Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Woolie Wool on December 31, 2003, 10:21:28 am
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In The Great Hunt, the Lucifer thought it would be funny to open fire on the Bastion. So now there is no Bastion and therefore...
The Thoths and the bombers didn't launch.:shaking:
Eight fighters isn't enough to take out the Lucy. I've failed the mission twice in a row because I can't take the reactors out fast enough! I need help now!
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Uh, replay the first mission and hope that the Lucifer doesn't destroy the Bastion?
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As a joke, I once picked up all fighters with Ursa bombers and killed the lucy -- not just destroying the reactors :)
It's possible as the more reactors you destroy, the lower the hull integrity will go. Those last % can be whooped with a good amount of harbingers without any problem.
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yeah, you're kindof stuck there... you won't be able to get them now... uh... Good Luck? :p
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Originally posted by Lightspeed
As a joke, I once picked up all fighters with Ursa bombers and killed the lucy -- not just destroying the reactors :)
HAW HAW HAW! Go you!:D:yes:
I cheated my way through (I killed the Lucy with the ~k cheat) and then played it again with all wings available in the simulator. It was ludicrously easy with Delta helping us.
Once I played an FS2 version with Ares, Erinyes, and Serapis fighters in Alpha, Beta, and Epsilon wings and with Helios instead of Harbingers, Kaysers instead of Banshees, Piranhas instead of Synaptic Bombs, Harpoons rather than Interceptors, and Tornadoes in lieu of Hornets. The Lucifer was THIS close to being destroyed normally when the reactors went down (under 10% integrity). In both cases, the mission was really easy and an anticlimax. If they had put a 6 or 7 minute deadline, it would've been better (In the sim it took me 6:30).
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In the last mission you don't even have to do anything, Delta will do everything for you. Just attack fighters.
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Originally posted by Woolie Wool
In The Great Hunt, the Lucifer thought it would be funny to open fire on the Bastion. So now there is no Bastion and therefore...
:wtf:
When they're both a good 9-10 kilos away?
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Originally posted by Solatar
In the last mission you don't even have to do anything, Delta will do everything for you. Just attack fighters.
:nod:
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How exactly did the Lucifer use it's main uber shooty things if the Lucifer is facing the opposite way of the Bastion?
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It turned around to face the Bastion.
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Originally posted by nuclear1
:wtf:
When they're both a good 9-10 kilos away?
Actually, the Lucy was around 11 kilometers away, but it still destroyed the Bastion (although one of its shots missed). It's flux beams' range is that long.:nod:
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It turned around...when it had orders to jump...:rolleyes:
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I never saw it jump. Command gave me orders to pursue the Lucifer into the node, and when I jumped, the Lucy was still there.
Is it because my copy of FS1 is v1.00?
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Can you replay the previous mission? Try that, because the Lucy is supposed to jump out about 30 seconds after the mission starts.
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yeah... and it should be 18 K away from you too...
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Originally posted by Woolie Wool
Once I played an FS2 version with Ares, Erinyes, and Serapis fighters in Alpha, Beta, and Epsilon wings and with Helios instead of Harbingers, Kaysers instead of Banshees, Piranhas instead of Synaptic Bombs, Harpoons rather than Interceptors, and Tornadoes in lieu of Hornets. The Lucifer was THIS close to being destroyed normally when the reactors went down (under 10% integrity). In both cases, the mission was really easy and an anticlimax. If they had put a 6 or 7 minute deadline, it would've been better (In the sim it took me 6:30).
Why in hell would you chose Kaysers, when you could use Maxims. If you're fighting in subspace, no one has any sheilds, so you should Maximize your hull dammage and use the Maxim. In the ported campaign, I used to fly a Herc with 4 Prom and 2 Banshee, but with the lower hull dammage of the Banshee, I've taken to replacing 'em with Disruptors so I can help out against the reactors.
Later!
