Oops
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Starfigher Corps Future - TIE-Mod (And Contest!)
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April 28, 2012
10:54:56 AM
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You capp'rs who prefer a bit more hull and shielding between you and the cold vacuum of space hang in there, I'll have some information for you to discuss on those aspects later on, this one was just easier to put together in one sitting. Naturally you are more than welcome to offer your insights, commentary, or ask questions (and partake in the contest towards the end).
What I really want to see is us taking a slight step away from the serial number approach of piloting. Let the pilots develop unique relationships with their ships. But then this would mean locking them into a certain starfighter, when diversity would be the great spice of life and writing good stories. Before we go further, tho in how to make that work, let's look at what it would mean if your pilot was assigned a ship that only he or she flew, and was responsible for. You could now quite easily mark notable kills on your cockpits, perhaps add some personal color/insignia (within regulations, naturally), and even name their little hunk of high speed metal. I mean, sure you might lose one or two over time, but then you have a new fighter to replace it, to start a new relationship with and begin making your own all over. After all, it's rare you will drive the same car your entire life, right? But yes, we don't want to lock you into certain mission types or roles all the time, based on whatever fighter you obtain. (It'd really suck for those who go TIE Bomber.) So what are we to do? Why not take a page from the modular taskforce cruiser (wookieepedia link)? This would mean our pilots hold unique piloting rights to the primary core portion of the fighter, while able to customize their loadout with modules to best complete their mission objectives, fulfilling the many specific roles of other TIE models if they do it right. Of course they might not be a true Bomber when such is needed, but they could certainly pack a hefty punch to do so when it is necessary. Of course time and resources are necessary to switch out modules, and if a surprise attack comes, then lo and behold you might be forced to work with an unoptimal module array for the situation since they were prepared for the mission you were en-route towards. We can have quite a few excellent writing challenges in these modes. But yes, why don't we see the current (draft mode) specs I have written up for this thing? - OOC:
Modular Twin Ion Engine Fighter (TIE-mod)
Length: 10.1 meters Maximum Acceleration: 4220 G MGLT: 155 Maximum speed (atmosphere): 1,850 km/h Maneuverability rating: 185 DPF Engine units: SFS P-sz9.7 twin ion engines (rated 230 KTU) Power plant: SFS I-s4d solar ionization reactor Shielding: (standard, modules may change) Novaldex deflector shield generators (2) (rated 200 SBD total) Hull: Titanium hull with Quadanium steel solar panels (rated 20 RU) Navigation system: (standard, modules may change) SFS N-s6 Navcon Avionics: (standard, modules may upgrade) SFS F-s5x flight avionics system
Armament: (This is standard modulated loadout. It may well vary)- SFS L-s9.3 laser cannons (6)
- Borstel NK-3 medium ion cannons (2)
- SFS M-g-2 general-purpose warhead launchers (2) - Standard load: 4 concussion missiles or proton torpedoes each
Escape Craft: Cockpit ejection and ejection seat. Should ejection occur, self-destruct sequence will be initiated to prevent these advanced designs from falling into enemy hands.
Crew: 1 Pilot Passengers: None Cargo Capacity 75 kilograms Consumables: 2 days
Other Systems: Wing-mounted maneuvering jets
Module Slots:- Engine - Used to upgrade the primary engines with secondary ones for speed boosts, provide more thruster power for more maneuverability, provide better atmospheric maneuvering, or add hyperspace capability.
- Weaponry - Several of these, two mounted at the base of the cockpit, two on the wings. And one more on the base of the craft.
- Shields - Most use standard as they are quite high standard. Some pilots may choose to cut back to allow more power to other module systems.
- Computer Systems - Targeting, Aviation, Navigation, what have you. Upgrades for the core stuff.
Despite having so many module slots, it is very rare to fill them up. Each module added may reduce some capabilities of the craft, and certainly will increase the mass/weight, leading to reduced maneuverability and acceleration among other things such as power and heat concerns.
Developed by the Vast Imperial Navy Engineers with two years of experimentation, the TIE-mod aims to fulfill the Navy's goal of adapting to become a threat to any opponent it chooses, despite being a fraction of the size it once was in the rise of the Galactic Empire.
