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In The
Beginning: A Galaxy, Far, Far Away ...
A Tactical Officer's explanation of the basics and
history of Star Wars Gaming
by Scott (A'Kula) Schimmels
4/2/99
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I've received several questions regarding some
of the terminology, and basically, what the X-Wing series is all about. After some
reflection, I thought it might be worthwhile to give a discourse on the history of LucasArts and Totally
Games X-Wing® series. |
Part 1
"X-Wing": How It All Began
In March 1993, following a renewed interest in
the Star Wars universe following the best-selling Thrawn trilogy series by Timothy Zahn, LucasArts released its first Star Wars® space
combat simulation, called X-Wing®. This was the first title where players could
pilot their own Star Wars® craft in a realistic manner. In this game, the player
flew for the Rebel Alliance in X-wings, A-wings, Y-wings and B-wings, and the title
recreated the excitement from the films with compelling environmental details, cut scenes
story elements and starfighter cockpits. The subsequent releases (TIE Fighter, X-Wing vs
TIE Fighter, X-Wing Collector series) provided different kinds of space combat
experiences. The original X-Wing® game (given the acronym XWFD for X-Wing®,
floppy disk version) was a DOS-based floppy disk release, with two expansion or mission
disks: Imperial Pursuit and B-Wing. Eventually, a CD version of the game was
released (XWCD) that contained the original game, plus the two expansion sets.
The game was tremendous success, earning several achievements
for LucasArts including:
- Best-selling game of 1993
- Simulation of the Year, Computer Gaming World
- Best Simulation of 1993, Computer Game Review
- Best Game of 1993, Electronic Entertainment
With the rise of CompuServe Forum, several groups of people
banded together to form "squadrons". One person in particular, Peter Simmons,
created the concept of an on-line Rebel Alliance and several new Rebel squadrons were
formed in the CompuServe Flight Sim Forum, each having a particular role in the Alliance.
These included Red (Training), Blue
(Fleet reserves), Gray (Heavy Assault), Green (R&D testing - B-Wing), Gold
(Advanced Intercept and Armed Recon), Black (Covert Ops)
and Rogue (Elite). Shortly after that two more
squadrons were created: Praying Mantis (Heavy Assault and Escort)
and Kalidor (Black Ops - operating in Imperial Space). Gray and Green switched roles
with Green taking Heavy Assault and Gray
becoming the R&D unit for the Alliance. These groups met in the FSForum of CompuServe
and shared tactics for winning various missions, defeating various Imperial ships and
starfighters, and writing fictional stories called Points of Views (POVs). When the
Internet became a reality, these squadrons soon moved over to websites, most still active
in one form or another.
XWCD - which is essentially XWFD with the
expansion missions included, gave rise to new terminology that is confusing to anyone not
familiar with the game. I'll try to cover it in as logical a progression as possible.
Rebel Fighters |
| There were four main rebel fighters. The X-Wing
(XW), Y-Wing (YW), A-Wing (AW) and the B-Wing (BW) which
appeared in the second expansion disk entitled, oddly enough, as B-Wing. |
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The X-Wing was the Rebel's best all-around
fighter, similar to the P-51 Mustang of the WWII era. With four lasers, six proton
torpedoes, and four engines, it had enough energy to replensh shields and do heavy damage
to enemy fighters and shipping. A good Rebel pilot, in a fully shielded X-Wing, could
decimate a TIE Fighter squadron with ease. |
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The Y-Wing was the initial Rebel assault
fighter. The Y-Wing, carrying 8 torpedoes and having very tough shields and hull strength,
was the Rebel's choice for the typical Hit-n-Fade attacks the Rebels made on
various Imperial convoys and depots. In addition, the Y-Wing carried ion cannons. These
could disable enemy ships and fighters, once their shields were down, rendering them
immobile and defenseless. A sharp pilot would use these ion cannons to offset the Y-Wing's
incredibly slow rate of speed and turning rates. |
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The A-Wing was the Alliance's main interceptor
fighter. Blindingly fast, it required a deft hand to maintain control of this speed-demon.