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Because I was recreating the original mission, only with FS2 technology, and Good Luck is a Red Alert mission, so you use default weapons in the simulator. Since the Herc you fly in Good Luck has Banshees by default, they're replaced by Kaysers.
I managed to reach the rank of Commander by the end of FS1. It's great to have a promotion once in a blue moon.:lol:
Speaking of promotions, remember the promotion debriefings for ranks above Commodore?
"We don't know how you did it, but you are hereby given the prestigious rank of Rear Admiral. (We think you cheated.)"
"You must've really cheated to get this rank? Do you want to sit behind a desk or something? That's what Vice Admirals do."
"You really need to stop cheating. This could become a natural thing for you, and that would be bad. Go on Admiral Cheater, I think you have to perform an inspection or ceremony or something."
:lol:
Why did they take that out of FS2?
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Originally posted by Woolie Wool
In both cases, the mission was really easy and an anticlimax. If they had put a 6 or 7 minute deadline, it would've been better (In the sim it took me 6:30).
... yeah.. that's why you play the game the way it's supposed to be played / up the difficulty.
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Even at high difficulty levels, it is too easy. The enemy fighters' maneuverability is greatly reduced by the subspace tunnel, allowing me to pick off even Dragons at my leisure. The fact that Shivan fighters only have 100 hull hitpoints while I have 250 and that their weapons suck compared to the Prometheus and Banshee also tilts the balance in my favor. The Shivans are simply outmanned, outgunned, and doomed. Now, if the Lucifer had anti-fighter versions of those flux beams, it would be more interesting...(http://dynamic4.gamespy.com/~freespace/forums/images/smilies/devil.gif)
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Originally posted by Woolie Wool
"You must've really cheated to get this rank? Do you want to sit behind a desk or something? That's what Vice Admirals do."
:p
I'm due for that one any time now... Pilotview says I've got 492 points left, with a grand total of 499508 (with my new pilot from early last year)... :nod: ;7 ;7
As for the last mission, I can beat it in 3:30, or 4:00 on medium... I tried it on hard, and was close to finishing it, but i got disrupted by alpha 2 (i think) so i'm stuck there for 20 seconds, being torn apart by manticores... :hopping:
Every time I do it, I take an ursa with 6 Harbs... one will take out a reactor, put a disruptor in the tripile bank, and a prometeus in the center one...
That reminds me, does anyone actually use the prometheus (either version) in FS2? I always find myself using Subachs untill the kaysers or maxims are available... I just find the prom R and S too slow firing compared to the FS1 version...
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Finish Homesick - or Derelict on hard.
Your idea of subspace combat will definitly change when GTVA vessels charge you.
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Derelict... ah the good ol' days of having your ass nearly rammed out by a Lucy jumping in. :D
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Hippo: I usually use the Prom S because I hate spraying fire around and do more of a "shoot when I have the shot" thing.
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I just don't think that the S fires as fast as the FS1 variant... It also packs less of a punch when even it takes 8+ shots to down a shieldless manticore, where as FS1 takes 3-5... Its still a good weapon don't get me wrong, but i find the subach more effective then it... Though, I also favor the avenger and banshee to the Prometheus when i get a chance... But since most of the time I fly either an Athena, or a valkyrie, i'll go with avengers and a banshee respectivly, but with a prom as backup in both cases... I just rarely use it...
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You must be thinking of the Prom R, which is that ****ty Prometheus retrofit that's given to you when you join the 107th Ravens.
Anyway, I love the original Prometheus and Prometheus S. They are my main weapons for every mission (well, the Prom S is until I get the Kayser).
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I got to about 650000 points in FS1, and never advanced beyond Commodore... Pilotview was always telling me I had 2.3 million points left for my next rank, and I was too lazy to just build a mission where Basilisks were worth a quarter million to get to Rear Admiral.
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And that's why the game accuses you of cheating when you rise above Commodore--it's almost impossible to do without cheating.
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its possible but very boring to reach. Ranks are stupid anyhow. At least the way they are.