Yeah, you guys get to have fun with those. Honestly right now I think I stacked the specs up a tad too high, but that is a draft version right now anyways. I'm sure you flyboys (and girls, and... I'm going with don't ask don't tell here...) have a lot better idea of what works than I do since you work with these things a lot more frequently than I do. I have a decent understanding, but I don't write about them all the time, so my expertise certainly pales in comparison. Regardless, onto the contest portion. We need some module write ups from you chaps. Your chance to shape this fighter yourself in a collaborative Navy effort. I'll be awarding ICs primarily, but be assured that shinies are not uncalled for here as well if you do a most excellent job. Since this topic is to serve as both a discussion thread and a module submission thread simultaneously, I want you to put the actual modules in ooc tags so they stand out when one simply scrolls through the thead. To get us started, why don't I provide an example module? Feel free to go even more in depth in descriptions than I do, or even come up with new potential module slots for the TIE-mod. If you want to do weaponry, try to come up with "loadouts" rather than individual weaponry. - OOC:
Hyperdrive Systems Module This module grants the TIE-mod Class 2.0 hyperdrive capabilities with the SFS ND9 hyperdrive motivator seen on the TIE Avengers. It comes at the cost of suffering noticeable sublight performance disadvantages, due to the added mass necessary for the hyperdrive systems and navicomputer additions.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
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DeepSix
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
11:15:14 AM
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Interesting idea - I like it. I should however note that the presented draft is currently better or at least as good as a Defender in pretty much all regards. The good news is that this means such changes could indeed be made in our current timeframe. The bad news however is that the cost of such a ship should likely be as high if not higher than that of a Defender, and if so then this should in my opinion raise the obvious question - why doesn't the Navy upgrade from Interceptors to Defenders if it's that loaded on creds?
Although I fully approve of aesthetic customizations and the like, ones affecting performance in any way would be more troublesome to introduce however. At the very least the entire squadron would need to be outfitted in the same way so as to allow members to form up with each other even when taking losses for instance. What mods and load-outs would be used for a mission would of course be the squadron commander's job to decide. Well, either his or the ship captain's as it's technically the latter that decides which missions he green lights in the first place.
Will return at a later date with some mod ideas...
WC/ CWO DeepSix/ A-1/ S:412th Razor/ W:58th Javelin/ SSD Atrus/ TF:A/ 1Flt/ SFC/ VEN/ VE [ =*TG*=] TRN/ JRN DeepSix/ DJO/ Training Sect/ VEDJ
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Oops
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
11:29:39 AM
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Yeah, I know it's a bit overdone, hence my stating draft version.
I don't intend to replace every darn TIE in the navy with this, just the "elite" groups, which our PCs are considered to be, hence their going on more higher profile missions than "sit in this asteroid belt and just perform patrol maneuvers for at least a year"
But yeah, the base model shouldn't definately be defender tier, although I see it being a tad above interceptor. As you move up in rank and such, you could probably get it there tho with proper module combinations.
I also see the potential for modules to be unlocked via your certifications. That would give those a bit of a more in-story "tangible" benefit.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
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Maroy
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
11:47:37 AM
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As Deep said, the stats are somewhat better than they probably should be. They should probably stay about or better than Interceptors, without modules. I've seen modular squadron loadouts used in a couple starfighter games before (granted, it's not the same as writing) so I disagree with Deep on this. Often I'd vary the individual loadouts of pairs of fighters in order to allow "specializations", similar to how the VEA has weapons specializations in combat. It worked a lot better to have four or six interceptor-like builds and then a few heavy-hitters in order to take out both enemy interceptors and bombers fairly easily. - OOC:
Tractor Beam Module A module that equips the fighter with a small-scale tractor beam, allowing for the capture of enemy fighters as well as the use of a few unorthodox combat techniques. It would require a significant amount of power, so it would most likely require the disabling of weapons during use as well as increasing weight.
I'll edit when I think of more modules.
