Bad CC Missions.
Moderator: High Command
Bad CC Missions.
Somebody please tell me how you guys finish some of these Combat Chamber missions, because I am going insane here. ERS-3 for example.
The Chimaera just rolls around, doing nothing, not even trading a single shot with the DREADs. In the end they crash into it faster than I can destroy the DREADs, destroying the Chimaera. Missions lost.
Oh, I am flying TIE95 btw.
The Chimaera just rolls around, doing nothing, not even trading a single shot with the DREADs. In the end they crash into it faster than I can destroy the DREADs, destroying the Chimaera. Missions lost.
Oh, I am flying TIE95 btw.
[font=Tahoma]SGOV Vortagh / Director / Yaga Minor Shipyard Facility / Imperial Navy
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I guess I have to try it with "normal" TIE as well.
It seems I can never finish any mission that has "protect this and that capship" (usually the Chimaera) because said capship never defends itself and just eats a lot of rockets -OR- rams another capship and blows up. (Which I do not understand because sometimes capships ramming themselves doesn't do anything...).
Gah.
It seems I can never finish any mission that has "protect this and that capship" (usually the Chimaera) because said capship never defends itself and just eats a lot of rockets -OR- rams another capship and blows up. (Which I do not understand because sometimes capships ramming themselves doesn't do anything...).
Gah.
[font=Tahoma]SGOV Vortagh / Director / Yaga Minor Shipyard Facility / Imperial Navy
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Yeah, I just flew Missions 1, 2, 3 and 5.
1 and 2 were no problem, because they didn't feature a "protect the capship" goal - in mission 1 the Chimaera get's destroyed by the Errant Venture, because it doesn't fire a single shot and follows the pilot around, also the Missile Boat that is supposed to attack the Errant Venture is just sitting there, picking it's a..
In 5 it's really annoying, allthough I think I just didn't destroy the two Assault Transports fast enough, so they got to fire some rockets, which makes it harder to defend the Chimaera later in the mission.
But 3.... I have no idea how people actually managed to finish that mission. Even on easy I cannot destroy the DREADs fast enough. I manage to kill the second group of DREADs - I pick that one because it is closer to the Chimeara - and at least one of the first group, but then they blow up the Chimaera.
1 and 2 were no problem, because they didn't feature a "protect the capship" goal - in mission 1 the Chimaera get's destroyed by the Errant Venture, because it doesn't fire a single shot and follows the pilot around, also the Missile Boat that is supposed to attack the Errant Venture is just sitting there, picking it's a..
In 5 it's really annoying, allthough I think I just didn't destroy the two Assault Transports fast enough, so they got to fire some rockets, which makes it harder to defend the Chimaera later in the mission.
But 3.... I have no idea how people actually managed to finish that mission. Even on easy I cannot destroy the DREADs fast enough. I manage to kill the second group of DREADs - I pick that one because it is closer to the Chimeara - and at least one of the first group, but then they blow up the Chimaera.
[font=Tahoma]SGOV Vortagh / Director / Yaga Minor Shipyard Facility / Imperial Navy
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- Jagged Fel
- Admin<br>Commander of the Navy
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Some of them really do need be gone through and fixed. Not just stupid typos, but stuff like giving capships starfighter orders (that's one of my biggest pet peeves) or like Vort's saying unreasonable setups.
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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Commander of the Navy

Ok, 5 is doable, no problem there. That was my own fault (and the result of the thought I had in my last post).
The other two are bad, though.
I started making notes on stuff that needs to be corrected and if anybody flies any missions and finds any errors, has any remarks, ideas, etc, please contact me.
Thanks!
The other two are bad, though.
I started making notes on stuff that needs to be corrected and if anybody flies any missions and finds any errors, has any remarks, ideas, etc, please contact me.
Thanks!
[font=Tahoma]SGOV Vortagh / Director / Yaga Minor Shipyard Facility / Imperial Navy
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Strategic Development Director (SDD)

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- Jagged Fel
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Well, I've got one class tomorrow, I'll make that TIE day 
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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Commander of the Navy

