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KARMA:
in theory, you're right about hyperspace, but this is a vague issue in the swverse..i mean...nobody really knows how it works and therefore there are some differences between films, books/comics and games:
in the films hyperspace jumps can be done by any ship in any time, it just require a while for the computer to elaborate the right route, and almost all the action is near strategic points (starbases or planets) and not in deep space
in games this is little different:
in xwing,tiefighter and xwing v tiefighter fighters can jump whenever they want, like in films, all the other ships must reach instead a jumpoint, usually defined by a navbuoy
this should be a nonsense if you take care of films, so...what these jumpoints are?
two ways in my opinion:
1-the time to reach them just represent the time your navcomputer need to elaborate calculations
2-there are some "standard" routes, from one point ot another, that don't need calculations and the bigger a ship is the longer it would take for a computer to make calculations(more dangerous the path). so big ships usually follow only the routes+ its easyer for a fighter to follow new routes + probably not all the ships are equipped with a computer capable of elaborate new routes.
this is how i explain it, however, but there are some important proofs:
in balance of power (the wonderful mission pack for xvt) there are some missions where you stand in deep space with an interdictor and force ships to came out from hyperspace, and this can be done only if you already knows a ship's route, so only if there are standard routes
in xwingalliance if i remember weel all the ships, fighters included, need to reach a jumppoint to make the hyperjump, near stations there are different navbuoy for different areas, and you can activate hyperdrive only near jumppoints, like tachyon
btw there should be something about "fantaphysic" in the swcommentaries from Theforce.net maybe i'll give a look there

oh, and thanks for the link:)

Galemp:
As far as color goes, we'll try to spice things up as much as possible while remaining true to the movies. TIEs and Imperial ships should be black, white, and grey, as that was part of their cold fearsomeness. Like Vader and the Stormtroopers, absolute conformity and superior numbers. Rebel fighter maps will have a warmer tint to them, hopefully. They will have colored but worn paint in different colors and the Mon Cal ships will have subtle tones to them as well. FS2 background nebulae should make things nicer too.

Red and green laser bolts will be blasting all over the place as well. I've written the tables for them based largely on YOUR weapon upgrades, Sandwich. There are Rebel and Imperial turbolasers and huge ion cannons too. However, we lack Rebel capships right now so we haven't gotten the opportunity to fully test them.

Sandwich:

--- Quote ---Originally posted by GalacticEmperor
I've written the tables for them based largely on YOUR weapon upgrades, Sandwich.
--- End quote ---



;7 Isn't it fun to try and approach a Fenris with those turrets? I haven't been able to. :D

EDIT: Just a thought - about the laser mass - I get the impression from the movies that SW turbolasers have no mass at all when they impact something, primarily from the lightsaber blocking them - it would be bashed back if they had any inertial affect, I would think.

CODEDOG ND:
hmm I know u can put a shockwave on a laser...what about the EMP effect for the Ion Cannon?  Hmmm...I might have to look at that.  :)

Sesquipedalian:

--- Quote ---Originally posted by Sandwich

EDIT: Just a thought - about the laser mass - I get the impression from the movies that SW turbolasers have no mass at all when they impact something, primarily from the lightsaber blocking them - it would be bashed back if they had any inertial affect, I would think.
--- End quote ---


But on the other hand, the Falcon gets seriously knocked around when hit by the Imperial Destroyer's turbolasers in ESB.

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