The A-Wing carried 12 concussion missiles, but was underpowered in the areas of shielding
and hull strength. Only the bravest of A-Wing pilots would face and Imperial Star
Destroyer alone. |
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Admiral Ackbar, as part of the Shantipole
Project, worked closely with the Verpine to design a replacement for the Y-Wing. What
was developed was the B-Wing. The B-Wing was nearly as fast as an X-Wing, had far more
tougher shields and hull strength, and carried 10 proton torpedoes. The B-Wing was
designed primarily to take on an Imperial Star Destroyer, and win. The two factors that
weighed against the B-Wing was its odd laser and ion cannon arrangement, and its
incredibly poor rate-of-turn. The B-Wing was undoubtably the most difficult fighter in the
Rebel Allaince's inventory to dogfight in. |
| Imperial Fighters |
| The Imperials had five fighters to confront the
Rebels with. |
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Their mainline fighter was the standard
Imperial TIE (Twin Ion Engines) Fighter (T/F). Incredibly agile fast, the T/F also
had an incredible rate of fire. An experienced T/F pilot could erode even the strongest of
Rebel starfighter shields in a matter of seconds. However, they were unshielded and had
very weak hulls. Two full laser hits and they were scraps of quadanium and steel. TIE
Fighter's nickname is the Eyeball due to its configuration of a ball cockpit with
twin solar panels. |
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The TIE Bomber (T/B) is the Empire's
mainline bomber. The T/B has a tougher hull than the T/F, requiring five full laser hits
to take it out. However it is as slow as a Y-Wing, making it easy pickings for the alert
Rebel. T/Bs were called Dupes due to their double-hull configuration. |
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The TIE Interceptor (T/I) was created to
offset the Rebel's advantages in the X-Wing and A-Wing over the T/F. A T/I carried four
lasers, linked in a similar manner as the X-Wing, but had the speed of the T/F. It also
had somewhat tougher hulls, requiring three full laser hits to be destroyed. The T/I or Squint
(due to the slots in the solar panels that TIE pilots had to squint through to see out the
left and right sides) was a formidable opponent. The T/I had the best turning rate of
either Rebel or Imperial. The alert Rebel pilot always knew where the T/Is were, cause
they could swing the balance in the Empire's favor, if left unattended. |
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The TIE Advanced (T/A) was the premier
starfighter of the Empire. It had something no other TIE had - shields! It also carried
concussion missiles. Blindingly fast, as fast as an A-Wing, the T/A or Bright as it
was called by Rebel pilots, was a very dangerous opponent. Fortunately, the T/A was very
expensive to produce and the Empire decided not to mass-produce these. As a result, the
T/A did not proliferate into the outer Star Destroyers and only made their appearance for
extremely critical assets or missions. |
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The final Imperial fighter is the Gunboat (GUN).
The Gunboat was a step up from the T/B in that it had shields, a generous load of
torpedoes or missiles, and also had ion cannons and shields. A flight of GUNs could
easily destroy a Rebel convoy or depot. When GUNs appeared, the Rebel pilots immediately
attacked them, fearing the high volume of torpedoes or missiles a GUN could deliver on
target. The main drawback on the GUN was its large profile, making it easy to hit, and its
very slow rate of turn. A Y-Wing, in the hand of an experience Rebel pilot, could take out
a flight of GUNs single-handedly. |
Rebel Capital Ships |
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The first ship, the Corellian Corvette (CRV)
is probably the most familiar because its the same type of ship Princess Leia was
captured in by Darth Vader during the opening scenes of A New Hope. The CRV
was used by both Rebel and Imperial forces, but for differing missions. The Rebels used
the CRV for transporting injured troops, VIPs whereas the Imperials invariably used the
CRVs as smaller patrol vessels, usually near planetary systems. The CRV had a fairly tough
hull, but 6 proton torpedoes were enough to destroy it. It's pair of turbo-laser
batteries, one on top and one on bottom, were blocked by the massive bank of engines in
the rear, creating a "blind spot" allowing even a slow Y-Wing the
opportunity to destroy it unimpeded. |
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The Nebulon-B frigate (FRG) was the
premier middle-class capital ship of both Rebel and Imperial fleets. Capable of carrying
two squadrons worth of fighters (12 fighters to a squadron), the FRG was a formidable foe.
It has no shield generators, so taking down a FRG in a lone starfighter was a daunting
task. This was made more difficult by the FRG's 12 turbo-laser and 12 laser batteries.
