So this is the one tutorial I'm still not 100% happy with and it generally has to do with pacing - its a long mission, and its in a Bomber, not usually people's favourite craft to be flying. This is in fact, one of the longest missions in the entire campaign, only rivaled by B7M1 currently at around the 20min mark if you're relatively efficient (you can just eject and spawn a new craft to reload quicker 😅). There's also additional gameplay afterwards as you saw which I chose to not complete this time. There is a lot of information communicated here and I already cut many minutes of dialogue out, so perhaps more efficiency savings can be made. At the same time, I also think fighting capital ships takes a bit more practice than fighting fighters, especially with the new balance as you get used to what each ship is capable of. There is also the issue that subsystem targeting is extremely difficult, this is because they are fairly tanky things to kill and we currently have no control over subsystem hitpoints. However it is something I'm pushing for and if I gain control, then I can have the smaller, weaker ships have weaker, easier to kill turrets with well timed shots, allowing you to more easily disarm a capital. What do you think? Extra notes: This mission showcases a couple of current visual bugs as well, one being the super massive flak explosion effects from the Assault Frigate, the other being the External camera becoming extremely zoomed out after using the Map.
I love the idea that you might not have to disable the shields to scrape these turrets from the surface! I wouldn't think most fighters could do much to most capital ships in Star Wars - at least we not from the outside and not without massed torpedo fire. Normal starfighter lasers should have absolutely no effect on capital ships from the outside. The sheer mass of all of that durasteel (lol) would be able to absorb almost all of the energy a starfighter laser could put out. I actually thought about simulating this by increasing the shield and hull of capships by a factor of 20 and torpedo damage by a factor of 10. I never did because it would require a complete rewrite of every mission involving capital ship combat. I've always had the idea that in a "real" capital ship vs capital ship battle (since the Star Wars movies and shows are clearly Rebellion propaganda and do not show realistic capabilities, lol), Imperial doctrine would count on interceptors to screen their capital ships from bombers, fighters to clear the way for the bombers, and the bombers are mostly there to wipe an enemy's ship clean of surface turrets so the Star Destroyer can bring it's guns to bear without danger, or to destroy medium size targets - perhaps cruisers, corvettes, even larger freighters and transports. But the Imperial Navy seems like it is dominated by the Big Gun Club - how else could one explain the tiny fighter complement aboard an Imperial II class compared to the old Venator?
Necessary evil I think in having to go into so much detail about the ship combat, otherwise some folk who are new might throw their keyboard out the window as they can't figure out why they get shot down all the time. Only other possible way is to divide it into another mission flying the Gunboat perhaps? There also defo needs to be more jokey dialogue lines (played totally straight), about the lifespan of TIE pilots. Including when in the sim flying a Gunboat, being told you probably won't live long enough to fly one for real! As of course the ultimate joke is, player is the one who keeps surviving mission after mission.
16 torpedoes!? 1/2 of the ship is a giant tube, it should be hauling way more. B-wing doesn't even have a tube and its got 16. Justice for TIE Bombers! 😭
@@QuetRanger Bear in mind ship stats currently are not final, including warhead capacities or power. But as far as capacity goes, this is still greater than the vanilla TIE Bomber which was just 6. In many current Reimagined missions of 1.3.4, that number is 12 because the editor is set to 2x Warheads.
Man, it would be so cool to see if there's some of those Proton Bombs we see so much in the "new" Star Wars works of late. Not the bunker busters like the old TIE Fighter game, but the Space Eggs we see from the TIE bombers from Empire Strikes Back.
You may have heard my feedback already, but, I like how the TB canons are more powerful, but I personally think they should last longer, at least to take down a FRT.
One will have to get used on bomber craft having near sniper laser capabilities. Hmn, ion torps are new. Heh, I'm actually tempted to not use secondaries against the training freighters. 4:47: Better not be losing points there. Was expecting the T/B gimmick to be SPAMRAAMing, not unlike how Flight Lt. Ada from the TIE Fighter fan film did things. Isn't Star Destroyer Implacable from the Zsinj arc of the X-Wing novels? 12:43: Wait, that applies on Hard difficulty too? The shield restoration mechanic for capital ships may need a wiki to clarify, though not a Fandom one hopefully. (Basically, this mod may be better off having a wiki akin to Doom, Transformers, Puella Magi Madoka Magica, and X-COM: UFO Defense.) This training mission's gonna take a long day, but I think I'll have fun being a cautious completionist. Next should be the Assault Gunboat. Hmm, wonder if the TIE Avenger, TIE Defender, and Missile Boat sims are unlockables (say, the T/D sims are unlocked after finishing Battle 6)?
