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  1. - Top - End - #241
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by factotum View Post
    I can't remember: which mission is it where a corvette shows up, and *has* to survive to a certain point in the mission (so you fail the mission if it dies), yet it turns out to be a fake and the real one turns up later? Is it the one just coming up? Because I always thought that was the worst mission in the entire game...
    That's coming up. I remember having to fly that one a few times and it was a bit of a pain, but not to the level of Battle Nine or Battle One Mission Five. (I have a feeling it's you in a GUN verses TIE Defenders or something though.)

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    I didn't think that mission was bad because it was difficult, I thought it was bad because the failure condition is the corvette gets destroyed--which makes no sense at all; if that corvette gets destroyed and then the real ones turn up, that's a net gain for the Empire! Messes up the game storyline, maybe, but in that case, don't design a mission where the enemy *attack their own corvette* and can potentially destroy it...I'm sure it wouldn't have been beyond the bounds of human ingenuity to have them stop attacking the corvette once its shields went down or something like that, so it looks like it's in danger but it never actually dies.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Oh the other hand, Zaarin is kind of an arse, so maybe he planned it that if you failed to kill his dudes and thus stop him from stealing the whatever-it-was-es, his force jumped the real one and toasted it off screen... Maybe?

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Darn kill-stealers.

    This is a pretty long game.
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  5. - Top - End - #245
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Well, to be fair, I'm only playing 2-3 hours a week (and it takes a fair bit of that time to do the write-ups.) All in all, there are 13 battles of 4-6 missions each (76 in total), plus 28 training missions (plus seven obstacle courses, which I'm not bothering with), and the missions are usually around up to half-an-hour, not including failing! As a VERY rough estimate,then there's about 50-odd hours of play time just to play straight through without any repeating and succeeding every time! (And I'll bet I'll have nearly doubled that - we're about two-thirds of the way through at I've been at it since December, which seems about right!

    There is a reason I still qualify TIE Fighter as probably the best fiver I ever spent, in terms of play-time I've gotten out of it over the years! (Battle Nine notwithstanding...)



    You can perhaps see when stuff like Jedi Starfighter came out (at the fall of the space flight sims, post X-Wing Alliance) with a campaign of twelve missions I snorted derisively and said "yeah, okay, call me when there's actually a game worth playing, chaps."

    I suspect that sort of attitude was ultimately what killed the space flight sims for a long while; full game cost for next to no content. (Freespace 2 in 2000 was pretty much the last serious gasp of the genera of military sci-fi flight sims - until the emergance of Star Citizen. Which notably, in attempting to cover both the military end and the Elite open-world end, has generated a truly RIDICULOUS crowd sourcing: $84 MILLION dollars (since the kickstarter in 2012) as of the current time. Which just goes to show.

  6. - Top - End - #246
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    The death of Larry Hollands-style space flight sims and space flight sims in general was baffling. As far as I remember, the X-Wing line aside from the multiplayer-with-unplayable-multiplayer X-Wing vs. Tie Fighter was among the best sellers for Lucas Arts and certainly still draws interest today - I can't imagine it being a good market decision to drive it down. Then again, considering the implosion and death of Lucas Arts, I suppose I shouldn't rate their business expertise too highly.

    But yeah, Freespace 2, I-War & X-Wing Alliance are the latest released proper space sims (out of which you could only really call I-War an actual "sim"; both XWA and Freespace 2 still operate without much regard for physics) and while each of those has given me countless of hours of enjoyment - Freespace 2 campaign, particularly the secret service missions, are still some of my most memorable gaming moments - all of those are from the last millennium! I haven't even gotten a proper joystick to replace my analog 2-button joystick thingy from the 80's since there has been nothing to play with one...
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    There have been a few space sims worth having a joystick for (e.g. the X series, if we quietly sweep Rebirth under the carpet) since 2000, but they tend not to concentrate on the purely military aspect of things--they tend to be more Elite-style trading/combat mashups.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    So, you finally made it out of that . Congratulations! But you're not done yet! Ready for the ion cannon minefield next mission?

    IIRC, the imposter corvette is in -- battle 11, I believe. You'll be in an assault gunboat facing off with 12 TIE defenders plus a strike cruiser with TIE advanced. Fun times.

    Now that you mention it -- yeah, that's a good strategy for the mission you just completed. Damage the TIEs without destroying them so they'll motor back to the hanger , buying additional time before the next wing launches.

    ...

    I get the impression that the reason the space sim died was 1) the rising cost of producing games 2) The weakness of multiplayer in these games 3) Better/more likely profits from a Warcraft clone.

    Rightly or wrong, I believe space-shooters are believed to appeal to a more niche, wargaming kind of market than, say, world of warcraft or what not.

    For about five or six years there, the video game industry relied heavily on the hollywood model: Find a proven game or style, then sink hundreds of millions of dollars into it. GTA V is an example of this approach. The drawback is, you can't make very many hundred-million dollar games, and you have to be absolutely sure it's going to be a smash hit. That's a tricky thing to predict -- even the Final Fantasy series has produced its share of duds. As for the space combat genre -- WE may like it, but the suits who have to pay for this saw the sales figures for games like WC Prophecy and more or less ran, not walked, from them.

    Happily, the advent of minecraft and tablet gaming has demonstrated that you do not need to shell out hundreds of millions of dollars to make profit on a game. So here's hoping we see a new generation of cheaper, lighter, but more innovative, video games, a sub-tier below the hundred-million orchestral-scored graphics fiestas, which probably won't go away any time soon.

    Respectfully,

    Brian P.
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Off we go, then, with the naive hope we can put Battle Nine behind us today!


    Spoiler
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    Battle Nine: Mission Five: Trapped by Pirates!

    FRAGDAMMIT!

    Okay. Once again, I am on my own in a TIE Defender... This time, though it's "only" verses pirates with a captial ship, R-41 Starchasers and some transports. And a field of Ion mines. And I have to stop those M/CRV Hasheem from being captured. Great.

    Okay. Hard choice... Missile, Torpedoes or Heavy Rockets? The Starchaser will laughably die froma signle misisle hit, but they are so hopelessly outclassed it's not funny.

    I think Rockets this first time, then, with the intention of tackling that capital ship and see how we go from there...

    Right. Okay, first try was a failure, not unexpectedly. One of the transports got away. I think we're definitely looking at using Advanced Torpedoes this time, to take them out faster - also, I absolutely need to do as the briefing officer suggests and targeting them through the map, it's impossible to find them fast enough with all the mines around.

    Okay, second try easily cleared all the transports, but the R-41s broke off before I could kill them all. Try again. At least this one should be fairly easy to complete the primaries.)



    Took a couple more false starts when the Strike Crusier shot my torpedos down when I shot tham at the TRNs as it tried to kill me, and one when in my haste to get the R-41's, I slowed right down right next to them as rthe were about to enetr the hangar and it shredded me with lasers, but the next attempt was the successful one.

    First off, you're in trouble. In a massive minefield, under attack. The good news is that apart from sometimes Strike Cruiser Intombe (har-de-har Lucasarts...), everything else - Stormtrooper Transports and R-41 Starchasers - is attacking to disable the M/CRVs, giving you chance to pump your shields.


    First job is kill the five transports. TRN Ibutho 1 - who has already boarded SHU G'nabgib - FRACKDAMMIT, G'nabgib - jumps to hyperspace almost immediately, taking the TIE Defender scientist with it. Fortunately, it isn't a mission objective. This leaves you with TRNs Ibutho 2 through 6 to deal with. I started out, then, by taking out the first four with a single Advanced Torpedo apiece.


    I headed after and splashed one R-41, just as they finished disabling the M/CRVs, while waiting for the last TRN to arrive. You get fairly well pummeled with warheads again, but once more, it's only Mag Pulse, so provided you got your shields charged at the start, you're in no particualr danger. Mindful of the R-41s running away, I disabled Ibutho 6.


    I then switched targets to the R-41s. R-41s are only very slightly dangerous, being little better than Z-95s with ion cannons. Their speed meant that my tractor beam was completely superfluous. I could have shunted the energy into shield recharge, but it wasn't even worth that effort. The first of the Assault Gunboats arrived. To my annoyance (but lack of surprise), the first thing they did was attack the disabled Transport. Fortunately, they also helped me with the R-41s and I managed to wipe out the last of the first wave of fleeing R-41s before they could get away. The second wave came out to die, and they, too, went down in short order, completing my bonus goals.


    I turned my attention to Strike Cruiser Intombe, dropping both remaining torpedoes on it.


    However, it was already cutting and running away, which is probably why it's not a bonus goal.