SC/MCPO Maroy/B-4/S:26 Tuk'ata/W:58 Javelin/mSSD Atrus/TF:A/1FL/SFC/VEN/VE (=*A*=) [GCM] [CBV] [IG] [MC2] [MC1]
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Valthir
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
1:43:20 PM
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Decided to tweak the design a bit. I didn't really alter it much, but hopefully that's a little better. If anyone has any suggestions, just throw them out there. This should be a Navy-wide collaborative effort, so it helps immensely to get everyone's opinions - OOC:
Modular Twin Ion Engine Fighter (TIE-mod)
Length: 9.6 meters Maximum Acceleration: 4220 G MGLT: 155 Maximum speed (atmosphere): 1,350 km/h Maneuverability rating: 185 DPF Engine units: SFS P-s5.6 twin ion engine (rated 175 KTU) Power plant: SFS I-s4d solar ionization reactor Shielding: Novaldex deflector shield generators (2) (rated 200 SBD total) Hull: Titanium hull with Quadanium steel solar panels (rated 20 RU) Navigation system: (standard, modules may change) SFS N-s6 Navcon Avionics: (standard, modules may upgrade) SFS F-s5x flight avionics system
Armament: (This is standard modulated loadout. It may well vary)- SFS L-s9.3 laser cannons (4)
- Borstel NK-3 medium ion cannons (2)
Escape Craft: Cockpit ejection and ejection seat. Should ejection occur, self-destruct sequence will be initiated to prevent these advanced designs from falling into enemy hands.
Crew: 1 Pilot Passengers: None Cargo Capacity 55 kilograms Consumables: 2 days
Other Systems: Wing-mounted maneuvering jets
Module Slots:- Engine - Used to upgrade the primary engines with secondary ones for speed boosts, provide more thruster power for more maneuverability, provide better atmospheric maneuvering, or add hyperspace capability.
- Weaponry - Several of these, two mounted at the base of the cockpit, two on the wings. And one more on the base of the craft.
- Shields - Most use standard as they are quite high standard. Some pilots may choose to cut back to allow more power to other module systems.
- Computer Systems - Targeting, Aviation, Navigation, what have you. Upgrades for the core stuff.
Despite having so many module slots, it is very rare to fill them up. Each module added may reduce some capabilities of the craft, and certainly will increase the mass/weight, leading to reduced maneuverability and acceleration among other things such as power and heat concerns.
Developed by the Vast Imperial Navy Engineers with two years of experimentation, the TIE-mod aims to fulfill the Navy's goal of adapting to become a threat to any opponent it chooses, despite being a fraction of the size it once was in the rise of the Galactic Empire.
ValthirAdept of the Dark Jedi Order Pirate Overseer of the Osk Company Squad Leader of Blackjack Squad
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Oops
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
4:54:28 PM
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Yeah, that's definitely starting to get things about to where they should be, thanks Hunter.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
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DarianRogue
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
6:39:57 PM
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I like this. I do like this. I'll post some modules in this post. Here's one to start. I'll edit in more later. - OOC:
- Tracer Module
In one of the weaponry slots, probably the forever alone one on the base of the craft, can go a module pointing backwards that releases tracers. These can be used to either trick heat-seeking missiles or generally act as decoy targets for missiles in general. One round is close to twenty of them, and they spread out over time. The module should contain ~3 rounds of tracers. They themselves don't weigh that much, but the module itself will definitely add a yet-to-be-determined amount of weight and obviously use up a weaponry slot that could be otherwise used for actual weapons.
FM/SCRW DarianRogue/Γ-3/S:26 "Tuk'ata"/W:52 "Javelin"/MSSD Atrus/TF:A/1 Flt/SC/VEN/VE (=*AE*=)
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Hunter-Morrell
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 28, 2012
10:29:18 PM
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Bah. My bad all. My Army account, as many if you already know, is Valthir and I kinda forgot to switch before posting, as you all can see
ESN Hunter Morrell/VEN/VE
I am a leaf on the wind. Watch how I soar.