12:43 - Yes, vanilla behaviour is subsystems are invincible on Hard, however we disabled this. A wiki might not be a bad idea, but its just time and effort to make one and I have more than enough on my plate currently. Perhaps in the future. Though we already have my Miro board which details all these stats, including shield regen and regen delay. The T/A, T/D and MIS will also have their own tutorials, which I will also post here, but only the T/A one is largely complete. The MIS one was made months ago before the Rebalance, so it needs to be adjusted and perhaps even redone better. The T/D is the only one I have not done yet. The new T/A training will be inserted into Battle 4 as B4M5-R. What is currently B4M5 will become B4M6 instead. The new T/D training will be inserted into Battle 5 as B6M5-R, this does not replace any current mission as B6M4 is the last one currently in Battle 6. The new MIS training is part of Battle 10 as B10M6-R. This was intentional since even in Vanilla, the MIS requires some slight tutorialisation as it has unique systems.
I'm curious Angel have you seen the fan made TIE Fighter animated short film from OtaKing Animation? And if not I think you'd like it. And finally, these reimagined training missions are looking great kudos to yourself and the TFTC team!
@@R3LL1K1 Hello and thank you! Funnily enough, I have heard of him. In fact, he's actually working with us to remake the intro for TFTC Reimagined in this style and it's almost completed from what I hear 🙂 We have posted the odd teaser and screenshots from time to time.
So this is the one tutorial I'm still not 100% happy with and it generally has to do with pacing - its a long mission, and its in a Bomber, not usually people's favourite craft to be flying. This is in fact, one of the longest missions in the entire campaign, only rivaled by B7M1 currently at around the 20min mark if you're relatively efficient (you can just eject and spawn a new craft to reload quicker 😅). There's also additional gameplay afterwards as you saw which I chose to not complete this time. There is a lot of information communicated here and I already cut many minutes of dialogue out, so perhaps more efficiency savings can be made.
At the same time, I also think fighting capital ships takes a bit more practice than fighting fighters, especially with the new balance as you get used to what each ship is capable of. There is also the issue that subsystem targeting is extremely difficult, this is because they are fairly tanky things to kill and we currently have no control over subsystem hitpoints. However it is something I'm pushing for and if I gain control, then I can have the smaller, weaker ships have weaker, easier to kill turrets with well timed shots, allowing you to more easily disarm a capital. What do you think?
Extra notes: This mission showcases a couple of current visual bugs as well, one being the super massive flak explosion effects from the Assault Frigate, the other being the External camera becoming extremely zoomed out after using the Map.
Ah, would like to see LPhoenix test a completionist route out after being done on Squadrons.
I love the idea that you might not have to disable the shields to scrape these turrets from the surface! I wouldn't think most fighters could do much to most capital ships in Star Wars - at least we not from the outside and not without massed torpedo fire. Normal starfighter lasers should have absolutely no effect on capital ships from the outside. The sheer mass of all of that durasteel (lol) would be able to absorb almost all of the energy a starfighter laser could put out. I actually thought about simulating this by increasing the shield and hull of capships by a factor of 20 and torpedo damage by a factor of 10. I never did because it would require a complete rewrite of every mission involving capital ship combat.
I've always had the idea that in a "real" capital ship vs capital ship battle (since the Star Wars movies and shows are clearly Rebellion propaganda and do not show realistic capabilities, lol), Imperial doctrine would count on interceptors to screen their capital ships from bombers, fighters to clear the way for the bombers, and the bombers are mostly there to wipe an enemy's ship clean of surface turrets so the Star Destroyer can bring it's guns to bear without danger, or to destroy medium size targets - perhaps cruisers, corvettes, even larger freighters and transports. But the Imperial Navy seems like it is dominated by the Big Gun Club - how else could one explain the tiny fighter complement aboard an Imperial II class compared to the old Venator?
I love how you got the engine sound so right. I am listening to this wearing high end headphones. The lower idle engine sound, sounds great.
I can't wait to get my hands on this. Fantastic effort!
Looks great. That engine has come a LOOOOOONG way under your TLC.