    All that remained was the trivial task (especially with help, for once) of clearing the minefield...


    ...And then heading home. Why can't more mission be like this one!


    Primary Objectives:
    100% of all capturing craft must be destroyed
    100% of all Mines must be destroyed
    M/CRV Hasheem 1 must survive until other goals complete
    M/CRV Hasheem 2 must survive until other goals complete
    M/CRV Hasheem 3 must survive until other goals complete
    100% of GUN group Nu must arrive
    100% of GUN group Tau must arrive

    Secondary Objectives:
    None
    Bonus Objectives:
    100% of all R-41s must be destroyed



    14/17 kills: 10 R-41s, four TRNs.


    Battle Nine: Mission Six: Transfer Prototypes

    Okay, last mission of Battle Nine. Looks like this could be another bugger...

    Now I have to fly out again and protect CARG Mssan whjile they dock with the diabled M/CRVs. The first ask is stopping an attack on them from a distance too far out for the escorting GUN Nu to reach. Secondary goals include enemy TIE Defenders, to there's no question of Advanced Missiles, and further, they'll have to be saved for the Defenders...

    Crapbaskets. Okay, no, that does NOT work. Without skimping on cannon energy, you can't reach the B-Wings fast enough before they start firing. Looks like I'll have to use the missiles on the rebels. I think calling for reinforcements might be a good idea..!



    Actually, that mission also wasn't nearly so bad. In the end, I failed one bonus goal because my alies couldn't take all the X-Wins out, but I decided while I might be able to go this mission completely, screw it, let's get Battle Nine over with!

    On arrival, the B-Wings are a long way out, so as soon as I got my shields charged, I switched to normal recharge, calling for GUN Rho meanwhile. The beam energy went striaght into engines. As I swept past them I killed one X-wing with a missole and quick blast of cannon fire.


    I then took a bead on the lead B-Wing and swtiched to dual missiles and let it have both as soon as I hit range, then quickly killed it with laser before going after the other one. While this is going on, those damned Nami pirates disable and capture M/CRV Hasheem 1 and there's nothing you can do about it. At least it took one of the out while it was fighting, thus getting that bonus goal.


    I chased down the second B-Wing, and wiped that out, too.


    The biggest threat out of the way, I could then splash the two A-Wings doggedly chasing me.


    Annoyingly, I was too far out to stop the very last rebel fighter from getting into hyperspace and thus failing that goal. But then the first wave of three TIE Defenders arrived. Actually, all things considered... it wsn't too bad! With the various GUNs running some interferance, and the first three waves apaprently having no missiles, I was able to sparingly use my own missiles and my guns and we mopped them up quite well. TIE Defender Z-Delta did have advanced missiles, so I used my last two on the first pass, but they got shot down. Fortunately, even this wasn't that much of a problem, and pretty soon I and the GUNs were in the clear.


    All that was left to do was wait for the CARGs to dock and go home!


    Except it wasn't, as the Reenki pirates showed up with a Mon Cal Light Cruiser. And a squadron of Z-95 Headhunters. I had noticed, though, during the lull, there was a CUV for my reloads. I hurried over there and reloaded, given as the Z-95s were still kilks out. I wanted the particularly for dealing with the CRL's warhead launchers.


    I hit the Headhunters, more-or-less in passing. You can imagine how that exchange went.

    Pirate.. you have chosen... poorly.

    A few of the Z-95s were going after the GUNs so I left them to it and headed straight on to CRL Sumpntodo. (I think that is just the BEST name...) I had to use three pairs of missiles, but I took the warhead launchers out in the first pass. Then it was just a case of whittling away at it.


    I paused once to obliterate in one pass a daft Z-95 who had turned back to get me. The GUNs finally got the last one, and Sumpntodo started to flee.

    I'll be honest, mate, I don't think you're going to make it.

    It did not.

    This time, I could order GUN Rho to bugger off and not nick my kill...



    Primary Objectives:
    CARG Mssan 1 must complete mission
    CARG Mssan 2 must complete mission
    CARG Mssan 3 must survive until other goals complete
    100% of B-Wing group Blue must be destroyed

    Secondary Objectives:
    100% of T/D group Z-Alpha must be destroyed
    100% of T/D group Z-Beta must be destroyed
    100% of T/D group Z-Gamma must be destroyed
    100% of T/D group Z-Delta must be destroyed

    Bonus Objectives:
    100% of X-Wing group Red must be destroyed
    100% of X-Wing group Gold must be destroyed
    100% of A-Wing group Azul must be destroyed
    At least one of all Nami craft must be destroyed
    At least one of all Rneeki craft must be destroyed


    And that it is for Battle 9, and I think for the TIE Defender, unfortunately.



    22/33 kills! 1 X-W, 2 B-W, 2 A-W, 8 T/D, 8 Z-95, 1 CRL


    Next time, the only other mission (apart from the last ones) that I remember being a bit of a pain: in an Assault Gunboat and the ransom mission. Full speed to Killimaar!

  10. - Top - End - #250
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Awesome game though it is, the difficulty curve in TIE Fighter is totally messed up, isn't it? The hardest missions are often in the middle of a battle, the difficulty of the battles themselves is all over the place, and the final mission of the entire game is a total walk in the park.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by factotum View Post
    Awesome game though it is, the difficulty curve in TIE Fighter is totally messed up, isn't it? The hardest missions are often in the middle of a battle, the difficulty of the battles themselves is all over the place, and the final mission of the entire game is a total walk in the park.
    I dunno... I recall getting frustrated enough to turn the cheats on the last mission after the umpteeth time I'd been killed by Advanced Missiles because you're flying a TIE Advanced, as I recall, and two hits kills you, even if both are at full shields.



    That said, I think the fact that the difficulty isn't a smooth curve actually makes for a better simulation. After all, in reality, it wouldn't be.

    Though I could have done without Battle One Mission Five being put in the way it was. (It doesn't even make a great deal of sense in-universe, it would have been better to send all the GUNs in with heavy rockets and get the job done there and then...)
    Last edited by Aotrs Commander; 2015-07-01 at 04:47 AM.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by Aotrs Commander View Post
    That said, I think the fact that the difficulty isn't a smooth curve actually makes for a better simulation.
    It's Star Wars--we're not really expecting Microsoft Flight Simulator levels of realism here!

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by factotum View Post
    It's Star Wars--we're not really expecting Microsoft Flight Simulator levels of realism here!
    It does make for a more interesting gameplay too though; first time around, you have no idea what to expect in each mission. Some are easy, some seem easy but have few nasty surprises, some are genuinely hard and some cause hair-ripping (and some seem much harder than they actually are). I like that in a game, keeps me guessing and engaged.
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    I'm pretty much entirely the opposite--anything that forces me to repeat the same part over and over again because the mission's too darned difficult just annoys me, it doesn't engage me.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Battle Ten: let's see if this is going to be a bit easier than that last one, shall we...

    Battle Ten - New Threats


    Spoiler
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    Battle Ten, Mission One: Ransom

    Another protect mission... with complications...

    I am to fly GUN Mu 1 to escort SHU Lambda 1 to a ransom exchange with the Rneeki Pirates who captured the TIE Defender scientists during the last battle. Once the ransom exchange has been made, and the order "full speed to Killimaar!" is given, I have to disable the enemy TRN and protect the shuttle from enemy fighters. Interdictor cruiser Red Claw (immortalised in my tabletop fleet once again) will arrive with two ATRs and reinforcements.

    Starting loadout is Advanced Missiles. Just in case I have enemy TIE Defenders to worry about, I'll keep them for the moment rather than switch to heavy rockets and we'll see how that goes...


    Crud baskets. Okay, we started out well, with making sure I killed the R-41s attacking SHU Lambda, but I got splashed by the four Nami T-Wings that came in after. Did they use advanced missiles or somthing? Okay, I used a few missiles on the R-41s, probably ought to use a few more and get them cleared faster.

    We'll have another couple of goes at this, and then I think I'll start calling for reinforcements.

    Bollocks. TIE threw a wobbly and I had to quit out. Means I have to recalebrate the joystick again...

    Didn't kill the R-41s attacking the shuttle fast enough. Dammit.

    Rammed the TRN by mistake and killed it. Drat.



    Next try was a little better!

    You have 90 seconds before it all hits the fan. Time enough to fully charge your shields, while SHU Lambda 1 and TRN Ibutho 1 rendevous.


    I parked up behind the TRN, ready to fire the second INT Red Claw shows up.

    11 seconds to go...

