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The M-TIE
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Zarn
Force Spirit


Joined: 17 Jun 2014
Posts: 698

PostPosted: Fri Oct 20, 2017 2:48 pm    Post subject: The M-TIE Reply with quote

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Last edited by Zarn on Thu May 02, 2019 7:10 pm; edited 2 times in total
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Oct 20, 2017 10:49 pm    Post subject: Reply with quote

Got any images? Rough sketches even?
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Zarn
Force Spirit


Joined: 17 Jun 2014
Posts: 698

PostPosted: Sat Oct 21, 2017 2:16 am    Post subject: Reply with quote

I don't do art in general, or 3D modeling. I was inspired by the Experimental TIEs and the Uglies to do the M-TIE.
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ForbinProject
Commander
Commander


Joined: 16 May 2016
Posts: 318

PostPosted: Sat Oct 21, 2017 2:19 pm    Post subject: Reply with quote

Here's a few rough text sketches.

tie fighter l-0-l
tie bomber l-00-l
tie interceptor <-0->
tie hunter >-0-<
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Oct 25, 2017 12:04 am    Post subject: Reply with quote

ForbinProject wrote:
Here's a few rough text sketches...

tie hunter >-0-<

That helps!
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Sutehp
Commodore
Commodore


Joined: 01 Nov 2016
Posts: 1797
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Wed Oct 25, 2017 1:47 pm    Post subject: Reply with quote

ForbinProject wrote:
Here's a few rough text sketches.

tie bomber l-00-l


shouldn't the TIE Bomber look more like {-00-} ? After all, it doesn't have straight wings like the TIE Fighter does.

And don't forget Vader's TIE either: {-0-}
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Wed Oct 25, 2017 6:12 pm    Post subject: Reply with quote

Somehow, I doubt that ASCII-Fighters will pan out as well as TIEs or X-Wings. Laughing
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Sutehp
Commodore
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Joined: 01 Nov 2016
Posts: 1797
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Wed Oct 25, 2017 6:44 pm    Post subject: Reply with quote

Ray wrote:
Somehow, I doubt that ASCII-Fighters will pan out as well as TIEs or X-Wings. Laughing


It could be worse, the Empire could suddenly start relying on Preybird-class fighters of all things!

Oh wait...

Page 6 of Specter of the Past, by Timothy Zahn wrote:
"Rearm? Pellaeon threw [his executive officer] a quizzical frown. "Have you even take a cursory look at what we're working with here?" He gestured out the viewport at the Preybirds, disappearing now beneath the edge of the Chimaera's hull as they headed for the Star Destroyer's hangar. "Look at them, Captain. SoroSuub Preybirds. We're reduced to SoroSuub Preybirds."


Granted, that's Legends continuity, but still.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Oct 25, 2017 7:23 pm    Post subject: Reply with quote

Zarn, I've been a little preoccupied with Darth Real Life here recently, but I'd appreciate it if you would repost your original stat.
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Zarn
Force Spirit


Joined: 17 Jun 2014
Posts: 698

PostPosted: Thu Oct 26, 2017 6:36 am    Post subject: Reply with quote

.

.


Last edited by Zarn on Thu May 02, 2019 7:10 pm; edited 1 time in total
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Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Thu Oct 26, 2017 2:51 pm    Post subject: Reply with quote

Sounds cool. I like the ability to quickly cook up a new TIE Fighter. Fits with Imperial Standardized parts doctrine.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 27, 2017 8:02 pm    Post subject: Reply with quote

Okay, so, looking over this, I have a couple suggestions, organizationally speaking. First, I suggest breaking down the different modules into sub-types, especially the command modules. Keep like grouped with like, especially on the core modules. Secondly, I'm having difficulty picturing how to use this in a game. It reads more like a Build-Your-Own-TIE-Fighter template, or as Seinar's in-house brochure as to how to buy the right packages for the starship you want.

I may be a little biased, having come up with my own modular variants for both the Bomber and the Interceptor, so this may not be something I'll be hugely interested in, but let me know if you'd like my input.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Zarn
Force Spirit


Joined: 17 Jun 2014
Posts: 698

PostPosted: Sat Oct 28, 2017 6:56 am    Post subject: Reply with quote

.

.


Last edited by Zarn on Thu May 02, 2019 7:11 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 28, 2017 5:56 pm    Post subject: Reply with quote

I agree about combining this with automated manufacturing like World Devastators. IMO, it makes more sense to design a modular cockpit into an existing starfighters, than it does to design a starfighters like the TIE/D specifically for the purpose.

In the past, I've considered this a good place for a Terminator crossover, building droid bodies designed to interface with existing equipment, like putting a skeletal humanoid droid frame inside a suit of stormtrooper armor.

And a World Devastator droid brain makes for a good Skynet substitute.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Sat Oct 28, 2017 8:36 pm    Post subject: Reply with quote

Terminator Crossover sounds fun.
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