Agreed! Also, love how the launching mechanism sound effect got reused in other fictional works, and I think I heard it in shows like Beast Wars: Transformers.
1:05: Foreshadowing. *ding* 7:30: Not a true collision, so... you know what I mean. Lore: At this point, Maarek is transferred to the less boring, more interesting auspices of the Nebulon-B Frigate Fogger, and befriends three assorted characters by the names of Grommet (real name Carith), Alimet, and Ketcher. Gameplay: TIE Bomber mission 1 out of 7, and also the receiving of the Captain promotion.
LLPhoenix I think this is the best flying/fighter game of all time, to this day, but I'm scared of them remaking it. I want someone to, but at the same time, I KNOW they'd screw up key elements in a big way. They'd make it more "consoley" and more "gamey", so to speak.
7:26 Basically, any ship you destroy from behind, there is a 1 in 5 chance the debris lock onto your ship and take you out when you are in an unshielded craft. I think the programmers put this in as a joke, but imagine playing an entire mission completing every objective and the final ship you destroy takes you out with its debris.
*There'z a hidden Transport in this game named "Queen". It is designated to arrive once the player's craft gets disabled. However, no enemies attack you with ions, so this Transport never arrives.*
To save you or capture you? Thought: The auto-repair functions may have been added later, and beforehand, Transport Queen might have been the means to get you going again. Remember in X-Wing if you got disabled, that was IT for you.
Yes, I remember getting disabled in a Y-W where you have to disable a bunch of SHUs and at the start your wingmans spawn kind of behind you... You can figure out how that went
Bloodlyshiva *I've checked the mission file. The order for TRN Queen is "Board and Capture".* *My guess is that it wasn't goin' too well programming-wise, as it is not programmed into the game that the player is captured without destroying its spacecraft. It was an innovative thought that the player can be captured real-time during the mission, but it most likely crashed the game, so they omitted "disable player" ships from the mission alltogether. TRN Queen is only a left-over.*
I completely subscribe. Anyway the biggest inconvenience in dogfighting with the bomber is not, in my opinion, the fact that is slow, but that having lasers on the wings and being so wide from a wing to another making double hits is rare and makes the dogfighting even slower!
*I don't know whether or not y'have noticed, but TIE Bombers in this game are all bugged. In X-wing, they could carry BOTH Proton torpedos AND Concussion Missels. In this game, they can carry only ONE type of warhead. Eeny-weeny-little-bug.*
LLPhoenix *Ye, it might have been done on purpose, but still, it'd make TIE Bombers a million times more useful. Two different types of warheads would mean twice as many kills! And remember: warhead hits worth a LOT more than laser hits! Muh accuracy for projectiles is always 100%.*
Can at least suspect the design choice angle. Believe me, such things also happen in the Ace Combat games, when certain fighters suddenly have long range special weaponry that a playable version of the same craft actually can't have, and worse, there's the superjets of the series, which have only one specific superweapon type be used for playable variants.
It's probably because you play this mission on Easy. Looking at the mission file, it seems that on easy there is 1 less CARG and 3 less Y-Ws. Your wingmen get distracted much less and they kill TRN Dawn earlier. Maybe for a change, you could try playing only this mission on medium.
Maybe it crashes into one of it's ally. Try it a few time, there are some missions, where you can get different positions for ships, so maybe you just got a buggy one.
There really is no difference between matched and alternating fire modes, is there. Shame. I'd always wanted a mod that changed that. For example, alternating is harder to hit with, but it could have much higher dps, where as matched would be easier to hit with, and balance a much lower dps with a higher overall energy efficiency. Are there mods for these games? Hmm....
+HotaruZoku I don't know if there is any for X-wing or TIE Fighter. The only thing I know about is just changing stats of crafts, like adding additional lasers to a craft in X-wing. Also there are a bunch of missions on the internet for all the X-wing games. Alliance definitely has mods (like T/F total conversion) and also XvT has them also but not as extensive.
In my opinion, yes, it's a 100% completionist run due to the objectives and not the points. A notable example as to why a huge number of points doesn't count is Mark of the Ninja, whose objectives just can't increase your score at all.
I always really loved the launching animations for each craft!
Me too!
Agreed!
Also, love how the launching mechanism sound effect got reused in other fictional works, and I think I heard it in shows like Beast Wars: Transformers.
1:05: Foreshadowing. *ding*
7:30: Not a true collision, so... you know what I mean.
Lore: At this point, Maarek is transferred to the less boring, more interesting auspices of the Nebulon-B Frigate Fogger, and befriends three assorted characters by the names of Grommet (real name Carith), Alimet, and Ketcher.
Gameplay: TIE Bomber mission 1 out of 7, and also the receiving of the Captain promotion.
Awesome walk through! This game looks really good and it deserves a modern remake.
You are absolutely right sir!
LLPhoenix
I think this is the best flying/fighter game of all time, to this day, but I'm scared of them remaking it. I want someone to, but at the same time, I KNOW they'd screw up key elements in a big way. They'd make it more "consoley" and more "gamey", so to speak.