    TRN Ibutho goes down very fast, as you can imagine! Once disabled, the next job is to tackle R-41 Starchaser Oldevai 6 through 12. These seven emerge from Strike Cruiser Ayenzi and target Lambda 1. In the mean time, you have to try and not get killed by Oldevai 1 through 5, who will attack you. Missiles are the best option here, as you don't have the time or the speed to chase them down with guns (even discounting your tractor beam power being diverted to engines.)


    I just had enough time to wipe those seven out and kill another one or so of the ones chasing me (though Red Claw's TIE Interceptors had already started on that, while their TIE Bombers attacked the Ayenzi), but the Nami pirates show up. These guys hypered in more or less on top of the shuttle with four T-Wings and four Y-wings and disabled it. CORT Choora then boarded the shuttle. They could't actually go anywhere, but the Y-Wings then go to make a Heavy Bomb attack on the Red Claw, in the hopes of destroying it so they can get away. I broke off, setting cannon recharge to normal to boosting up to 112 speed and high-tailed it over there. Red Claw's warheads did an okay job of dealing with the Y-Wings (though, blast it, it wasn't until much later I realised one of the buggers got away.) I chased down CORT Choora and - with some effort, and rather worryingly taking a panelling on my shields, disabled it. Then I was able to turn back and deal with the remaining T-Wings.


    The T/B had delt with Ayenzi without my help - good one, lads - so now it was just a case of watching over the proceedings. A CUV was launched to repair SHU Lambda, and ATR Omega 1 and 2 capturd the two disabled transports.


    Mission done and home. Notably, Red Claw was looking a little worse for wear... It clearly only just dealt with the Y-Wings.


    Primary Objectives:
    100% of all R-41s must be destroyed
    SHU Lambda 1 must complete mission
    INT Red Claw must survive until other goals complete
    STRKC Ayenzi must be destroyed
    TRN Ibutho 1 must be disabled

    Secondary Objectives:
    CORT Choora must be disabled
    Bonus Objectives:
    100% of T-Wing group Oro must be destroyed
    100% of Y-Wing group Boegis must be destroyed
    CORT Choora must be captured


    11/20 kills: 2 T-Ws, 9 R-41s.

    I sat and thought for a long moment and debated as to whether to re-fly the mission and/or call for reinforcements to try and get all the bonus goals... That said, trying to ensure I got all the Y-Wings could be extremely difficult, since they come in miles away from you disable the shuttle and then attack the Red Claw, so just getting there fast enough to help might be problematic. I decided that, in the end, I don't think it's worth it. When the missions are getting hard, trying to get everything perfect is probably not a good idea, as I could spend weeks on the same mission again...! So, though it a bit of wrench, I think I might have gotten away with murder this time, so we'll quit while we're ahead.

    The bad news is, Red Claw's hyperdrive was damaged, so now we get to sit back and get pummeled by Zaarin's TIE Defenders.



    Battle Ten, Mission Two: Rescue

    Alone, in GUN Mu, with a little assitance from T/I Alpha and T/B Beta, I have to wait for M/CRV Chemetti (also immortalised in my table top fleet!) to arrive with spare pasrt for the Red Claw and to get the T/D scientist out of there. A pair of STRKC Cruisers of our own should show up inside thirty minutes (that's not encouraging!) And we're expecting an attack by Zaarin and his TIE Defenders.

    Yeah, okay, I'm not even going to frag about, I'm going to call for reinforcement right out of the gate! Gunboat vrs TIE Defenders, FRACK no. I need all the help I can get.

    I'm also going to try Advanced Torpedoes the first time, since that will give me potentially twelve dead T/Ds, whereas missiles only give me eight (by pairs).

    Crap. A whole squadron of T/Ds show up from four different directions, all attacking different targets.

    Advanced Torpedoes actually work rather well, since you don't have the speed to try chasing the enemy down with guns, you have to maximise your reloads. (There is supposedly a reload TUG, but I was never near enough to the Red Claw that I would have been able to use it.) To my great annoyance, we killed all of the T/Ds but the second wave of T/A attacked and destroyed the Red Claw, despite my very best efforts and killing all but the last one befroe it managed to launch what must have been heavy rockets.

    Nope. This time Red Claw died to T/D Z-Beta before I had barely taken out T/D Z-Gamma (who attack Chemetti 1).

    And again. First time was obviosuly a fluke. I don't even know what I can DO. I can't ignore Z-Gamma (and it's only by bloody chance if you can get more than one of those in the first fly past...), I can't get to them and Z-Beta...

    Okay, tried going after Z-Beta first this time. I got all of them - just - but I noticed one of Z-Gamma was going to make it to hyperspace (no bonus goal then, but frack it).. and I was abruptly killed by T/D Z-Delta.

    FRAK DAMMIT.

    I was doing really well, we got ALL the T/Ds and then I was abruptly killed from being at full shields, presumably by the magic mutliple missile/laser hits while trying to intercept the T/As attacking the INT.

    And again the T/As killed the INT because I can't stop all three of them because the other T/As jump on me.

    One more try and we switch to Medium, because I just can't do anything different.

    FER-ACKING HELL, that was hard... But it was done.

    (By the by... In general, I try to only use the screenshots from the actual mission I succeeded on. In this case, as on that last one I was a little busy, I didn't get many, so you'll forgive me for using one or two illustrative ones from prior attempts.)

    Okay.

    The first thing that happens is M/CRV Chemetti shows up - Chemetti 2 has been delayed. I immediately summoned reinforcements, and pumped my cannon energy into shields, and even shunted shield energy to max for a bit. I also stuck close to the Red Claw.


    And then a whole squadron of TIE Defenders hypers in, from all four cardinal directions.





    I had more success against Z-Beta than Z-Gamma, so I followed the briefing officer's advice and dropped shield energy to zero and kept cannon at maximum and just kept shunting power into shields. You REALLy need every last drop of speed in this mission, and if you're lucky, you don't have to take much enemy fire (you're slow enoguh most oif the time they overshoot you!) I closed in on T/D Z-Beta. With a bit of care, it's actually not too hard to take out a T/D with an Advanced Torpedo - you just have to keep a solid lock on it, and with the improved tractor beam, it kills enough speed you can just about get them before they move out of range. The trick was in the first pass to NOT increase beam recharge for a bit, you need the turning speed to hold the lock until they are past you. I also started firing on the yellow while the tractor was on, saving a precious half-second or so. I got at least a couple of the Z-Beta this time before the third got out of range. Then I had to deal with the three of TIE Defender Z-Alpha who had missiles and were attacking me.


    Once I'd mopped them up as fast as possible, I then turned my attention to the others, starting with the last of Z-Beta. My allies killed it before I could get within range, but it had already done extensive damage to INT Red Claw. But this time, I was very lucky, since T/D Z-Gamma did not manage to destroy Chemetti 1 before were were on them, allowing it to complete its docking operation and get the heck out of there. As much as anything else, even if I didn't fire a torpedo, locking the T/Ds into a tractor beam helped my allies as well. Then there as just T/D Z-Delta to finish off.


    We were having a really good day, we wiped out all twelve with some time to spare. It is at this point, Chemetti 1 and 2 arrive. Wait, what? Didn't Chemetti 1 just... Crap! Damn you, Zaarin! While this was all going on, I suddenly had a brain-wave. I shot off all my remaining warheads, prompting the reload CUV to arrive. I dashed over post-haste to grab a reload. Just in time, as STRKC Z-Kopsh arrived, ready to disgorge its TIE Advanced.


    I ignored T/A Z-Eta as a lower priority, as they went after enemy fighters. With luck (which was with me this time, or my positioning further back to Red Claw) my allies would keep them off me long enough to splash the real threat: Z-Theta, who were attacking Red Claw.


    My plan was this time to simply fire an advanced torpedo at each, and if the first two dodged, never mind, it bought me time. As it happened, I forgot that Advanced Torpedoes are actually faster than T/As and it is quite possible to take out a T/A with an advanced torpedo without tractor beams! The Dark Side was with me and I got all three before they could fire. The next wave, Z-Zeta met the same fate.


    I was finally able to turn my attention to T/A Z-Eta, and finished them with no torpedoes spare (I had accidently hit off a pair a couple of times by mistake.) Z-Eta 1 had just killed the last of my allies, so that was incredibly lucky! That just left Z-Kopsh itself. I was in no immediate danger in time, as it was 28 minutes away from docking with Red Claw and the area was no clear of all fighters but me.

    This is how close I was. One torpedo, on heavy rocket, none strafing run more than that would have been abort mission, mission a failure! If Z-theta had not all been wiped out; one shot would have done it!

    I skidded back over to by reload vehicle for a full load of Advanced Torpedoes. Hey, nice, spare for the capital ship! Definitely the right choice at this stage of the game! I fired four torpedoes at the warhead launcher - it might have used them all up on my allies, I wasn't prepared to take the risk - and then the last eight at the hull. Dropped it to 34% Shields, so a goodly inroads into the job.


