The Best Wing Commander Battle

Discussion in 'General Wing Commander Chat' started by pygmypiranha, Apr 15, 2002.

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What would the best battle be to either watch in a movie or actually play in a game?

  1. Vukar Tag

    1 vote(s)
    1.7%
  2. Battle of Earth

    31 vote(s)
    51.7%
  3. Tarawa's END RUN to Kilrah

    23 vote(s)
    38.3%
  4. Invasion of the Kilrathi and start of the war

    5 vote(s)
    8.3%
  1. Raptor

    Raptor Spaceman

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    That armament was quite heavy for WW2 American fighters (which largely relied on four to six 0.5 inch machine guns) but German and Britsh fighters usually mounted multiple cannon. The RAF Beaufighter (used as a night fighter and anti-shipping strike fighter) mounted four 20 mm cannons in the nose and six 0.303 inch macine guns in the wings. The Mosquito carried four of each (all in the nose), and German night fighters had similar weapons. Among single engined fighters, there were variants of the Focke-Wulf 190 which carried a pair each of 20mm and 30mm cannons, as well as a pair of machine guns. Most marks of the Spitfire had two 20 mm cannons and four 0.303 inch machine guns, and some carried four 20 mm cannons.

    Best, Raptor
     
  2. junior

    junior Spaceman

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    The irony is that in the Pacific, iirc, the armament on the American fighters was considered on the heavier end. IIRC, the Japanese fighters were usually restricted to just light machine guns.
     
  3. Raptor

    Raptor Spaceman

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    It depends on the fighter. The Japanese Navy's Mitsubishi A6M (called Zeke, or more comnonly the Zero) mounted a pair of 20 mm cannons in addition to tyhe machine guns. So did some of the more advanced Army fighters, IIRC. The advantage allied fighters had was that the Japanese aircraft lacked damage resistance (they had very little armour, and lacked self sealing fuel tanks), so the American machine guns had a devastating impact on them.

    Best, Raptor
     
  4. pygmypiranha

    pygmypiranha Vice Admiral

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    Don't forget the Americans were able to capture a Japanese plan on the Alaskan Islands and salvage it. This allowed them to create the P-38 and other aircraft that completely out did the Zero in every aspect.
     
  5. Raptor

    Raptor Spaceman

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    The captured Zero certainly allowed the Americans to learn the Zero's weakness' (especially the lack of armour and the limited engine power) and allow them to develop tactics that would defeat it. IIRC though, the first test flights of the F6F Hellcat (the aircraft that more than any other helped defeat the Zero) took place about the same time the captured Zero was being evaluated, so it wasn't developed as a result of the capture.

    PS: I'm pretty sure the captured fighter was found on the Aleutian Islands, not the Alaskan Islands.

    Best, Raptor
     
  6. Col.Dom

    Col.Dom Spaceman

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    Oh hhho! But the Aleutian Islands are Alaskan Islands! They are part of Alaska :p

    GO TEAM ELMENDORF!!
     
  7. Raptor

    Raptor Spaceman

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    Damn, I knew I should have taken that American geography course. :D

    Best, Raptor
     
  8. Haesslich

    Haesslich Spaceman

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    Well... Battle of Earth/Terra's my pick for the following reasons:

    1) Several missions available in the same battle: you have bomber escort, torpedo runs, carrier defense, flying unarmed ships to act as a kamikaze... escorting marines in... :D

    2) Numbers. While the Battle of Kilrah had a CVE with several starbases and a few carriers worth of Kilrathi... the Battle of Terra had 5 of the supercarriers with several THOUSAND fighters present to battle you. And there's only a few of you left; several hundred veterans, untrained civilians and cadets...

    3) Desperation: Yes, the Tarawa retreat was a close thing. But there weren't THAT many Kilrathi who could reach you. When a few thousand Kilrathi are out for your blood.. now that's fun. :D

    4) Death-wishes: Imagine the Kamikaze possiblities..
     
  9. pygmypiranha

    pygmypiranha Vice Admiral

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    Yea I know I just didn't know how to spell it. I apologize for my ignorance. Slap me next time RAPTOR. Pacific Theater is my passion.
     
  10. Wedge009

    Wedge009 Rogue Leader

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    That's not fun. :(

    One life against all those capships? It's not as if you can concentrate them in one area and turn yourself into a black-hole...
     
  11. Haesslich

    Haesslich Spaceman

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    And actually, if you could imagine the possibilities there - if you've got enough pilots there, so you could switch to another pilot's view after one dies... so to move from a civilian flying a large transport to catch shots meant for a Marine lander to the Marine lander itself as you pilot it into a Kilrathi supercarrier's bay.

    I mean, that's one way to vary your gameplay. And overwhelming odds is fun if you've played WC3's endgame... the Dreadnaught against Earth. ;)
     
  12. Wedge009

    Wedge009 Rogue Leader

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    But that's cheating. You can't say you can do that in a game because in every WC game you've only ever had one 'life' at a time.

    Nah, that gets terribly boring after blowing up the dreadnought (as if!).
     
  13. WildWeasel

    WildWeasel Spaceman

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    That's untrue. In Armada you could take control of another friendly fighter after you died.
     
  14. Wedge009

    Wedge009 Rogue Leader

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    Oh, whoops. Forgot about that. Okay, you got me there :) I still don't think it feels like WC if you could do that, though...
     
  15. junior

    junior Spaceman

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    That sort of thing only happens in multi-player games, though. Otherwise, one player could die in the first few seconds and spend the rest of a long battle sitting around and staring at the ceiling while he (or she) waited for everyone else to finish up.
     
  16. WildWeasel

    WildWeasel Spaceman

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    What do you mean? If you're talking about Armada, I believe you could still take control of active fighters in a single player game.

    If you're talking about other multi-player games, then it depends on the type of game you're playing. If it's an all out death match, then players usually spawn (or whatever) right after dying. If it's an objective-oriented game, then they usually stay dead until the end of the round.

    I'm still not sure exactly what you're getting at, though...
     
  17. junior

    junior Spaceman

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    X-Wing v. TIE does the same thing regardless of whether you're playing in single or multi-player. X-Wing v. TIE was made primarily for multi-play - to the extent that single play was rather crippeled - although the expansion took care of this to a certain extent. IMHO, Armada followed a similar idea - single-play is nice, but the big draw is the multi-player ability.
    Other than that, every single other space combat sim (to the best of my knowledge) allows respawning only in multi-player games. This is probably due to the idea behind the single-player game. It's typically a campaign, and there is supposed to be some sense of continuity with regards to the pilot that you represent. As little sense of immersion as there may be in some of these games, its kind of destroyed when "your pilot" keeps coming back from the dead.
    While I might be interested to see a game that made allowances for suicide tactics, I'd only want to see such tactics result in an ending similar to the "Caught in the Nova" ending in FS2 (which was a REALLY poor use of that kind of ending, IMHO, given how you really couldn't affect anything by sticking around for a minute until the blast from the Nova caught up with you).
     

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