Only the bravest Rebel pilot dared closed with a fully-armed FRG. One small mistake, and
the pilot would find his shields gone and either ejecting in space, or being shipped out
into space in a coffin. The FRG could absorb a significant amount of damage, thereby
allowing the FRG's fighter screen time to engage a host of enemy fighters and still
survive. |
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The final capital ship the Rebels used in XWCD
was the Mon Calamari Cruiser (CRS). The CRS carried a full wing (six squadrons,
seventy two fighters) and had very tough shields, hull, and a significant number of
turbo-lasers. The CRS was the Rebel's answer to the Imperial Star Destroyer. The original
set of CRS were luxury liners created in the Mon Cal shipyards, then converted to mainline
battlecruisers after the Rebel Alliance was formed. Each CRS was slightly different, due
to the creativity of the Mon Cal ship designers. A CRS could withstand incredible
punishment, which was well indeed, since there were only a handful of them available to
the Rebels before the Battle of Yavin. |
Imperial Capital Ships |
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In addition to the CRV and FRG previously
mentioned, the mainline Imperial capital ship was the Imperial Star Destroyer (ISD)
- Class I. The ISD, like the CRS, carried a full wing of TIEs, usually T/Fs, T/Bs and
T/Is. Occasionally, the ISD would have GUNs and T/As for a critical mission, but more
often than not it was simply the basic mix of two T/F squadrons, two T/B squadrons and two
T/I squadrons. The ISD was a formidable foe, usually requiring coordinated attacks between
X-Wings and Y-Wings for a successful misson. However, the ISD Class 1's had one
significant weakness - their shield generators. Unlike the CRV, FRG or CRS, the ISD's
shields were created by a pair of generators, appearing as balls, ontop of the ISD's
bridge section. Taking out these shield generators dropped the ISD's entire shields,
leaving it vulnerable for attack by the Rebel's fighters and bombers. Three proton
torpedoes would eliminate a shield generator, so even a lowly X-Wing could drop an ISDs
shields, allowing his fellow pilots to hammer it without mercy. A lone B-Wing pilot could
drop an ISDs shields, immobilize it with his ion cannons, and the hammer the ISD until the
hull breached and it the ISD went to its fiery grave. It soon became an honor to
"bag" and Imperial ISD or FRG, and many a Rebel pilots status within his or her
squadron was directly correllated to how many Imperial capital ships he or she had bagged
while completing XWCD's Tours of Duty. |
Other Game Pieces |
| Besides the starfighters and capital
ships, XWCD included several other items to round out the game play. Probably the
most recognized article what the standard space container (CON). CONs were used by
both Rebels and Imperials as storage units in space. They could contain food, medicine,
parts, war material, even house prisoners, technicians or fighters. A CON usually would
hold 2-4 fighters, though at times, the Imperials were able to hide as many as 12 T/Fs in
a CON (Hmmm, how did they do that?) For most Rebel missions, the CONs were either a
source of supplies to steal from the Empire, or simply targets of opportunity. Usually,
12-14 full laser hits, or two proton torpedoes, were enough to destroy a CONs shields and
reduce it to space flotsam. The freighter (FRT) was exactly what the name implies -
a cargo vessel in space. The FRT would be used to ship foodstuffs, technicians, parts and
war material from one system to another. A FRT had decent shields but lumbered through
space, making them easy targets for the either Rebel or Imperial pilots. Six proton
torpedoes were enought to destroy a FRT, though a smart Rebel pilot would use four
torpedoes to drop a FRT's shields, then finish her off with lasers. Shuttles (SHU)
were used to ferry VIPs from one ship to another. While having little in the way of
shielding or hull strengh, SHUs carried lasers or ion cannons and could ruin your day, if
you were not careful. Transports (TRN) were used to ferry larger complements of
personnel than a SHU, like a commando squad or an entire stormtrooper platoon. TRNs were
used by the Rebels to carry out assault and capture, or assault and retrieve missions.
Imperials used TRNs to ferry large numbers of prisoners or stormtrooper units. TRNs were
equipped with ion cannons and could take down a FRTs shields fairly quickly, if left
alone. While their shields were toughter than a SHUs, they were easy targets to the adept
Rebel pilot. Tugs (TUG) were used in depots by the Imperials to shunt dormant TIEs,
CONs, SHUs and FRTs from one position to another. They were lightly shielded and had no
hull strength. A single laser blast was enough to destroy them. The final pieces to the XWCD
game were mines, bouys and probes. Mines were used to protect stationary assets like
depots and capital ships. They would target based on IFF (identify friend or foe).
Bouys were navigational aids in space, usually to allow accurate hyperjumps from one
sector in the galaxy to another. Probes were intellligence and data gathering devices used
by the Empire (remember the opening sequence in Empire Strikes Back?). All three of
these items could be removed with a single laser blast. In some missions, this was
necessary to complete or win the particular mission. |
| Joining the Rebel Alliance |
| After installing the game, and
getting the music, graphics etc all configured, you're now ready to join the Rebel
Alliance and fly with Luke Skywalker, Wedge Antilles and Bigg Darklighter.
After signing in on the CRS Independence, the flagship of the Rebel Alliance and
its primary training center, you entered the main concourse of the Independence.