    I wanted another reload, but apparently that was it, but at least the CUV was heading home. Okay, hard way then. I dropped my now superfluous tractor energy into engines, and went to the more standard max cannon/normal shields energy levels. Being in a GUN, lasers or cannons didn't make a difference, so I just made passes with my ion cannon. Actually STRKC aren't too bad, and that 34% didn't last too long before it was gone - and then disabled. And then I just parked...


    .. and fired until dead, shunting energy from my shields to cannons, since twin run out rather fast unlike quads.

    Job's a good 'un!



    Primary Objectives:
    INT Red Claw must survive until other goals complete
    INT Red Claw must be boarded
    M/CRV Chemeti 1 must complete mission
    M/CRV Chemeti 2 must complete mission

    Secondary Objectives:
    None
    Bonus Objectives:
    100% of T/D group Z-Alpha must be destroyed
    100% of T/D group Z-Beta must be destroyed
    100% of T/D group Z-Gamma must be destroyed
    100% of T/D group Z-Delta must be destroyed
    100% of T/A group Z-Eta must be destroyed
    100% of T/A group Z-Theta must be destroyed
    100% of T/A group Z-Zeta must be destroyed
    TUG must complete mission
    STRKC Z-Kopsh must be destroyed


    16/22 Kills: 6 T/D, 9 T/A, 1 STRKC


    Well, that's two missions down!

    Tomorrow, other things happening may affect the frequency of this Let's Play (if the worse-case scenario comes to pass), so I won't say "until next week" because until I have clear idea of how things pan out, I don't honestly know. I'll keep you posted.




    Sligth change of subject: having seenthe advrts for Star Wars Rebels where Vader shows up, I went and watched that episode online.
    Spoiler
    Show
    Watching Vader attack the whole little fleet himself was like watching a TIE Fighter mission...!


    And them becase Asokha was in it, I decided to finally go and watch the last four episodes of The Clone Wars (because UK children's TV sheduling makes it near-impossible to watch more than scattered episodes).

    Dear frag, night and day.

    Don't get me wrong, the Revels episode (which was a good one) was alright but... Those last four episodes of Clone Wars are stupendous. And beautiful. All tracking shots and grand vistas and action sequences and oh my goodness. Looking at current Rebels verses final Clone Wars, the latter defintiely has the edge in quality and effort.

    Asokha was amazing, and I am totally glad she ditched the Jedi, because they literally did not deserve her. (And if I disliked them before... No sorry Mace, even you went from "only other Jedi I regretted having to be killed" to "nope, good riddance, you closed-minded bastards." I was sat there going "yes, you've made your descision, that will be of such importance, o wise Jedi Masters - and it was the WRONG one." Seriously, you guys got outwitted by someone who was (or only just wasn't) a padawan. Palpatine couldn't kill you guys fast enough.

    In some ways, I felt that not having Anakin and Asokha fight to the death in the Temple as the finale was a lost opportunity (as much as I'm against character death, done right that would have been AMAZING); but dear Lichemaster if these four episodes didn't make up for it. Very serious, very well acted, beautiful to watch and very poignant at the end, especially as the Jedi realsied that, no, this time, they'd done fracked up proper-like and Anakin's distress. Talk about going out on a high note! (Yes, I know there was like a half-season of Lost Episodes thereafter, but whatever.)

  16. - Top - End - #256
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Ah yes, *there's* the mission I mentioned earlier where Zaarin attacks his own decoy and you lose the mission if it gets destroyed. Not the high point of the game's plotline, as it implies Zaarin is a complete idiot--I mean, any sensible commander would have the ships attacking the corvette have instructions to *not destroy the target*!

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Well... to be fair, about half the time, they don't...!



    Frequency of Let's Play will be unaltered, by-the-by.

  18. - Top - End - #258
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by factotum View Post
    Ah yes, *there's* the mission I mentioned earlier where Zaarin attacks his own decoy and you lose the mission if it gets destroyed. Not the high point of the game's plotline, as it implies Zaarin is a complete idiot--I mean, any sensible commander would have the ships attacking the corvette have instructions to *not destroy the target*!
    If he told them to not actually destroy the target, we might notice them behaving suspiciously if we muffed the defense. And then the whole operation would be blown.

    So he didn't tell the team it was a decoy, trusting in OUR competence to destroy and drive them off.


    In other words, he's deliberately sacrificing both valuable pilots and craft (TIE defenders no less) to make his maskirovka more plausible. It's a ruthless act, and something that would get any western commander court-martialed, but it's not unknown in human history. See the case of Zopyrus .

    According to the story, Zopyrus was instrumental in the capture of Babylon by Darius. First, he deliberately sliced off his own nose and disfigured his face, then "defected" to the Babylonians, claiming to have been humiliated by Darius. When they saw what a mess his face was, they believed him.

    Entering their service, he led the Babylonian armies to two "victories" against Darius' forces, killing first two thousand, then four thousand, soldiers. In point of fact, these troops were deliberately sacrificed by Darius in order to lend credence to Zopyrus.

    Having seen his successes in battle, the Babylonians put Zopyrus in charge of all the defenses of the city. And Zopyrus opened the gates. According to a prearranged signal, the Persians attacked and captured the city.

    Six thousand men sacrificed for a decoy, no doubt knowing nothing about their fates until it was accomplished.

    As I said, it isn't something a western commander would do, but Imperial commanders appear to be from a older mold.

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

  19. - Top - End - #259
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by pendell View Post
    If he told them to not actually destroy the target, we might notice them behaving suspiciously if we muffed the defense. And then the whole operation would be blown.

    So he didn't tell the team it was a decoy, trusting in OUR competence to destroy and drive them off.


    In other words, he's deliberately sacrificing both valuable pilots and craft (TIE defenders no less) to make his maskirovka more plausible. It's a ruthless act, and something that would get any western commander court-martialed, but it's not unknown in human history. See the case of Zopyrus .

    According to the story, Zopyrus was instrumental in the capture of Babylon by Darius. First, he deliberately sliced off his own nose and disfigured his face, then "defected" to the Babylonians, claiming to have been humiliated by Darius. When they saw what a mess his face was, they believed him.

    Entering their service, he led the Babylonian armies to two "victories" against Darius' forces, killing first two thousand, then four thousand, soldiers. In point of fact, these troops were deliberately sacrificed by Darius in order to lend credence to Zopyrus.

    Having seen his successes in battle, the Babylonians put Zopyrus in charge of all the defenses of the city. And Zopyrus opened the gates. According to a prearranged signal, the Persians attacked and captured the city.

    Six thousand men sacrificed for a decoy, no doubt knowing nothing about their fates until it was accomplished.

    As I said, it isn't something a western commander would do, but Imperial commanders appear to be from a older mold.

    Respectfully,

    Brian P.
    Yes. Speaking from an entirely serious, not-ragging-on-Zaarin perspective, this was a shrewd move on Zaarin's part. It's this sort of level of thinking (and ruthlessness) that sorts of explains why they needed to send Thrawn at him and not someone like Vader. Zaarin is not quite Thrawn's equal (else things would have gone even worse), but he's not a million miles behind. Much as I do rag on the man, he did successfully cause the Empire to have to divert all their best toys to stop him, because he represented a very serious threat.

    (If he hadn't been, imagine how delightfully Endor would have gone with TIE Defenders and/or Missileboats. sure, you'd have lost Vader, the groundbase and the Emperor still - but the Millenium Falcon and all the rebel fleet would have been toast! And the even more pleasing image of an eventual Emperor Thrawn on the horizon...)

  20. - Top - End - #260
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    My guess is that Thrawn, being concerned with the military defense of the galaxy, would not ascend the throne. Instead, he'd find some political operator to do all the non-military stuff, with the understanding that A) (s)he couldn't be so obnoxious about it that (s)he provoked another revolt and B) Thrawn got everything he wanted, when he wanted it.

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

  21. - Top - End - #261
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Probably only manage the one today. The upshot of what I alluded to last week is that I am basically devoting considerably more time to my CAD work of a week (which is, in fact, as of Sunday, officially "work" and not just "hobby") and I got a late start.

    Spoiler
    Show
    Battle Ten, Mission Three: Under the Gun

    That is very short list of objectives. This is either going to be really easy or REALLY hard...!

    Tarrak's pirate force are attacking an Imperial supply depot. I, with my one wingman (hey, at least I have one...) are to protect Modular Conveyer Ulzepdi from T-Wings... and TIE Defenders. In a TIE Advanced.

