My review of WCI, WCIII & WCIV

EmeraldaWebb

Swabbie
Banned
I thought WCI, WCIII, & WCIV could've been improved by:
1, providing for less missiles and rotateable guns - like letting the guns on fighters use left & right and up & down turrets;

2, allowing player character to leech capture as many ships & fighters desired (crews/pilots can be interrogated, ships & fighters can be used for recon and surprise attacks against the oppositions and/or the armor on them can be used for the player's ship/fighters, );

3, limit supply of missiles & fuel for player to use & captured fighters could be used to resupply missiles and/or fuel;

4, let player in WCIII use all four wingpersons when battling Thrakhath & Hobbes & those other two Kilrathi & have Kilrathi Home fleet & fighters attack while Confed Fleet goes to Kilrah to help too (who needs that bomb);

5, let player use ECM missiles on enemy fighters so it can't communicate with other enemy fighters;

6, instead of decoys, how about turreted miniguns to destroy incoming missiles;

7, improved player fighter shields/player ship shields - use all seven colors of the visible light spectrum for near invincible defense (guns & missiles won't be able to shoot through these ROYGBIV shields).
 
This is more of a wish list than a review. Many of the "features" you list are neat in theory, but just ask the standoff team how practical an actual fighter count for your capship is.

I don't get the lasat one about shields though. What's the point? Is this some kind of magic power-up you are suggesting? If the game is too hard you can always turn on invinvibility or lower the difficulty.

Also, you can pretty much leech every ship in WC4 if you load out your fighter that way, but having your fighter count affected doesn't really make sense in the context of Wing Commander 3/4.

Afterburner and Jump fuel is limited on fighters in most of the games . Wing Commander 2 and Prophecy both feature mid-mission refueling. THe WCP model is more or a true system as it can be called whenever you need it provided you don't let the Redeemer die whereas the refueling instances in WC2 are scripted.
 
Think of my above post as a review of what was left out and should have been included. I wasn't suggesting a "magic power up" but a theoretical type of energy shield.
 
When you say review people expect a long elaborate and fairly impartial post listing the pros and cons of a game and ultimately whether its worth your money or not.

As for your list, it is something that belongs in a different type of game altogether, possibly an X-com game. There is really no reason for it to be in the kind of game WC wants to be.

When it comes to invulnerable shields, I think Starlancer did it and they were neither interesting nor particulary useful, as far as I recall.
 
I thought WCI, WCIII, & WCIV could've been improved by:
1, providing for less missiles and rotateable guns - like letting the guns on fighters use left & right and up & down turrets;

That's an odd one. It is only once you get to WC3 and 4 that you get quite a few missiles. IMO the missiles in WC1 were precious and you always felt you needed more.

2, allowing player character to leech capture as many ships & fighters desired (crews/pilots can be interrogated, ships & fighters can be used for recon and surprise attacks against the oppositions and/or the armor on them can be used for the player's ship/fighters, );

How are you going to fight off a wave of fighters while towing 3 hellcats behind you?

3, limit supply of missiles & fuel for player to use & captured fighters could be used to resupply missiles and/or fuel;

I'm not sure about the captured ships still, but I do like the idea that your carrier has a finite amount of missiles and fuel and the more you use, coupled with your success rate at protecting transports, could impact on your ship loadout

4, let player in WCIII use all four wingpersons when battling Thrakhath & Hobbes & those other two Kilrathi & have Kilrathi Home fleet & fighters attack while Confed Fleet goes to Kilrah to help too (who needs that bomb);

Can you explain how one person would be able to control 4 fighters at once? Sounds impossible to me.

5, let player use ECM missiles on enemy fighters so it can't communicate with other enemy fighters;

I can't see t he point in this. Fighter to fighter comms are not a major issue and if you can hit a fighter with a missile, surely it's better to damage/destroy it than to simply kill its coms

6, instead of decoys, how about turreted miniguns to destroy incoming missiles;

Because missiles are very hard to hit. Countermeasures work by fooling the missile into thinking that it is your fighter and getting the missile to hit it, rather than you. I'm almost certain that guns would be much less effective.

7, improved player fighter shields/player ship shields - use all seven colors of the visible light spectrum for near invincible defense (guns & missiles won't be able to shoot through these ROYGBIV shields).

Why would anyone want to be invincible? I can't imagine something more boring.
 
I like Wing Commander. A lot.

Anyone who agrees with me can take a ride to Cooltown.

Anyone who posts something like this thread can get run the f*ck over.
 
That's an odd one. It is only once you get to WC3 and 4 that you get quite a few missiles. IMO the missiles in WC1 were precious and you always felt you needed more.
The dumb fire missiles are good as quick attack missiles to blow up fighters before accidentally crashing into them.

How are you going to fight off a wave of fighters while towing 3 hellcats behind you?
I was thinking Leech, carrier collects, move to new nav point, leech, carrier collects, move to new nav point, and so on.

I'm not sure about the captured ships still, but I do like the idea that your carrier has a finite amount of missiles and fuel and the more you use, coupled with your success rate at protecting transports, could impact on your ship loadout
Thanks. I think it would've been cool in these games had you been able to, after going to each nav point, dock w/ carrier to resupply with what you captured.

Can you explain how one person would be able to control 4 fighters at once? Sounds impossible to me.
Not impossible because when you first start going to Kilrah you got all four wingpersons to control in your first encounter with the Kilrah home guard fighters.

I can't see t he point in this. Fighter to fighter comms are not a major issue and if you can hit a fighter with a missile, surely it's better to damage/destroy it than to simply kill its coms
There are opposing fighters that take many hits to defeat, i.e., the triangular shaped fighters & asteroid look alike fighters in WCIII and the Dragon fighters in WCIV when you leave Axius base.

Because missiles are very hard to hit. Countermeasures work by fooling the missile into thinking that it is your fighter and getting the missile to hit it, rather than you. I'm almost certain that guns would be much less effective.
Not necessarily. I think in WCIII or WCIV you can destroy incoming missiles. Imrecs launched at you won't be diverted by decoys so you'd be better off with miniguns.

Why would anyone want to be invincible? I can't imagine something more boring.
Near invincibility (guns & exhaust nozzles wouldn't have this) would be good for players. I think more copies would be sold if players knew they'd have a better chance of winning. Also, rainbow ROYGBIV shields look spectacular.
 
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