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Eli13778
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 29, 2012
10:48:02 PM
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First off your wing design doesn't match the level you set for maneuverability... at least in atmospheric flight. You have a gap (a.k.a. crunch) between the top and bottom bend. If the pilot rolled too fast in the atmosphere with that the air resistance bouncing around in that crunch will rip the bends right off. However if you put an overdrive on it (like the Missile Boat's SLAM drive) the slipstream will outbalance the air resistance and you would be fine.
And secondly I'm new around here. I'm signed up for the Navy but I'm not interested in being a pilot. How do I get into designing?
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Oops
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
12:52:13 AM
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I'd always attributed such things to inertia dampener something do-hickeys, personally. But I can see us tuning that down a bit, and then throwing some sort of module on to improve atmospheric combat. That would defiantly make sense, if the ship has no intention of entering atmosphere in a mission, why bother incorporating design aspects on that which could be better spent elsewhere for a different edge?
As for your personal questions, I'll shoot you a PM or something.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
[This message has been edited by
Oops
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12:52:59 AM)]
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Eli13778
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
1:19:28 AM
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Well you would have to make a specific inertia dampening module. It doesn't come standard with TIE models and I'm pretty sure the weight will just slow it down so I personally would suggest an overdrive. I'll let someone else make that mod. I looked at the design closer and fount that that crunch will, while prohibiting rolls at slower speeds, would increase control of maneuverability.
Erm... Ehh... What's a PM? And this goes to you and everyone who ever sees this if you ever need tips on your design I'll be more than gladto help.
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Eli13778
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
2:31:41 AM
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Hmmm - OOC:
- Hydro-runner Mod
Well all TIE cockpits are sealed and the pilot needs a fully sealed flight suit with oxygen supply. So this mod is a replacement engine. Instead of twin ion stream engine this is a twin ion emitting turbine. This allows underwater travel though the ship will be required to stay within 100 feet of the surface in order to collect sunlight. This mod could be useful for stealth attacks were the craft emerges from the water to suprise those on land/ in air.
- OOC:
- Solar Ionization Cannon Mod
The cannons in this mod will replace the wing laser cannons. The solar ionization cannons (as seen on Montross's Hell's Anvil) ignore shields and can melt durasteel. Very useful for quick, powerful raids and dogfights.
- OOC:
- Fire Control Mod
Advanced fire control systems paired with making the wing laser cannons tuned for range will allow the Tie-mod to preform precise strafing.
- OOC:
- Particle Shield Mod
This mod includes replacing one deflector shield with a particle shield. This will make the Tie-mod more protected against warheads and space debris.
- OOC:
- Turret Mod
This mod is a rotating, backfiring, dual laser turret located in the bottom weapons module. The turret is retractable and will pop out and automatically track a rear target once shots have hit the back deflector shields. This mod can give the Tie-mod's pilot more assurance that his six is guarded in a dogfight.
- OOC:
- Ariel Artillery Mod
This mod is a photon beam cannon ( as seen on SFS Lancer) on the bottom weapons compartment. This is a powerful cannon that allows air to ground strikes with devatating efficiency. The photon beam cannon saps alot of power from the engines and weapons.
- OOC:
- Heavy Laser Mod
This mod crams two additional power generators into the bottom weapons module. One generator will power a forward facing medium turbolaser (as seen on the Tie Experimental M1 'Bizzaro') that hangs on the bottom of the fuselage. The second generator turbo charges the wing laser cannons cannons (as seen on a Hornet Interceptor). These cannons have the strength of light turbolasers but can fire rapidly without fear of overheating due tho the Tie-mod's heat emitting wing panels.
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Eli13778
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5:57:05 PM)]
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Oops
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
2:49:14 AM
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Hrm, underwater, that's certainly an interesting concept I had not anticipated. Tho, the surface requirement really isn't necessary. We don't follow the school of thought that the TIE wings are solar panels, but are actually meant to vent the heat from the ion engines more effectively.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
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Eli13778
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
3:02:01 AM
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That may be a primary function that is shared with the hull. But the original T.I.E. plans had a solar function put in also... Maybe that died in the Tie/D. If I recall correctly the only reason a Tie defender can run with all it's equipment is because it had a third wing with which to collect energy. Maybe the Tie-mod has broken out of that habit.