    Crap.

    Two advanced missile hits and I'm dead, regardless of my shield status.

    Welp. First time out we'll take the Advanced Torpedoes, since T-Wings aren't that much of a problem and oh crap I just realised they didn't say I had a tractor beam, please say I have a tractor beam...

    [Expletive].

    Nope.

    Okay, scrub that, sticking with Advanced Missiles and just hoping I don't ACTUALLY have to fight the T/Ds.

    Alpha 2 and I arrived to see the attack well under way. Tarrak's TIE Defenders and Strike Cruiser were destroying the Imperial facility, under the watchful gaze of a Rebel cruiser - but fortunately, all were miles away. I nearly bricked myself, though, since the lead T-Wings almost immediately fired no less than FOUR Heavy Rockets at CNVYR Ulzepdi. I frantically fired at them and I must have gotten them all (I thought I'd only got three), because Ulzepdi was not destroyed.


    I killed those T-Wings extra fast, as you can imagine!


    Once the immediate area was clear, I left Alpha 2 dealing with the last one and myself went straight after the next threat - four Stormtrooper Transports, also heading for the Ulzepdi.

    One...


    Two...


    Three!

    Alpha 2 got the last one. There was another load of T-Wings heading in by this point. I switched to missiles at this point, hoping that Ulzepdi would be away before the T/Ds could get to me. I splashed three - including one that was attacking me (fortunately, I went head-to-head and shot down whatever missile it shot at me - but Alpha 2 died (and then told me he was running off anyway becuase of the T/Ds. Serves you right, Maarik, you incompetant prat...!)


    Last T-Wing down. Great.


    I took stock of the situation.

    Crap crap crap crap crap crap!

    Not only was T/D Boggie coming for me (four ships) but I'd seen a radio message that four other T/Ds had entered the area not long before. "Right," I said. "Screw this noise. If you guys want to play hardball, I'll respond like a good Imperial should."

    RUN AWAAAAAAAAAAAAAAAAY!


    Jump to hyperspeed, jump to hyperspeed, jump to hyperspeed, jump to hyperspeed...

    YES! I waited briefly for the congratulatory messages and got the FREAKING HELL out of there as Boggie closed to within four or five klicks.


    Primary Objectives:
    CNVYR Ulzepdi must complete mission
    Secondary Objectives:
    None
    Bonus Objectives:
    None


    10/14 Kills - 3 TRN, 7 T-Wings. Discretion is the better part of valour!



    Now, the GOOD news! The Missileboat has arrived!



    So, as the Flight Officer says, off to the Combat Room for training!

    Missile Boat Mission One: Dual Warheads

    Okay, this is a simulated attack on a Factory and convoy with a single MIS. From what I recall, I quite liked this mission.

    Not a 100% success (and I might try again next week, now I've got my eye in and do better...)

    The first job, as the man says, is to pump up cannon recharge and get some power into your shields. Cannon recharge is at a real premium in the MIS, since you only have one and you need the power for guns (=> shields) and your SLAM (SubLight Acceleration Motor, which for those of you not familiar, doubles your speed at an insane level of acceleration at the expense of draining your cannon power).

    I took note of the two TUGs, which if not stopped, will start piloting the Shuttles to run away. First job, though, it so follow instructions and fire four Advanced Missiles at the FAC/1's Warhead Launcher.


    I then engaged my SLAM and headed to kill the first TUG.


    I then spun around, and SLAMmed over to the second one. I took no chances, and used a missile to ensure it went down. next job was mop up the four Z-95 Headhunters FAC/1 Organarms launched, using a combination of missiles and guns. Unfortunately, I managed to also accidently fired one heavy rocket as well, which was a waste. First mistake.


    Next, I took down all the SHUs with my lasers.


    Having now eliminated anything that could actually run away, I turned my attention to the FAC/1 and picked away at with with rockets (sparingly, I didn't want to overkill it.)


    I then started on the containers. I was using guns, because I wanted to save my warheads (which you need to do, you only get one reload).


    When there was one left. Four Y-Wings showed up to die. I splashed two of them with a pair of missiles on the way in, then killed the others mostly with guns.


    Last container down!


    At this point, the first part of the convoy arrived - four FRTs. I headed over to the FRTs and fired a single rocket at each. This proved to be a bit of an error, since I was expecting that to kill them and it didn't.


    As the CTRNS and CNVYRs arrived - with four B-Wings - I finished the FRTs with missiles and SLAMmed over to the arrving Strike Cruiser, from which my CUV reload craft would come. Mysteriously, as I flew over, about four of the newly arrived ships died. I have no idea what happened, whether they hit each other or I managed to get them shooting each other or what. Still, made my job easier, so...!

    I still had some missiles left, but I wanted to open the range a bit before I engaged the B-Wings.


    Now I could safely grab my reload.


    I then SLAMmed over to the CNYVR and killed it with a rocket, then killed the four remaining FRTs with two rockets a piece. Now Nebulon-B Frigate Dahome arrived, and started disgorging A-Wings and X-wings, the former of whom came after me, and the latter which went after the STRKC.


    I dealt with the A-Wings with the tractor and two missiles each, then rushed over to help the STRKC (more to ensure none of them got away). As I did, a second wave of A-Wings launched. I took care of them and launched my remaining warheads at the FRG. This is where I made my final, fatal mistake. I should have taken out the Warhead launcher first and the FRG was able to tank the number of rockets I had left. That meant, as I tried to eliminate the last group of A-Wings and last X-Wing (the STRKC having one home), I was pummeled by a succession of Advanced Missiles, and of course the MIS' paltry recharge could not keep up and I died.


    Primary Objectives:
    100% of all CN/Is must be destroyed
    100% of all SHUs must be destroyed
    FAC/1 Organarms must be destroyed

    Secondary Objectives:
    100% of FRT group Atrivis Day must be destroyed
    100% of FRT group Rimrunner must be destroyed
    100% of CNVYR group Altar Moon must be destroyed
    100% of CTRNS group Kempman must be destroyed

    Bonus Objectives:
    100% of Y-Wing group Red must be destroyed
    100% of B-Wing group Gold must be destroyed

    FRG Dahome must be destroyed
    100% of X-Wing group Red must be destroyed
    100% of A-Wing group Blue must be destroyed


    56/64 kills... Interestingly, I have no idea what happened to the convoy, whether they collided with each other or what, but at least four convoy ships were destroyed without me firing a shot.


    Now I know the lay of the land again, next try will be much better. I will make sure I save fourteen of my Heavy Rockets from my reload to ensure I kill the FRG (after first making sure I kill the warhead launcher). I was rushing a bit, since I was concerned about letting the convoy hyper out, but I don't think it's in that much of a rush. Taking out Dahome means no more reinforcement fighters and leaves me with spare missiles I can use to finish the convoy.



    Well, we got two out in the end!

    Next week, I'll have another go at that MIS mission, partly because I know I can do it (I have done it before!) and partly because it's just fun!

    After that is MIS mission 2, which I never managed to do very well, I don't think I ever managed more than the primaries....



    Spoiler: Training Mission Status
    Show

    TIE Fighter
    Training Mission 1: Gunnery (Attempted, up to X-Wing Dodec (four bonus goals failed))
    Training Mission 2: Flight Leaders and Wingmen (Attempted, one bonus goal failed)
    Training Mission 3: Destroy Depot (Attempted, three bonus goals failed)
    Training Mission 4: Destroy Probe (Attempted, one bonus goal failed)

    TIE Interceptor
    Training Mission 1: Threat Display(Attempted, two bonus goals failed)
    Training Mission 2: Ambush!
    Training Mission 3: Clear Minefield
    Training Mission 4: Combined Attack

    TIE Bomber

    Training Mission 1: Proton Torpedoes (Attempted, two bonus goals failed)
    Training Mission 2: Space Bombs
    Training Mission 3: Torpedo Run (Attempted, two bonus goals failed)
    Training Mission 4: Bombers Armed with Missiles

    TIE Advanced

    Training Mission 1: Concussion Missiles
    Training Mission 2: Rocket Attack (Attempted, one bonus goal failed)
    Training Mission 3: Preemtpive Strike
    Training Mission 4: Hyperdrive Upgrade (Attempted, one bonus goal failed)

    Assault Gunboat

    Training Mission 1: Shields
    Training Mission 2: Teamwork
    Training Mission 3: The Challenge(Attempted, twelve bonus goals failed)
    Training Mission 4: Escort Duty (Attempted, two bonus goals failed)


    TIE Defender

    Training Mission 1: Dogfighting!
    Training Mission 2: Tractor Beam
    Training Mission 3: Inspect & Disable
    Training Mission 4: Disable and Capture

    Missile Boat

    Training Mission 1: Dual Warheads (Attempted, three bonus goals failed)
    Training Mission 2: Anti-Warhead Defense
    Training Mission 3: Disabling Minefield
    Training Mission 4: Missile Boat vs. TIE Defender

  22. - Top - End - #262
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    I remember that mission. When I saw those 4 TIE defenders on the way, I simply diverted power to engines and headed off on a vector away from the Ulzepdi, leading the Defenders away from the target until the Ulzepdi jumped. Then hypered away myself.

