Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Kie99 on September 30, 2009, 12:21:16 pm
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Does anyone know for certain how many kills you need to obtain these ranks? I've seen loads of sources which conflict, generally around 80, but I'm pretty sure I've got it with less that that before. If anyone had any evidence from the code or tables rather than anecdotal that'd be great, because I believe Cargo kills skew it a bit.
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The Wiki is your friend.
Ranks: http://www.hard-light.net/wiki/index.php/Ranks_in_FreeSpace
Medals: http://www.hard-light.net/wiki/index.php/Awardable_Medals
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$Name: Ace
$Bitmap: Medal14.pcx
$Num mods: 1
+Num Kills: 60
$Wavefile Base: badge_a.wav
$Promotion Text:
XSTR("For your excellent record of confirmed kills, you have achieved the status of Ace.", 2722)
$Name: Double Ace
$Bitmap: Medal15.pcx
$Num mods: 1
+Num Kills: 150
$Wavefile Base: badge_b.wav
$Promotion Text:
XSTR("For your outstanding record of confirmed kills, you have achieved the status of Double Ace.", 2723)
$Name: Triple Ace
$Bitmap: Medal16.pcx
$Num mods: 1
+Num Kills: 350
$Wavefile Base: badge_c.wav
$Promotion Text:
XSTR("For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace.", 2724)
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The Wiki is your friend.
Ranks: http://www.hard-light.net/wiki/index.php/Ranks_in_FreeSpace
Medals: http://www.hard-light.net/wiki/index.php/Awardable_Medals
As of the time of writing, The Wiki doesn't have a definitive answer for the question of how many kills you need in FS2, there's a (65?) after the 60, presumably to do with Cargo kills
$Name: Ace
$Bitmap: Medal14.pcx
$Num mods: 1
+Num Kills: 60
$Wavefile Base: badge_a.wav
$Promotion Text:
XSTR("For your excellent record of confirmed kills, you have achieved the status of Ace.", 2722)
$Name: Double Ace
$Bitmap: Medal15.pcx
$Num mods: 1
+Num Kills: 150
$Wavefile Base: badge_b.wav
$Promotion Text:
XSTR("For your outstanding record of confirmed kills, you have achieved the status of Double Ace.", 2723)
$Name: Triple Ace
$Bitmap: Medal16.pcx
$Num mods: 1
+Num Kills: 350
$Wavefile Base: badge_c.wav
$Promotion Text:
XSTR("For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace.", 2724)
Cheers
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... Bullcrap, I had 762+++ kills, and was still a Double Ace.
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How many of them were cargo-containers?
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No ****ing way, are you serious? Cargo containers don't count towards Aces?
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No ****ing way, are you serious? Cargo containers don't count towards Aces?
Apparently not (http://www.hard-light.net/forums/index.php?topic=65292.msg1296456#msg1296456), it explains the discrepancies in when people get Ace status quite neatly.
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How many of them were cargo-containers?
Not many. Hundred, maybe. Although, my habit of jumping between mods might account for this.
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Only hostile fighters and bombers count toward badges.
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I realised that a long while ago.
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I realised that a long while ago.
Cruisers/freighters/capships don't seem to be on his list though!
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It is only fair that when you shoot down a capital ship it should be equal to having shot many fighters...I mean heck you wasted 2 hours to singlehandedly win a dogfight against a Sathanas, and you need to kill 60 of that just so you could be an ace?? :wtf:
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It's worth ranking points.
Though personally the bigger the ship the more useless it is in FS2.
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It is only fair that when you shoot down a capital ship it should be equal to having shot many fighters...I mean heck you wasted 2 hours to singlehandedly win a dogfight against a Sathanas, and you need to kill 60 of that just so you could be an ace?? :wtf:
I would point out that dogfighting a Sath isn't that hard. In terms of danger posed against fighters, Saths are just big fat targets.
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You don't "dogfight" a Sath. You park it in a blindspot, rubberband your trigger and go have lunch.
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Only in FS1, FS2 doesn't allow you to destroy warships like that.
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Yeah, I know. It'll be left with 5% HP. But the general idea is there.
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Only in FS1, FS2 doesn't allow you to destroy warships like that.
SCP does, the only problem is the last 10% takes considerably longer than the first 90%.
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SCP has x64 compression though ;7
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SCP has x64 compression though ;7
Whenever I turn that on, a lightning squad of AI fighters kills me in a fraction of a second. :P
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Run them outta fighter waves first!
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Yeah, maximum amount of fighters is 99*6 (or more, but who's gonna expect you to kill all 594?). Just kill them, and kill the cap.
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Only in FS1, FS2 doesn't allow you to destroy warships like that.
SCP does, the only problem is the last 10% takes considerably longer than the first 90%.
Actually, the retail behavior was restored some time ago. :p
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Whenever I turn that on, a lightning squad of AI fighters kills me in a fraction of a second. :P
Nah, not even the AI fighters can survive in an asteroid field with x64 time compression. :P
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Only in FS1, FS2 doesn't allow you to destroy warships like that.
SCP does, the only problem is the last 10% takes considerably longer than the first 90%.
Actually, the retail behavior was restored some time ago. :p
Wait, so you CAN'T get a capital ships hull below 5% in latest builds or you CAN? Because I'm pretty sure I've killed my share of Molochs in the last few weeks...
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In latest builds, it should not be possible to get large ships below 10% due to normal fire. But keep in mind that certain nonobvious weapons, like the EMP Missile and the Trebuchet, do affect large ships.