Awesome work again! You know how I feel....Grade: A+
Necessary evil I think in having to go into so much detail about the ship combat, otherwise some folk who are new might throw their keyboard out the window as they can't figure out why they get shot down all the time. Only other possible way is to divide it into another mission flying the Gunboat perhaps? There also defo needs to be more jokey dialogue lines (played totally straight), about the lifespan of TIE pilots. Including when in the sim flying a Gunboat, being told you probably won't live long enough to fly one for real! As of course the ultimate joke is, player is the one who keeps surviving mission after mission.
Thanks! Well the Gunboat features more of this and everything else. You shall see tomorrow hopefully :)
16 torpedoes!? 1/2 of the ship is a giant tube, it should be hauling way more. B-wing doesn't even have a tube and its got 16. Justice for TIE Bombers! 😭
Maybe 24 since the entire second pod is dedicated entirely to warhead storage
@@aaronhenley4741 That would be acceptable. I might have to use the ship editor to do that myself. If I mod a mod, its not cheating, right? :P
@@QuetRanger Bear in mind ship stats currently are not final, including warhead capacities or power. But as far as capacity goes, this is still greater than the vanilla TIE Bomber which was just 6. In many current Reimagined missions of 1.3.4, that number is 12 because the editor is set to 2x Warheads.
@@aaronhenley474124 missiles, 16 torps, or 12 rockets can make sense for a loadout.
Man, it would be so cool to see if there's some of those Proton Bombs we see so much in the "new" Star Wars works of late. Not the bunker busters like the old TIE Fighter game, but the Space Eggs we see from the TIE bombers from Empire Strikes Back.
I love flying bombers in space sims, and with this much fire power at my disposal, this looks like a fun experience. :D
You may have heard my feedback already, but, I like how the TB canons are more powerful, but I personally think they should last longer, at least to take down a FRT.
... I am going to have to replay it all am I?
Good.
Yup, it'll be a new experience :)
Oh Dear, You're dead!!!
I've been recording that line for each one and making it sound slightly more comical each time I must admit 😆
One will have to get used on bomber craft having near sniper laser capabilities. Hmn, ion torps are new.
Heh, I'm actually tempted to not use secondaries against the training freighters.
4:47: Better not be losing points there.
Was expecting the T/B gimmick to be SPAMRAAMing, not unlike how Flight Lt. Ada from the TIE Fighter fan film did things.
Isn't Star Destroyer Implacable from the Zsinj arc of the X-Wing novels?
12:43: Wait, that applies on Hard difficulty too?
The shield restoration mechanic for capital ships may need a wiki to clarify, though not a Fandom one hopefully. (Basically, this mod may be better off having a wiki akin to Doom, Transformers, Puella Magi Madoka Magica, and X-COM: UFO Defense.)
This training mission's gonna take a long day, but I think I'll have fun being a cautious completionist.
Next should be the Assault Gunboat. Hmm, wonder if the TIE Avenger, TIE Defender, and Missile Boat sims are unlockables (say, the T/D sims are unlocked after finishing Battle 6)?
12:43 - Yes, vanilla behaviour is subsystems are invincible on Hard, however we disabled this.
A wiki might not be a bad idea, but its just time and effort to make one and I have more than enough on my plate currently. Perhaps in the future. Though we already have my Miro board which details all these stats, including shield regen and regen delay.
The T/A, T/D and MIS will also have their own tutorials, which I will also post here, but only the T/A one is largely complete. The MIS one was made months ago before the Rebalance, so it needs to be adjusted and perhaps even redone better. The T/D is the only one I have not done yet.
The new T/A training will be inserted into Battle 4 as B4M5-R. What is currently B4M5 will become B4M6 instead.
The new T/D training will be inserted into Battle 5 as B6M5-R, this does not replace any current mission as B6M4 is the last one currently in Battle 6.
The new MIS training is part of Battle 10 as B10M6-R. This was intentional since even in Vanilla, the MIS requires some slight tutorialisation as it has unique systems.
@@ange1uk Huh. Neato!
Actually, avid players and fans can do that instead.
Good to hear, the sim updates.
I'm curious Angel have you seen the fan made TIE Fighter animated short film from OtaKing Animation?
And if not I think you'd like it.
And finally, these reimagined training missions are looking great kudos to yourself and the TFTC team!
@@R3LL1K1 Hello and thank you! Funnily enough, I have heard of him. In fact, he's actually working with us to remake the intro for TFTC Reimagined in this style and it's almost completed from what I hear 🙂 We have posted the odd teaser and screenshots from time to time.
Emperor be praised! That's AWESOME!