    Alpha 2 gave me the impression of being a class-A coward in this mission, first begging off engagement on the excuse of "having system problems", then simply bugging out completely when the Defenders showed up.

    I fully understand his fear, but Imperial Navy pilots can't simply panic and run. There are ways to solve the problems other than directly tackling overwhelming odds head-on -- such as leading them away from the Ulzepdi.

    When I played this, I was practically shouting "Don't you DARE BUG OUT ON ME!" at the screen. He wouldn't obey any orders, IIRC.

    Cowardice in the face of the enemy, insubordination... being somewhat merciful, in my personal version of the story, when we got back to the ship, I didn't court martial him. Instead, he was stripped of all rank and honors and reassigned to waste recycling. The Empire is not so rich in people that it can simply dispose of them wantonly, and if he doesn't have what it takes to fly a fighter we'll find a role more suited to his "talents".

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

  23. - Top - End - #263
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Okay, let's see if we can't first crack that initial Missileboat mission properly... And then try the extremely hard second one...


    Spoiler
    Show
    Missile Boat Mission One: Dual Warheads

    Okay, first attempt... What the frack, TIE? I fired a load or wraheads at the FRG, making sure to first take out the warhead launcher... and most of them just disappeared. And wjile I was trying to tke it out, one of the CNVYRs made it to FTL.


    Second attempt, there we go.

    First off, do as the man says: two pairs of warheads at the FAC/1 Organarm's warhead launcher.


    Next job, take out the first TUG with guns.


    Then I SLAMmed over the the second on and killed it with an Advanced Missile.


    Next job is kill all the Z-95 Headhunters. This time, I didn't waste missiles; a guns are enough these idiots, especially when they kill each other.


    I started on one set of shuttles, pausing long enough to drop fourteen Heavy Rockets at the FAC/1 at SLAM speed.


    That went down, and I started on mopping up the Shuttles and containers.


    When I was down to the last couple, the Y-Wings arrived. I used a couple of pairs of missiles andf then mopped up with guns and then finished off the containers.


    The convoy arrived. First job, kill FRT Atrivis Day. This time, I emptied two pairs of my remaining rockets at the first two, and then fired one a piece and four missiles at the othet two, taking them all out.


    I was about to start on the CNVYRs, but then the B-Wing were on top of me, so I had to deal with them first, with a combination of two missiles and piece and guns. Once more, the CTRNS died without me having to do anything. *shrug* So I made two passes and expended all my remaining missiles on the CNVYRs, destroying one and reducing a second to 68% hull.


    THIS time, the FRG had NOT arrived yet. This gave me plenty of time to rush over to STRKC Arjun and it's reload CUV in safetly.


    As soon as I was reloaded, I SLAMmed over there, using one pair of missiles of the crippled ship and one heavy rocket and a pair more on the third, taking them all out. That just left FRT Rimrunner.


    Now, however, FRG Dahome arrived. I was in an excellent position and was able to take out the warhead launcher as I passed. I headed over in the direction of Arjun, and engaged SLAM. I kept my speed up by sinking some of my precious shields into cannon energy. Once I passed 6km of Dahome, I reversed course and unloaded fourteen heavy rockets at 184 speed. The A-Wings tried to attack me, but luckily I got my warheads off before they could quite make it.


    Got the bastard this time. That just left the four A-Wings and four X-Wings attacking Arjun to deal with. I took the A-Wings out with missiles and tractor beam.


    Arjun had already taken three X-Ws down, so I finished the last one with a missile.



    That just left the four FRT. I launched two pairs at the first two, the last rocket and two missiles and the third...


    ...and finished the last one with missiles with six missiles left to go!




    Primary Objectives:
    100% of all CN/Is must be destroyed
    100% of all SHUs must be destroyed
    FAC/1 Organarms must be destroyed

    Secondary Objectives:
    100% of FRT group Atrivis Day must be destroyed
    100% of FRT group Rimrunner must be destroyed
    100% of CNVYR group Altar Moon must be destroyed
    100% of CTRNS group Kempman must be destroyed

    Bonus Objectives:
    100% of Y-Wing group Red must be destroyed
    100% of B-Wing group Gold must be destroyed
    FRG Dahome must be destroyed
    100% of X-Wing group Red must be destroyed
    100% of A-Wing group Blue must be destroyed



    51/60 Kills. 7 Z-95, 1 X-W, 4 Y-W, 4 A-W, 4 B-W, 2 TUG, 8 FRT, 8 SHU, 3 CNVYR, 1 FRG, 1 FAC/1 and 8 containers.



    Jus time for one attempt at the next one, since I lost time to photobucket not wanting to co-operate (and I started late.)

    Missileboat Mission Two: Anti-Warhead Defense

    Before we even start, I would just like to say on record I struggled to beat this mission beyond the primaries even on easy back in the day...

    You are to fly MIS Tau 1 and protect a CNTRNs from rebel attack, where the rebels are launching space bombs (so miss one...) If you manage to stop that, you have to fighter rebel fighters making torpedo attacks and finally TIE Defenders and ATRs.

    I didn't frack about, and immediately summoned the reinforcements (all of two TIEs, for all the good they did...)

    Yep, pretty much as I remembered, it's a nightmare. I SLAMmed up striaght away, hoping to nail some of the TRNs with advanced torpedoes befoe they could fire, but to no avail. I missed a wrahead, despite my best efforts.

    Clearly, I think, I need to hold off and concentrate on intercepting from a distance, where my missiles can hit more easily.

    But that will have to wait for next time.

    (Note, screenshots of this mission might be hard to come by as from the outset you're in the thick of it...)

    Primary Objectives:
    100% of all TRNs must be destroyed
    CTRNS Silver Bull must survive until goals complete
    FAC/1 Specwar Fab must survive until goals complete

    Secondary Objectives:
    CTRNS Silver Bull must be boarded
    SHU Aluma must have finished docking
    100% of Y-Wing group Gold must be destroyed
    100% of X-Wing group Red must be destroyed
    100% of B-Wing group Blue must be destroyed
    100% of A-Wing group Rogue must be destroyed

    Bonus Objectives:
    CTRNS Silver Bull must complete mission
    SHU Aluma must complete mission
    100% of ATR group Z-Omega must be destroyed
    100% of T/D group Z-Alpha must be destroyed






    Spoiler: Training Mission Status
    Show

    TIE Fighter
    Training Mission 1: Gunnery (Attempted, up to X-Wing Dodec (four bonus goals failed))
    Training Mission 2: Flight Leaders and Wingmen (Attempted, one bonus goal failed)
    Training Mission 3: Destroy Depot (Attempted, three bonus goals failed)
    Training Mission 4: Destroy Probe (Attempted, one bonus goal failed)

    TIE Interceptor
    Training Mission 1: Threat Display(Attempted, two bonus goals failed)
    Training Mission 2: Ambush!
    Training Mission 3: Clear Minefield
    Training Mission 4: Combined Attack

    TIE Bomber

    Training Mission 1: Proton Torpedoes (Attempted, two bonus goals failed)
    Training Mission 2: Space Bombs
    Training Mission 3: Torpedo Run (Attempted, two bonus goals failed)
    Training Mission 4: Bombers Armed with Missiles

    TIE Advanced

    Training Mission 1: Concussion Missiles
    Training Mission 2: Rocket Attack (Attempted, one bonus goal failed)
    Training Mission 3: Preemtpive Strike
    Training Mission 4: Hyperdrive Upgrade (Attempted, one bonus goal failed)

    Assault Gunboat

    Training Mission 1: Shields
    Training Mission 2: Teamwork
    Training Mission 3: The Challenge(Attempted, twelve bonus goals failed)
    Training Mission 4: Escort Duty (Attempted, two bonus goals failed)


    TIE Defender

    Training Mission 1: Dogfighting!
    Training Mission 2: Tractor Beam
    Training Mission 3: Inspect & Disable
    Training Mission 4: Disable and Capture

    Missile Boat

    Training Mission 1: Dual Warheads
    Training Mission 2: Anti-Warhead Defense
    Training Mission 3: Disabling Minefield
    Training Mission 4: Missile Boat vs. TIE Defender
    Last edited by Aotrs Commander; 2015-07-21 at 05:27 PM.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Right, let's do this.