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Oops
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
3:10:53 AM
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The "Advanced Project ship" which is the uh, I guess proto-prototype of the TIE actually have the things identified in canon as "radiator assemblages for waste heat from a conventional Star Wars reactor core." http://starwars.wikia.com/wiki/Advanced_Project_shipSo I believe we just write off the solar thing as a technical error, and use that, which makes -a lot- more sense. There is absolutely no canon thing that has TIEs have any indicatation to be less effective in interstellar space or when flying at night on a planet. Heck, TIEs at the Maw, center of a crapton of blackholes? No reduced functionality. Really, it's all fascinating to talk about and look into and all. But for our purposes, let's assume the TIE-mod doesn't go with the solar panel thing. Maybe the others do, but not the mod.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
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Eli13778
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
3:26:05 AM
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Wow you've done you homework. Yes I was hoping you wouldn't recall the Advanced Project ship. However that craft WAS before the SIE-TIE engine was released... I think. Anyways... The mod doesn't. - OOC:
- Stygium Mod
In the lonesome bottom weapons module a Stygium crystal cloaking device may be place. This will remove the Tie-mod from sight and sensors giving it a decisive edge in battle. The downside: most current cloaking devices also will prevent the Tie-mod from seeing out.
- OOC:
- Bombay Mod
The bottom weapons placement may be hollowed out (without disconnecting engine functions) and filled with proton bombs. This will slow the Tie-mod down but also give it a heavy punch.
- OOC:
- Anti-Starcraft Mod
This mod would use the same technique as the Bombay Mod in that it will hollow out the bottom weapon placement as much as possible. That area can be loaded with approxamently 16 concussion missiles for use in a dogfight and/or capital ship defense. The missiles give the Tie-mod a rounded armament and punch while being light enough to not entirely cripple speed and maneuverability.
- OOC:
- Jammer Mod
This mod loads the bottom weapons module with high power jamming and scrambling hardware. This would allow the Tie-mod to cut off transmissions between enemy craft in order to give Imperial pilots that are trapped behind enemy lines a moment of confusion for them to escape.
- OOC:
- Gravity Well Mod
This mod places a downsized orb shaped gravity well (like those on Imobilizer 418s) in the bottom weapons module. The gravity well emitter will give the Tie-mod the ability to do everything enabled with a tractor beam and then some- such as ensnaring incoming warheads. Tie-mods carrying this mod could also act as a vanguard to an assault fleet. This is optimal because the gravity wells can be used to pull incoming hyperspace craft into pinpoint strategic realspace positions. The downfall to the gravity well is that it will drain an immense amount of power thus possibly leaving the Tie-mod vulnerable.
- OOC:
- Transport Mod
The bottom weapons compartment is hollowed out and durasteel seat can be installed. A g-force dampener is installed for passenger comfort. This is for the Tie- mod to carry High Command and chief personnel who wish to meet under the radar.
- OOC:
- Repulsorlift Mod
This mod adds a pair of repulsorlift engines. Though they are next to useless in a vacuum, they can give the Tie-mod more control, speed, and agility in the atmosphere.
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Eli13778
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Eli13778
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[This message has been edited by
Eli13778
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Eli13778
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
3:48:23 AM
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You know what? I'll just fire these mods off as they come. I mean what the hell they'll make my head burst if I don't. Here's engine ones. - OOC:
- Afterburner Mod
This mod is an extended piece of hull like that seen on the Tie Expiramental M5 "Boost". It just sweeps in the ion particles from the twin engines, re-energizes them, and fires them back off. This extra speed is continuous and increases base speed by nearly 60%. It does not hamper nor increase agility noticably.
- OOC:
- Overdrive Mod
This is an extended piece of the engine as seen on the Missile Boat's SLAM drive. The overdrive catches stray ion particles released by the engines and stores them until needed. It will increase base speed by up to 200%. It is also advantageous to the Tie-mod in atmospheric flight for it counters some design points that may prove harmful.
- OOC:
- Ion Stream Projector Mod
This mod places four advanced ion stream projectors around the already existing ion engines. This will take up almost all spare space but will increase the Tie-mod's agility to unprecedented new heights.