IgnatzKolisch Good point.
+IgnatzKolisch Well put.
@@IgnatzKolisch in 4 years late but remember this, if they ruin the remake at least they cant ruin the original.
Greatest game ever made.
Captain by mission 3, My hat off to you.
Ordering your wingman to engage enemy then fire the kill shot yourself for the credit, you even order them to disengage to secure that, very imperial.
I think it was more of a case of optimizing firepower
*GOOD WORK ALPHA ONE*
FreeSpace fans will also be flustered by hearing that.
Took that Xwing Fuselage like a champ.
Yeah, it was lucky I lived. Strangely I didn't even get the "collision spin"
7:26 Basically, any ship you destroy from behind, there is a 1 in 5 chance the debris lock onto your ship and take you out when you are in an unshielded craft. I think the programmers put this in as a joke, but imagine playing an entire mission completing every objective and the final ship you destroy takes you out with its debris.
I don't have to imagine this, I had this experience a lot while doing my X-wing playthrough. It's annoying as hell
*There'z a hidden Transport in this game named "Queen". It is designated to arrive once the player's craft gets disabled. However, no enemies attack you with ions, so this Transport never arrives.*
That's completely logical. lol
To save you or capture you?
Thought: The auto-repair functions may have been added later, and beforehand, Transport Queen might have been the means to get you going again.
Remember in X-Wing if you got disabled, that was IT for you.
Yes, I remember getting disabled in a Y-W where you have to disable a bunch of SHUs and at the start your wingmans spawn kind of behind you... You can figure out how that went
Bloodlyshiva
*I've checked the mission file. The order for TRN Queen is "Board and Capture".*
*My guess is that it wasn't goin' too well programming-wise, as it is not programmed into the game that the player is captured without destroying its spacecraft. It was an innovative thought that the player can be captured real-time during the mission, but it most likely crashed the game, so they omitted "disable player" ships from the mission alltogether. TRN Queen is only a left-over.*
With X-Wing Alliance assets and knowhow, one might wonder if they can replicate this to success.
21 ships destroyed, 1 TIE lost.
Classic Bloodbath. Mmmmmm.
I completely subscribe. Anyway the biggest inconvenience in dogfighting with the bomber is not, in my opinion, the fact that is slow, but that having lasers on the wings and being so wide from a wing to another making double hits is rare and makes the dogfighting even slower!
Thanks for the support.
Could have been worse. The B-Wing from the predecessor game, X-Wing, has a far more outrageous laser link.
*I don't know whether or not y'have noticed, but TIE Bombers in this game are all bugged. In X-wing, they could carry BOTH Proton torpedos AND Concussion Missels. In this game, they can carry only ONE type of warhead. Eeny-weeny-little-bug.*
Yes, I'd say it's not a bug, but a design choice.
Also they could carry a bunch more stuff too in other stories.
LLPhoenix
*Ye, it might have been done on purpose, but still, it'd make TIE Bombers a million times more useful. Two different types of warheads would mean twice as many kills! And remember: warhead hits worth a LOT more than laser hits! Muh accuracy for projectiles is always 100%.*
Can at least suspect the design choice angle. Believe me, such things also happen in the Ace Combat games, when certain fighters suddenly have long range special weaponry that a playable version of the same craft actually can't have, and worse, there's the superjets of the series, which have only one specific superweapon type be used for playable variants.
ty for episode
You're welcome
How do you fulfil the bonus objective? I play this mission on Easy, but the transport gets destroyed before I can get anywhere near it to inspect it.
It's probably because you play this mission on Easy. Looking at the mission file, it seems that on easy there is 1 less CARG and 3 less Y-Ws. Your wingmen get distracted much less and they kill TRN Dawn earlier. Maybe for a change, you could try playing only this mission on medium.
@ilsegugio1979 Yeah, thoose stupid things are quite annoying
Helps that XWAU/TFTC makes them be linked like the TIE Fighter's cannons.
@@michaelandreipalon359 Indeed, makes the T/B OK in dogfights
Maybe it crashes into one of it's ally. Try it a few time, there are some missions, where you can get different positions for ships, so maybe you just got a buggy one.
There really is no difference between matched and alternating fire modes, is there. Shame.
I'd always wanted a mod that changed that. For example, alternating is harder to hit with, but it could have much higher dps, where as matched would be easier to hit with, and balance a much lower dps with a higher overall energy efficiency.
Are there mods for these games? Hmm....
+HotaruZoku I don't know if there is any for X-wing or TIE Fighter.
The only thing I know about is just changing stats of crafts, like adding additional lasers to a craft in X-wing. Also there are a bunch of missions on the internet for all the X-wing games. Alliance definitely has mods (like T/F total conversion) and also XvT has them also but not as extensive.
LLPhoenix
Thanks for all involved.
is that a 100% run?
Depends on what you call 100%.
I did all the goals in all of the missions, but didn't maximise for points.
In my opinion, yes, it's a 100% completionist run due to the objectives and not the points.
A notable example as to why a huge number of points doesn't count is Mark of the Ninja, whose objectives just can't increase your score at all.