    Spoiler
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    Missileboat Mission Two: Anti-Warhead Defense

    Okay, let's try this again. This time, I'm gong to hold my distance and see if that makes it any more... possible...

    Screw this mission and the Y-Wing it rode in on.

    This is by far the hardest training mission and one of the least fun missions in the entire of TIE Fighter.

    You have barely enough time to even target the CTRNS silver Bull before the first (of NINE) TRNs fires heavy space bombs at it. You don't get time to frack about with your shields or anything. Straight away, you're having to use the map to locate and intercept all the warheads (since you cannot POSSIBLY do it in real-time). I tried to summon reinforcements, but apparently the button press didn't take as I had to do it much later in the mission. (In hindsight, this was the first sign TIE Fighter was going to throw a mard-on today.)


    I fired a single advanced torpedo at as many transports as I could, but somehow, these are magic TRNs that actually seemed to never be hit by them unless I fired at point-blank range (and not always even then).


    I was very quickly running out of warheads, since the advanced torpedoes weren't doing them DAMN JOB and there's no time to tractor or anything. There is NO room for error in this mission, since even ONE warhead hit is a mission over. I managed to do it and then four Y-Wings showed up almost instantly. And equally as instantly, started firing torpedoes (before my first pair of Advanced Missiles could even hit them) so I was then back to trying to shoot the warheads downs and taking potshots at the Y-Wings. I finally got the two T/F reinforcements out and they died almost instantly.


    Then X-Wings show up. I managed to kill three before they fired, launched two missiles at thelast one and I'm SURE the game threw debris right infront of the missile track, as I had to finish it with guns.


    Then six fracking B-Wings showed up (and I was NEARLY OUT OF AMMUNITION IN A MISSILEBOAT). Naturally, there was no way I could save the Silver Bull at this point. To make matters worse, one B-Wing got to hyperspace. NOW the bloody factory started firing warheads at them (yeah, good job guys, don't do that earlier or anything). After the last B-Wing died, two A-Wings showed up and I was forced to kill THEM with a tractor/Advanced Torpedo combo.


    And then I waited for the traitor attack. And waited. And accelerated time and waited and then said "[expletive] this" and quit out of the mission.

    Primary Objectives:
    100% of all TRNs must be destroyed
    CTRNS Silver Bull must survive until goals complete
    FAC/1 Specwar Fab must survive until goals complete

    Secondary Objectives:
    CTRNS Silver Bull must be boarded
    SHU Aluma must have finished docking
    100% of Y-Wing group Gold must be destroyed
    100% of X-Wing group Red must be destroyed

    100% of B-Wing group Blue must be destroyed
    100% of A-Wing group Rogue must be destroyed

    Bonus Objectives:
    CTRNS Silver Bull must complete mission
    SHU Aluma must complete mission
    100% of ATR group Z-Omega must be destroyed
    100% of T/D group Z-Alpha must be destroyed


    22/24 kills.

    We're done with this; moving on.



    Missileboat Mission Three: Disabling Minefield

    Here MIS Tau (hey, a wingman!) is to clear an ion minefield and rescue two M/CRVs. Bad news is, you're armed with 40 Advanced Missiles... and 10 Space Bombs... Greaaat.

    I ragequit out of the first attempt because the CRL was using the magic "your warhead will be intercepted by guns even though the ship is just firing at you and the bolts pass NOWHERE NEAR your warheads" thing.




    GRRR!

    I REALLY hate having to go through a mission and then fail a goal at the literal last second because the game is being a little [expletive].



    First thing in, I decided I'd call for reinforcements. This time, it was a rather more useful set of GUNs - four or five, in fact. I then set to clearing the minefields; ion mines are decidedly easy to clear.


    Done in no time, especially with the GUNs helping.


    ATR Omega arrived to rescue M/CRV Dagger, TRN Omega arrived for reloads; followed by CRL Planka, which started by launching Y-Wings. I ignored them for the moment and engaged SLAM to get within warhead range of the CRL and take out those damned warhead launchers with two pairs of missiles each.


    I then spun about and hit the five Y-Wings (ignoring the Z-95 Headhuhters attacking me, letting the GUN Mu deal with them). Five pairs of missiles later, and I was a bit close to the Planka, so I SLAMmed out (keeping my cannon energy up with shields as necessary). Then at about 4 klicks, while still at full speed, spun about and launched all ten space bombs at 184 speed.


    I then turned my attention to the B-Wings that had just launched, leaving the CRL to die. (I had hoped that'd clear a load more mission goals, but no.)


    I used three missiles on each and got them all,b ut not before the final one fired two protons at Dagger 1. I managed to intercept one with a missile, but not the second. Still, Dagger was able to limp home.


    Lull: reload!


    The next stage was a load of X-Wings (six) and A-Wings (nine) all in threes.


    Here, GUN Mu were most useful. not for killing the rebels (they got, like two Headhunters and two A-Wings the whole mission), but for keeping them off me. I concentrated on attacking the fighters attacking them. Those fighters tended to stay straight long enough for me to get the best locks on. A-Wing Yellow 2 continued to attack me, but I ignored it as best I could. Somebody shot a magpulse or two at me (and in the MIS magpulse are not quite as ignorable) but I tanked it and carried on.


    Fighting A-Wings at close range when you have to use missiles and don't have a tractor beam is kinda hard.

    Once we cleared them, there was one mission goal left to go. I made what in hindsight was a tactical error and broke off for a reload.


    I had time to get a reload, and the GUNs met the last three A-Wings. To my horror, one of them got reduced to about 9% hull and broke off. I SLAMmed after it, best I could even setting shield recharge to zero and fired two missiles at it.


    The little [expletive] clearly took the hit, because it got reduced to 1% hull, but was classified as invulnerable as it hyperjumped out. That meant the game screwed me out of a bonus goal by a second, since it meant it had to have registered the hit at the EXACT moment it jumped out, else it would have a) not taken damage or b) been destroyed.

    While I could refly the mission and do it again, I thought, frack it, let's just move on.



    Primary Objectives:
    100% of M/CRV group Dagger must complete mission
    100% of Mine group M2 must be destroyed

    Secondary Objectives:
    None
    Bonus Objectives:
    CRL Planka must be destroyed
    100% of SHU group Lacoda must be destroyed
    100% of X-Wing group Yellow must be destroyed
    100% of X-Wing group Gold must be destroyed
    100% of A-Wing group Yellow must be destroyed
    100% of A-Wing group Red must be destroyed
    100% of A-Wing group Blue must be destroyed

    100% of A-Wing group Gold must be destroyed


    25/29 kills.



    Missileboat Mission Four: Missile Boat vs. TIE Defender

    Right, Tau 1 and 2 are to attack a load of TIE Defenders (several of which are parked) and the deal with a load of pirates and whatnot afterwards. Since we've got an inspection goal, I'm going to leave off calling for reinforcements for a bit. This time, at least, we have missiles and torpedoes...

    WHAT.

    I started out really well, easily clearing the enemy T/Ds and setting to work the labourious process of destroying the parked T/Ds and containers when the STRKC showed up. I gamely broke off to kill the Z-95s and R-41s that launched... I got a couple and then was abruptly destroyed. It can only have been multiple missile hits, since despite earlier damage, I was at full shields.

    Right then, game if you're going to be a crap about this, screw doing it myself, as soon as the inspection is done, I will summon reinforcements.

    After several abortive tries (because you have to kill one T/D in the first pass), I got as far as clearing the active T/Ds... for my wingman to a) not wait when I told him (I had to do it twice) and b) crash into a container.

    Several more tries and when I got started again, I was killed by turbolaser fire because the game was playing silly beggers with the buttons (double-clicking instead of single clicking) so I was flying too slow.

    [EXPLETIVE!!!!!!!]

    Dear FRAG, TIE is being a little [expletive] today! After I don't know HOW many abortive attempts, I got all the way through and was dealing with the STRKC when it just jumped out mid-salvo.

    So, ONCE AGAIN today TIE decides to not let me have anything at the last second and laughs. That is SO FRACKING ANNOYING.

    Well, we're out of time for another refly, so sod it.

    First job out is to attack the TIE Defender going after your wingman. You want him around for as long as possible. Two missiles and then tractror beam.


    Next job: CTRNS Thor. Three Advanced Torpedoes - and two for the Escort Shuttle it launches - stopped it escaping or the parked T/Ds getting pilots. Then it was a case of mopping up the three remaining T/D.