Here you face several options. |
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- Technical Center - a holoprojector which gives technical details for
all fighters and capital ships in XWCD. Know the enemy or face defeat!
- Film Room - where you can review film clips you recorded of various
missions. Only the most foolish of starfighter pilots wouldn't review his or her
performance. If you don't learn from your mistakes, how will you improve?
- The Maze - fly each Alliance starfighter through a timed race course of
obstacles. Beware! As you succeed in a level, you will face live laser batteries and less
time to complete. Can you reach level 10?
- Historical Missions - 6 historical missions per fighter, each more
difficult than the last. In addition, XWCD gave you 6 bonus missions - the toughest
set of missions. Can you beat Halley Kodorto's performance?
- Tours of Duty - (TODs). The heart of XWCD. Five TODs.
Each with a complete storyline and set of missions. Each mission building upon the last
(story-wise). The story begins shortly before A New Hope and the fifth TOD ends
just before the Battle of Hoth in the Empire Strikes Back. TODs 1
& 2 consisted of 12 missions, TOD 3 has 14 and TODs 4 & 5 each had 20 missions.
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I would suggest that you first fly The Maze to familiarize
yourself with each Rebel Alliance fighter's characteristics, and to learn the various
keystrokes needed (shifting energy from shields to lasers and vice versa, using the
targeting computer, roll rates etc). Once you are comfortable with each fighter, then move
onto the Historical Missions. These are invaluable as they will aid in your learning basic
dogfighting (d/f) and combat tactics. If used correctly, these missions will aid in
your identifying the correct Engine, Laser, Shields (ELS) settings for each
particular fighter for a specific combat scenario. Finally, after you're able to win the
Historical Missions with ease, it's time to move on to actual combat, the TODs. Be warned,
if you crash your fighter or have to eject, you may face capture or death. If so, your
pilot will be INACTIVE or CAPTURED
and you will have to start with a new pilot. If you REVIVE your pilot, you lose
your TOD total scores and stats.
While to some the scores and stats may not mean much, to
those of us who have joined an online squadron, they form the core of your evaluation as a
member. The critical areas to keep in mind are: total number of kills (any ship), number
of capital ship kills (FRG or ISD), number of Imperial fighter kills (T/F, T/B, T/I, GUN,
T/A), percentage laser hits (%L) and percentage missile hits (%T). Also, each TOD mission
score, and the overall cumulative score are considered. A pilot would be considered elite
if he or she has killed more than 20 capital ships and well over 1500 enemy fighters by
the time he or she completes TODs 1-5. Also, his or her %L would be above 50% and his or
her %T would be above 90%. It is also not uncommon to see cumulative TOD scores near or
above 2,000,000. In addition, an elite pilot should lose, at most, one ship per TOD. This
means that you ejected but lived and were not captured by the Imperials. I only mention
these as I've had one or two direct questions about pilot stats and what is considered to
be outstanding stats.
For A Job Well Done:
One of the additional facets to XWCD was the advent of
promotions in rank, medals and combat badges. A Rebel pilot could see his progress by
viewing his uniform and/or medal case in between each mission. For each historical mission
completed, the Rebel pilot earned a combat badge for that particular fighter (so six in
all). In addition, if a pilot reached level 8 in The Maze, the pilot earned a fighter
qualification patch for that particular fighter. For achieving significant mission scores
in the TODs (i.e. 20000 or greater), a Rebel pilot would earn the Kalidor Crescenet, then
additional badges for the Crescent. For each TOD mission completed, the pilot earned a
combat ribbon. Finishing a TOD earned him or her a TOD medal. A truly elite pilot would
have the rank of General, the Kalidor Crescent with Bronze Talons, Silver Scimitar, Gold
Wings and Diamond Eyes by TOD1M10 (first TOD, mission 10).
For the its time, XWCD gave new life to the Star
Wars universe, and satisfied many gaming enthusiasts (like myself) desire to join Luke
and battle Imperial tyranny. XWCD gave the "feel" of being a
member of the Rebel Alliance's starfighter corp, and gave some historical information
regarding the Star Wars universe from the Battle of Turkana to the Battle
of Hoth. All in all, it was, and still is, one of the best space combat sims
around. I play the latest version of XWCD, which is the Windows 95 version of XWCD,
called X-Wing the Collectors Series (XWCS). I will be discussing XWCS later.
So the Rebels have their space combat
simulation. But what about the Empire? Will the Empire Return? Knowing LucasArts, the
answer is - of course! On to TIE Fighter...
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