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Part 2  "Tie Fighter":   The Imperial Factor!
tiefightercd In 1994, following success of X-Wing®, LucasArts, and a new group formed by Larry Holland and a core group, created the second Star Wars space combat simulation, called TIE Fighter. Like X-Wing®, TIE Fighter® was a DOS-based game and included two expansion or mission disks: Defender of the Empire and Enemies of the Empire. Eventually, just like X-Wing®, a CD version was released called the TIE Fighter® CD Collection (known by the acronym TFCD). TFCD allowed the player to be on the side of "Law and Order" flying the various Imperial fighters: TIE Fighter, TIE Bomber, TIE Interceptor, Gunboat, TIE Advanced. Due to enhancements in hardware and software, TFCD included new fighters such as the Z-95 Headhunter (an Old Republic fighter), the TIE Defender and Missile Boat (new advanced fighters for the Empire). Also added were new capital ships such as the modified Corvette, light Calamari cruiser, the Nebulon-B2 modified Frigate, the Victory Class Star Destroyer, the Interdictor cruiser, the Escort Carrier, the Dreadnaught, the Carrack Cruiser, and the Lorimar Strike Cruiser. New weapons were made available, including advanced proton torpedoes, advanced concussion missiles, heavy rockets, and space bombs.
As the case for XWCD, TIE Fighter® earned several achievements for LucasArts including:
  • Best Game of All Time, PC Gamer (1997)
  • Best Action Game, PC Gamer
  • Best Game of the Year, Strategy Plus
  • Perfect 5 out of 5, Computer Gaming World
  • Hall of Fame, Computer Gaming World

With the release of TFCD, online Imperial squadrons and organizations made their appearance, much like their previous Rebel counterparts. These groups included the Emperor's Hammer, the Black Knights, Delta Wing and Omega Squadron. Most of these also made the transtion to the Internet, several remaining quite active. The following discussion will concern mainly the additional ships etc that made their appearance with the release of TFCD.

Rebel Fighters

z95 The only new addition to the Rebel Alliance was the Z-95 headhunter (Z95). The Z-95 was an atmospheric snubfighter, Incom's precursor to the T-65 X-Wing. Carrying two lasers and limited shielding and hull-strength, the Z-95 was successful against T/Fs, but little else. A Rebel pilot had to be very adept in avoiding incoming laser fire to last long in a melee or two with T/Fs. With T/Is, a Rebel pilot was better off making a single pass and hypering out.

Imperial Fighters

m/b Since TFCD was slanted towards the Imperials, they received some hefty new fighters to their arsenal. The first was the Missile Boat (M/B), basically a souped-up version of the Gunboat. The M/B carried a larger missile load, better shields and was more manueverable.
t/d The TIE Defender (T/D) was an improvement over the T/A. This design is especially unique, in that TIE becomes an acronym for Triple Ion Engine. This is one of the most radical design revisions ever created, sporting three massive solar panels, supplying not only four standard lasers, but two ion cannons, a pair of missile launchers, two Novaldex shield generators, and a small hyperdrive as well! As well as being heavily armed and well defended, each solar panel corresponds to an engine of even newer design than those in the TIE Advanced. The three engines working in unison, as well as triple arrays of maneuvering jets, enables excellent maneuverability at a standard cruising speed of 155 MGLT! The T/D was developed shortly before the Battle of Endor, expanding upon the concept of the T/A. Its applications were similar to those of the Advanced: campaigns of vital importance to the Emperor. Only key personnel in Navy command knew that the ship was used to defeat rogue Imperial Admiral Zaarin, who had planned to overthrow Emperor Palpatine. Its production was extremely limited, due to its enormous cost of over 300,000 standard Imperial credits per unit! This, combined with the death of the Emperor, prevented the fighter from coming into widespread use. Its total production numbers were comparatively nil. The T/F and T/I continued to dominate the Imperial fleet, with only the ultra elite, (such as the Emperor's Hammer Strike Fleet,) still retaining access to these magnificent craft.

Rebel Capital Ships

m/crv The modified Corvette (M/CRV) is a modified version of the original Corellian Corvette (CRV). The M/CRV is a dedicated combat craft. The original corvettes cargo bays have been removed and the space used for extra power generators for the four new turbo lasers mounted on the original frame. These ships are much more effective than the original version because the rear blind spot has been removed, but it still lacks the resilience of the heavier capital ships, meaning they can be taken down with just one barrage of proton torpedoes.
m/frb An enhanced version of the Nebulon-B, the B2 is an impressive weapon of war. Designed to keep the peace in systems not important enough to merit a Star Destroyer, the B2 has been very effective at its task. The B2 has much the same degree of firepower and shielding as the original Nebulon B, it now features heavier armor and a larger hangar for more fighters. These, along with the more useful positioning of its laser turrets make it capable of engaging anything up to a Victory-class Star Destroyer (VSD) with a fair chance of success.
crl The Light Cruiser (CRL) is a miniature version of the Calamari Cruiser, designed for quick hit and fade strikes against Imperial convoys or small bases. They usually carry three to four fighter squadrons of varying types which are probably their best form of defense. Fast for a capital ship, the CRL can get in and out of danger very quickly, and even has an advantage over Imperial craft in this as it does not have to wait for its hyperdrive equipped craft to return to the hangar. It needs this speed, however, as anything bigger than an FRG can turn a CRL into fish food.

