller number of them more effectively. Now, I am no longer sure this is the case.
The discussion points are these.
1) Should each and every fighter be portrayed as an individual ship?
2) Should fighters be modelled for effect, as in the squadrons are represented by a ship onscreen but in actuality each ship represents twelve or so fighters? This method is used in SW:EAW successfully. Would this work better in A2 as well?
I bring this up because it has been something of a challenge to really manage my Viper squadrons to get maximum effect out them. At the same time a cloud of Raiders swanning in from low and to starboard does not have the same dramatic impact or effect it should currently ingame.
The discussion points are these.
1) Should each and every fighter be portrayed as an individual ship?
2) Should fighters be modelled for effect, as in the squadrons are represented by a ship onscreen but in actuality each ship represents twelve or so fighters? This method is used in SW:EAW successfully. Would this work better in A2 as well?
I bring this up because it has been something of a challenge to really manage my Viper squadrons to get maximum effect out them. At the same time a cloud of Raiders swanning in from low and to starboard does not have the same dramatic impact or effect it should currently ingame.