Back in the day I noticed that a lot of the earlier TIE missions had faulty orders for Capital ships. You cannot tell a capital ship to simply engage a target, you have to put it on a patrol loop with specific waypoints so it will not crash into other ships. Otherwise the ship will act like a starfighter and try to get as close to it's target as possible (IE, less than 1 Kilometer), but since captial ships are larger than the optimal distance to the target they just crash into one another.
So basically to get it to work right you have to set all the ships into a patrol loop, with specific waypoints that will take the ships close to one another, but no closer than 1.5 Kilometers on average. Then you set their primary goal as "Destroy Rebel Ship A" with a secondary goal to target all Rebel IFF codes, so they'll shoot at the fighters, too. And use some creativity with your loop. If you program the waypoints well enough, it'll look like a realistic engagement, rather than two ships simply closing to range and blasting away at each other.
So basically to get it to work right you have to set all the ships into a patrol loop, with specific waypoints that will take the ships close to one another, but no closer than 1.5 Kilometers on average. Then you set their primary goal as "Destroy Rebel Ship A" with a secondary goal to target all Rebel IFF codes, so they'll shoot at the fighters, too. And use some creativity with your loop. If you program the waypoints well enough, it'll look like a realistic engagement, rather than two ships simply closing to range and blasting away at each other.
-Commodore Wedge
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- Jagged Fel
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I've actually found it easier to plot *everything* out on paper first. I can cram all of the info I need onto the map and an events list. If people did it on paper instead of just "I'm gonna add a ship here" that might save some problems, too.
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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- LC La Forge
- Posts: 2359
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The TC site should be up within a week (I need to bug Admiral Polanski some more), and I can create a bug form or something like that, so a semblence of organization can be maintained.
~Lieutenant Commander La Forge
LC La Forge / Iota 1-1 / ISD Chimaera / Imperial Navy
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"As a team, we can do anything and everything.
Believe in this, and we will win!"

LC La Forge / Iota 1-1 / ISD Chimaera / Imperial Navy
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"As a team, we can do anything and everything.
Believe in this, and we will win!"

- AD Polanski
- Admiral<br>Imperial Navy
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- LC La Forge
- Posts: 2359
- Joined: Tue Apr 27, 2004 2:38 am
You can just send me the files and the table structures and I can work it out...
But it would probably be best if you did it, seeing as how you wrote it.
EDIT: If you could log onto AIM, could we discuss it more?
But it would probably be best if you did it, seeing as how you wrote it.
EDIT: If you could log onto AIM, could we discuss it more?
~Lieutenant Commander La Forge
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"As a team, we can do anything and everything.
Believe in this, and we will win!"

LC La Forge / Iota 1-1 / ISD Chimaera / Imperial Navy
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"As a team, we can do anything and everything.
Believe in this, and we will win!"

That is absolutely right. It became very painful flying yet another mission where all the capital ships looked like they were being crewed by Ew*ks. About half the CC missions I've flown for TIE are like this.Wedge wrote:Back in the day I noticed that a lot of the earlier TIE missions had faulty orders for Capital ships. You cannot tell a capital ship to simply engage a target, you have to put it on a patrol loop with specific waypoints so it will not crash into other ships. Otherwise the ship will act like a starfighter and try to get as close to it's target as possible (IE, less than 1 Kilometer), but since captial ships are larger than the optimal distance to the target they just crash into one another.
It's not like people have an excuse either - in TFW it even says "Not for captial ships - use a capital ship order" if you ty and set a duff one!
~ J Muscat
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- Fel
- Admin<br>Supreme Commander
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I agree there. Surprisingly a lot of them had good, normal orders when I flew them, but since then they've gone nuts.Wedge wrote:Back in the day I noticed that a lot of the earlier TIE missions had faulty orders for Capital ships.
You *can* give Capships attck orders, but you need to be specific about it. Having a capship attack fighters causes problems. I think a lot of orders were set from specific targets to "IFF Imperial" which makes for a hell of a mess! There's one mission, XvT, I think, where the cruiser is supposed to suicide run the INT Red Claw-II. Instead it tries to suicide IFF Imperial, which often leads to it trying to kamikaze run a TIE Bomber.
Conclusion: Orders need to be fixed.
- Fleet Admiral Tiberius "Kamikaze" Fel
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Supreme Commander of Imperial Forces

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Supreme Commander of Imperial Forces

I remember one old mission where a hostile VSD (or something) kept following me
Was nastier than usual to blow up, when I finally came around to it, since it had the nasty habit of trying to turn its nose at me 
"It followed me home, can I keep it?"
"It followed me home, can I keep it?"
-Tapio Laithlis
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