- OOC:
- Cold Skin Mod
This mod is a replacement of the Tie-mod's armor plating in exchange for the 'cold skin' as seen on the Tie Vampire MkII. This plating absorbs all incoming sensor transmissions making the Tie-mod 'invisible'. It is a cheap replacement for the Stygium crystal device and has one major pro and con. Pro: the cold skin does not limit the pilot's vision and sensors. Con: the cold skin will not remove the Tie-mod from sight.
- OOC:
- Artillery Mod
This mod replaces the chin ion cannons with mini shell launchers. These shells are volatile, armor piercing, semiguided explosives. The launchers fire at one round per second. Each launcher carries 40 shells. These will allow the Tie-mod to make quick and devastating strikes against fighters and freighters. It would often be damaging to starfighters because they lack the particle shields to stop the shells. This mod would work as an exeplerary pair with the tractor beam in dogfights.
- OOC:
- Raiding Outfit Mod
This is really a few mods for raiding missions with a capture objective. This mod replaces the wing laser cannos with prismatic cristal run plasma drills (as seen on Finhead Stonebone's Marauder Starjacker). These weapons can punch and slice through reinforced durasteel with ease. This outfit also swaps a deflector shield for a particle shield to stop any spare debris. Lastly a tractor beam is fitted into the bottom weapons compartment. This will be used to reel in the object of capture.
- OOC:
- Stealth/Spy Outfit Mod
This is another group of mods that would prepare the Tie-mod for covert operations. Advanced sensor suits and jamming equipment will fill the 'chin' cannon mounts and bottom weapons module. A specialized holotansmitter, that can broadcast on encrypted and ridiculously expensive channels from across the Galaxy, will be retrofitted onto the top of the fuselage. Heavy armor and shield protect any physical data on board the Tie-mod. Cold skin and/or a cloaking device would be highly suggested. A piloted ejection cockpit and self-destruct can also be included.
[This message has been edited by
Eli13778
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8:37:19 AM)]
[This message has been edited by
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Oops
ComNet Marshal
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
3:54:22 AM
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Feel free to just edit them into your last post or something rather than double posting up. I check back here every so often anyways, regardless of a "new post" or otherwise to review some stuff that was here, so I'll still see 'em.
Also, I don't think we're going to be able to pull off the Styg module, mainly because that starts moving into Force things, which are exclusively the domain of the Dark Jedi Order. I know it's been used in non-Force circumstances to cloak, but yeah. It's a blurry line I rather avoid. Also, they are expensive as all crap. Outfit a squadron with those? You probably can pay for a half a star destroyer instead and get more bang for your buck.
NCC:A/1LT Oops/NHC/VEN/VE
"Some mistakes are too much fun to only make once."
[This message has been edited by
Oops
(edited April 30, 2012
3:57:13 AM)]
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Eli13778
ComNet n00b
[VE-NAVY] Crewman
Post Number: 10
Total Posts: 135
Joined: Apr 2012
Status: Offline
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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April 30, 2012
8:14:36 AM
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True. But just consider the option. If you have one cloaked ship come in as a vanguard the enemy will not know whether to expect more of the ships or for that matter where they are. Paranoia and fear can be better weapons than a hardy laser cannon sometimes right?
And yeah I'm not really big on the Force side. All I know is that the Phantom Cloaking Drive is Force free tech.
But your ship, your rules Lieutenant.
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Eli13778
ComNet n00b
[VE-NAVY] Crewman
Post Number: 12
Total Posts: 135
Joined: Apr 2012
Status: Offline
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RE: Starfigher Corps Future - TIE-Mod (And Contest
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May 1, 2012
6:37:50 PM
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Hey if anyone has any questions, comments, concerns, or necessary revisions for my mods feel free to tell me. Please don't edit them yourself though.
-Caboose I want you to charge that tank. It'll probably be really dangerous and-
-Ok
-Caboose that's what I've always liked about you. Everything falls into two categories. Either you don't understand or you just don't care.
-Yeah... I really don't know what that means but I guess that's ok.
-Exactly
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