    I ordered my wingman to stop (two or three times to make it stick) and then inspected all the containers. I then called for reinforcements (GUN Eta, three craft with Protons) and ordered Tau 2 to carry on and we started on killing parked T/Ds on containers. (It's worth calling in the GUNs just because the containers take SO LONG to kill with one laser. Even at full recharge, it takes two whole cannon energy to destroy one.)


    STRKC Yllama arrives and starts launching fighters, shortly followed by four M/CRVs. First job as usual is to kill the warhead launcher on the Yllama. I then dived into the R-41s and Z-95 Headhunters.


    With them all clear, I started on the M/CRVs. I managed to kill Xtram 3 from a distance (it was busy shooting missiles at other people - did I mention how much I hate you can't target the warhead launchers on M/CRVs?)


    The otnext two (and part of the last I had to do from close range. I was getting a bit too close to the capital ships and coming under fire from the TIE Advanced. I SLAMmed away from the Yllama and wiped out T/A Blue.


    I then moved onto T/A Red; having cleared the fighters, I used my last warheads on the remaining M/CRV. Fortunately, I now had a reload ship. So while GUN Eta's second wave flew in, I rished over to get a reload. Great. I was even in torpedo range of the cap ships. I launched two at the last M/CRV.


    And then a full spread at the STRKC, until I couldn't fire anymore.


    My reload finished, to I hit the SLAM to speed my torpedoes up... and watched the STRKC just jump to hyperspeed at 48% hull.


    Given that it had been miles off from its waypoint and I'd only just punched its shields down, I have no idea what happened there, but it was the crowning furstration on an annoying session.

    Primary Objectives:
    100% of all T/Ds must be destroyed
    T/D Baker 1 must be destroyed
    T/D Baker 2 must be destroyed
    T/D Baker 3 must be destroyed
    T/D Baker 4 must be destroyed
    T/D Charly 1 must be destroyed
    T/D Charly 2 must be destroyed
    T/D Charly 3 must be destroyed
    T/D Charly 4 must be destroyed
    100% of T/D group Rover must be destroyed

    Secondary Objectives:
    100% of CN/A group Domm must be destroyed
    100% of CN/A group Duce must be destroyed

    Bonus Objectives:
    100% of CN/A group Domm must be inspected
    100% of CN/A group Duce must be inspected
    CTRNS Thor must be destroyed
    100% of Z-95 group Puprle must be destroyed
    100% of R-41 group Gray must be destroyed
    100% of R-41 group Blue must be destroyed
    100% of T/A group Blue must be destroyed
    100% of T/A group Red must be destroyed

    STRKC Yllama must be destroyed
    100% of CRV group Xtram must be destroyed
    CRV Xtram 3 must be destroyed


    26/4 kills


    Well, that at least wraps up the training missions.

    There won't be an installment next week (I'm away), so join me in two weeks and let's see if the actual battle missions are any less irritating...



    Spoiler: Training Mission Status (final!)
    Show

    TIE Fighter
    Training Mission 1: Gunnery (Attempted, up to X-Wing Dodec (four bonus goals failed))
    Training Mission 2: Flight Leaders and Wingmen (Attempted, one bonus goal failed)
    Training Mission 3: Destroy Depot (Attempted, three bonus goals failed)
    Training Mission 4: Destroy Probe (Attempted, one bonus goal failed)

    TIE Interceptor
    Training Mission 1: Threat Display(Attempted, two bonus goals failed)
    Training Mission 2: Ambush!
    Training Mission 3: Clear Minefield
    Training Mission 4: Combined Attack

    TIE Bomber

    Training Mission 1: Proton Torpedoes (Attempted, two bonus goals failed)
    Training Mission 2: Space Bombs
    Training Mission 3: Torpedo Run (Attempted, two bonus goals failed)
    Training Mission 4: Bombers Armed with Missiles

    TIE Advanced

    Training Mission 1: Concussion Missiles
    Training Mission 2: Rocket Attack (Attempted, one bonus goal failed)
    Training Mission 3: Preemtpive Strike
    Training Mission 4: Hyperdrive Upgrade (Attempted, one bonus goal failed)

    Assault Gunboat

    Training Mission 1: Shields
    Training Mission 2: Teamwork
    Training Mission 3: The Challenge(Attempted, twelve bonus goals failed)
    Training Mission 4: Escort Duty (Attempted, two bonus goals failed)


    TIE Defender

    Training Mission 1: Dogfighting!
    Training Mission 2: Tractor Beam
    Training Mission 3: Inspect & Disable
    Training Mission 4: Disable and Capture

    Missile Boat

    Training Mission 1: Dual Warheads
    Training Mission 2: Anti-Warhead Defense(Attempted, one secondary and three bonus goals failed)
    Training Mission 3: Disabling Minefield(Attempted, one bonus goal failed)
    Training Mission 4: Missile Boat vs. TIE Defender
    (Attempted, one bonus goal failed)
    Last edited by Aotrs Commander; 2015-07-28 at 05:51 PM.

  25. - Top - End - #265
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    BlackDragon

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Wow. Sounds like a real painful time!

  26. - Top - End - #266
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Wow, how horribly frustrating! Congratulations on at least completing the primary and secondary goals in each mission. Thanks for toughing it out so far!

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by Aotrs Commander View Post
    so join me in two weeks and let's see if the actual battle missions are any less irritating...
    It would seem weird if the actual missions are easier than the training missions for the game... or maybe the empire has that good of a training regimen?
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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Some of the training missions are ridiculously hard. I remember there being a few that I never completed when I was a kid, even after turning it down to easy and getting so frustrated that I turned on invulnerability and infinite ammo.
    Delightfully abrasive in more ways than one
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    Mango:you sick, twisted bastard <3
    Quote Originally Posted by Gryffon View Post
    I think Krade is protesting the use of the word mad in in the phrase mad scientist as it promotes ambiguity. Are they angry? Are they crazy? Some of both? Not to mention, it also often connotates some degree of evilness. In the future we should be more careful to use proper classification.

    Mango is a dastardly irate unhinged scientist, for realz.
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    Evil's awesome because of the art.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    Quote Originally Posted by DigoDragon View Post
    It would seem weird if the actual missions are easier than the training missions for the game... or maybe the empire has that good of a training regimen?
    Prepare to be weirded out, because that's often what happens. TIE Defender training mission 1 has you facing far more opponents at one time than you will ever meet in any mission in the game, for example.

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    Default Re: Bleakbane (Re-)Plays: TIE Fighter! For the glory of the Empire, destroy everythin

    That said, it's often the case the PRIMARY mission goals are quite easy on the training missions - i.e. the only bits you have to complete to get your training medals. (MIS 2 being a notable exception.) The secondary and bonus goals are what are the hard parts.

    I have, for example, never managed to fully complete the first mission proper in the game TIE Fighter mission 11. The primaries are trival; destroy eight containers. The secondaries are barely harder (defeat some Headhunters that don't shoot back). The bonus goals, though go up to "fight six (or is it twelve?) X-Wings at once." And it's hard because with no shields, the number of glancing blows eventually adds up and you die.

    So, actually, the training missions in TIE are designed to be very hard to fully complete, since by design, they are intended for you to practise on by flying them repeatedly. (Which I did in the day.) It is actually a fairly efficient and clever way to go about it, since it combines the "trivially easy mission to Learn You To Fly Proper" with "hard mission to get you good."




    1At some point, I'll have to dig out the original General Vosker profile (yes, I am quite sure it is backed up somewhere, my first starter for ten being the oldest 1998 CD backup...) and have a look and a compare...



    Edit: So I did! Found it almost right away on a 2001 backup.

    Interesting to compare. I have done generally better (if the scores are any indication) - not surprising since I've been playing on hard this time. The biggest blip is Battle 1 Mission 5 (but if you recall, I had accidentlly moved past that one on Medium and after a bad run) where I did much better the firts time around. The orignal Vosker has a LOT more kills, though: I'm up to somewhere in the 600-650 region now, but Vosker 1 finished about 1070-odd (which I always remembered as being hilarious since 107 of those were Y-Wings). Either these is a LOT more kills in the missile boat missions, or the fact I was cheating with unlimited ammo and invulerability made a big impact on the kill counts! My total score, though, is notably nearly 50% higher now than the first one was complete. (And ooh, I'm only a mission or two away from hitting 2 million!)

    It was easy to see which missions I'd cheated on due to the scores. It is worth noting that Battle 11 I don't appear to have cheated on at all, which bodes rather well - even if it does contain (on a glance) the mission which MIS 2 was actually training you for...
    Last edited by Aotrs Commander; 2015-07-30 at 06:04 PM.

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