History VideoGame / TIEFighter

13th Apr '17 1:08:52 PM GuyIncog
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* MacrossMissileMassacre: Missile Boats.

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* MacrossMissileMassacre: MacrossMissileMassacre:
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Missile Boats.Boats, which can pack up to 80 warheads of various types, at least half of which will be the extremely lethal advanced concussion missiles.
** Warships and space stations have a tendency to launch missiles of their own when attacked, making destroying their warhead launchers a top priority for the player.
13th Apr '17 12:59:44 PM GuyIncog
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** The appearance of the Secret Order envoy is spoiled (for all of a mission or two) by a closed door to the side chamber of the briefing room where he otherwise sits. Conversely, for a couple missions the normal briefing officer is not present, in at least one instance signalling that something unusual is going to take place in the coming mission.


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* NotSoAboveItAll: The briefing officer and Secret Order envoy generally have neutral expressions when briefing or debriefing the player, but will smile[[note]]or as close as the envoy can manage with his mouth covered[[/note]] when reporting your kills or captures...
* NotSoStoic: ...Or be visibly upset when reporting Imperial losses.
12th Apr '17 12:56:40 PM GuyIncog
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** Averted with two initially nonfunctional doors on the concourse screen. One, the largest door, is simply to allow players to return to their current campaign mission without having to re-select a battle. The other turns out to be entirely decorative.
12th Apr '17 1:12:26 AM Shinr
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** The Training Simulator and Combat Chamber both allow access to the TIE Advanced, TIE Defender, and Missile Boat from the beginning of the game, long before they are introduced in the storyline. Similarly, the player's training certificate has obvious spaces for all 7 flyable craft.

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** The Training Simulator and Combat Chamber both allow access to the TIE Advanced, TIE Defender, and Missile Boat Advanced from the beginning of the game, long before they are it is introduced in the storyline.storyline, and later versions of the game do the same for the TIE Defender and the Missile Boat. Similarly, the player's training certificate has obvious spaces for all 7 flyable craft.
11th Apr '17 2:16:40 PM GuyIncog
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** The Training Simulator and Combat Chamber both allow access to the TIE Advanced, TIE Defender, and Missile Boat from the beginning of the game, long before they are introduced in the storyline. Similarly, the player's training certificate has obvious spaces for all 7 flyable craft.
** The cockpit layouts of every craft in the game have spaces for all possible displays, with the panels plated over if a ship isn't currently equipped with a given item. This includes covered over displays for beam weapons, which aren't introduced until halfway through the game.
9th Apr '17 10:53:10 PM GuyIncog
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** The Empire certainly seems to use you as one in the later campaigns, particularly when you're flying the TIE Defender or the Missile Boat. Most of your missions at this stage see you either as the [[EscortMission sole line of defense for a vulnerable target]] or executing complex and difficult strike missions that would normally be assigned to multiple units. This is ''especially'' true of levels involving the Missile Boat, as its [[MacrossMissileMassacre multiple high capacity warhead launchers]] allow it to be its own escort, equally capable of picking off defending fighters and destroying large, heavily shielded targets in the same mission.



* SchmuckBait: The second-to-last level in the game (pre-expansions) has Darth Vader join a flight group of which you are the leader. Your flight officer warns you during the briefing- in these exact words: "''do not issue any in-flight orders to the Dark Lord.''"

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* SchmuckBait: SchmuckBait:
**
The second-to-last level in the game (pre-expansions) has Darth Vader join a flight group of which you are the leader. Your flight officer warns you during the briefing- in these exact words: "''do not issue any in-flight orders to the Dark Lord.''"''"
** In an earlier campaign, your commanding officer assigns you to clear a minefield. In an unshielded craft. Solo, while your wingmen sit back and observe. ([[CaptainObvious It's a trap.]])
8th Apr '17 2:31:06 AM GuyIncog
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* TheParalyzer: Several variations.
** Ion cannons that disable unshielded vessels.
** Mag Pulse warheads were introduced to temporarily disable weapon systems on a fully shielded craft.
** Two flavors of beam weapons:
*** Tractor beams, which lock targeted ships onto their current heading, preventing them from evading incoming fire.
*** Jamming beams, which prevent targeted ships from firing on the player.



* TheParalyzer: In addition to Ion Beams that disable unshielded vessels, the Mag Pulse was introduced to temporarily disable weapon systems on a fully shielded craft.
16th Feb '17 12:00:43 AM TheTrailblazerCritic
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* ScareChord: The game's opening theme ends with one, in all its Imperial glory. Another comes when [[spoiler: Admiral Zaarin is killed by his own hand while escaping the scene in his final battle with Thrawn]].
1st Feb '17 12:26:09 PM Ambaryerno
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* SuspiciouslySimilarSubstitute: The TIE Avengers appearance is heavily based on the TIE Interceptor in appearance, but its noticably bulkier.
1st Feb '17 12:05:17 PM Prinzenick
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* SuspiciouslySimilarSubstitute: The TIE Avengers appearance is heavily based on the TIE Interceptor in appearance, but its noticably bulkier.
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