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Unless someone cared to do manual promotion in their campaign and assign more duties to the player using persistent variables.
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You don't really need persistent variables. Just give ships more Player Orders as the player gains in rank. For example, in the first mission, the player may not be able to give orders to anyone and in the last mission he might be able give orders to anything up to corvette size.
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Originally posted by Woolie Wool
It turned around to face the Bastion.
Wierd. That never happened to me. It always jumped out just after the Bastion got there.
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I'm never gonna get above Commander in it. Never...
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there was this one mission that i always completed perfectly in fs1, and every time i did i was automatically promoted afterward. i was a captain before i lost my last player file when my computer exploded.
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Originally posted by Lightspeed
....Ranks are stupid anyhow...
Not the ranks, only the amount of score you need to reach to get them. I think that ranking system was not optimized for single player, it was optimized for PXO. It simply would be too boring for PXOers that after 200 missions, all have the rank of Admiral.
Originally posted by Woolie Wool
You don't really need persistent variables. Just give ships more Player Orders as the player gains in rank. For example, in the first mission, the player may not be able to give orders to anyone and in the last mission he might be able give orders to anything up to corvette size.
I think it would not be so ideal. You are(in theory) a rookie at the beginning of the campaign.
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The TVWP is working this way, for most of the campaign you are not even Alpha 1.
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Originally posted by TopAce
I think it would not be so ideal. You are(in theory) a rookie at the beginning of the campaign.
Maybe you misread my post. At the beginning of the campaign, the player should have VERY LITTLE authority. Some of your wingmen will actually order you around.
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Originally posted by Solatar
The TVWP is working this way, for most of the campaign you are not even Alpha 1.
I do that too, although you become a squadron leader in the middle of the campaign instead of near the end. In the third Starforce chapter, you start as Beta 1 and take orders from Alpha 1, who was the player character in the second chapter. It kind of ties the two stories together a bit.
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Originally posted by Woolie Wool
Maybe you misread my post. At the beginning of the campaign, the player should have VERY LITTLE authority. Some of your wingmen will actually order you around.
The 'little authority' is already done. But the 'player ordered by other wingmen' would be quite hard. You know that it would be really impossible to make an Ai that can measure the situation and give logical orders. In addition, it would have no use if you can ignore it and go after your head without any consequences of refusing to follow direct orders.
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SCRIPTING, TopAce. It's not hard for Alpha 1 to tell you to break and attack when enemy fighters are spotted. Besides, the orders given are usually the logical choice for the situation anyway (would you really just sit there when fighters are screaming towards you at full speed?).
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I see. I belived you were thinking about something more complicated. . . :)
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Just be careful Woolie that Alpha 1 does not die before said orders were given. Fighters have a notoriously short lifespan unless a human is flying.
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custom hitpoints, up them up to something like a Leviathan.
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A couple of sexps will take care of that. Just make Alpha 1 invincible when his hull integrity reaches a certain point or just use the protect flag so his ship hangs on by a hair no matter what firepower is arrayed against him.
Using a special "Ace" AI class with every category pushed to the max helps too, unless you're playing on Insane, where Colonel and General pilots also have max AI stats.
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Well, if you give him high hitpoints, he can still be destroyed, and you could have no messages being ordered, or have Alpha 2 do them. You could be yelled at later.
That's if it isn't a persistant character...
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Or you could just use the "ship-guardian" flag, which will revent a ship from being destroyed, remaining at 1%... it won't prevent subsystems from being destroyed however, so you run the risk of a ship getting disabled and unable to engage... it can still call for a repair ship though. Just to clarify, the protect-ship flag/sexp will prevent any ship from attacking that target.
Later!
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I actually prefer Solotars suggestion. One big problem with ship-guardian is that when you have a wing of fighters with 1% hulls it becomes very obvious what is going on. Boosting the hitpoints would mean that the ship would take damage but would be hard to destroy. A ship guardian just to make sure is a nice idea though