Imperial Capital Ships

esc A fairly new addition to the Imperial fleet, the Escort Carrier (ESC) is designed to counter the constant threat from Rebel hyperdrive capable fighters. An ESC will accompany either a convoy or small strike force and provide protection by launching its own four squadrons of fighters to engage any enemy which choose to attack. The ESC is also used as a vehicle for delivering Starfighter to front line vessels. While originally regarded as little more than a flying hangar, the ESC itself has turned out to be quite a formidable opponent in a cap ship duel, even without its fighters. The most spectacular incident of this type was when the ESC Bane whilst protecting an equipment transfer during the Virgillian civil war was attacked by a Virgillian Alignment Forces Dreadnought Outrageous and the converted Quasar Fire Cruiser-Carrier Flipside. While ordering his fighters to protect the vulnerable cargo ships, the Bane's captain charged straight at the Flipside, blowing the weak combat vessel apart in seconds and then began pounding on the larger Dreadnought, severely damaging the ship and forcing it to retreat, all without the help of its fighters.
int The Interdictor Cruiser (INT) is a very useful craft. It's gravity well generators create a fake "mass shadow" which is used to pull craft out of hyperspace. This can be used to pull whole fleets out of hyperspace in to a prepared defensive position, where they can be systematically destroyed. The INT also has a defensive capability, featuring as it does heavy shields and a small hangar bay where TIE squadrons can be kept. However, it's limited number of turbo-laser turrets (5) means it can be outgunned by a single M/CRV. Therefore it is always wise to keep this ship well protected.
vsd One of the older capital ships around, the Victory-class Star Destroyer (VSD) was put in to service shortly before the end of the Clone Wars. Despite it's age, however, The VSD is still, with the exception of the ISD, the ultimate warship design. Once described by a high ranking Admiral as "a fleet in a box" the VSD is capable of just about anything, including planetary assault and occupation, carrying as it does more than 2,000 ground troops and equipment, which includes two prefabricated garrisons. It also has the advantage of being able to operate in planetary atmosphere, unusual for a capital ship of its size. This gives the ship both a tactical and psychological advantage in assaults. It is also a formidable ship-to-ship combatant, it's only weakness being its outdated ion drives are simply not powerful enough to keep up with newer spacecraft. To surmount this weakness, VSDs are often paired with INTs or FRGs.
crkc One of the first ships to be designed for the Empire, the Carrack Cruiser (CRKC) is a very powerful ship for its size, out gunning even an FRG. While the age of this vessel usually relegates it to rearguard or support status, the CRKC is still a very useful ship, being fast and powerful. The CRKC's main drawback is its lack of firepower, it having only five turbolaser turrets. This is usually countered by grouping them together in attack forces of two or three. One of the CRKC's main assets is its compartmentalization system, which allows the crew of the ship a very high survival rate if the ship is destroyed. The CRKC is exceptionally well shielded for its size, being capable of taking punishment even a VSD wouldn't. However CRKCs do not usually have hangar bays, making them vulnerable to star fighter attacks. A few CRKCs have been modified to carry fighters, although at great cost to shields and engine power. A more promising and common solution is the mounting of external racks for a small group of fighters.
stkc Another older ship, the Lorimar Strike Cruiser (STKC) is still, however in production as much the same model as it was when first released. The STKC is basically designed as a cheap an cheerful capital ship for small independent governments. It has sufficient firepower to engage any smuggling or pirate fleet, but being a smaller capital ship it is unsuited to combat with real warships like the FRG or ISD. As such it is useful for groups who wish to keep the peace inside their own borders, and is also cheap enough to be bought by medium-sized pirate groups who wish to add some heavy firepower to their business. As a result, you are likely to encounter these ships when dealing with the fringe scum, although both the Empire and the Rebel Alliance keep a few of these ships on hand.
dread Although ancient compared to most other capital ships in space, the Dreadnought (DREAD) is still a formidable opponent in this day and age. Designed several decades ago as the flagship of the Old Republic, the DREAD was the largest and most successful warship in service until the construction of the VSD. Many if these ships are still in service today in the hands of many different factions. The standard Imperial DREAD is much the same as the Old Republic design, featuring several turbolaser and quad-laser batteries, but curiously no ion cannons. They still require a crew of 16,000 but are now outfitted with a hangar bay with one or two fighter squadrons aboard. The Rebels, however, with their manpower shortage, have attempted to turn the DREAD in to what they call an Assault Frigate, by decreasing weight and adding maneuvering thrusters, the Rebel DREAD is capable of making fast, devastating attacks against most ships, and expensive large scale automation reduces the crew to only 5,000. However, due to the cost of these modifications, the Rebels still generally use the standard DREAD. These ships are suited to both capship and star fighter combat, but they have two major drawbacks in that they are slow in hyperspace and are also rather poorly shielded for ships their size. One of the most spectacular disasters in recent history was the loss of over 200 Dreadnoughts in the Katana Fleet due to a hive virus which infected the fleet. The DREADs, which featured a major central slaving unit which reduces crew numbers to around 2,000, were lost when the crew, insane thanks to the virus, slaved the fleets ships together and jumped randomly in to hyperspace. The fleet was never seen again, although many have claimed to have found it, most people agree that the fleet still continues on through hyperspace with no-one left aboard to drop the ship back in to real space.

Other Game Pieces

A new addition to the Star Wars combat environment was platforms (PLT). These were essentially space stations where Rebel and Imperial operations could stop for refit and replenishment. A PLT was a formidable opponent with very tough shields and an abundance of lasers. In addition, CONs ranged from Class A to Class F. (CONA - CONF). Finally, some new mercenary fighters made their first appearance.
r41 The R-41 Starchaser (R41) Similar to the Z-95 Headhunter (Z95), but with slightly better performance. A favorite of smugglers and system patrols. It carried 8 warheads, usually concussion missiles, and had 2 lasers and 2 ion cannons. However, its maximum speed was 100 MGLT and shields slightly better than the Z95.
t/w The T-Wing (T/W) is a good multi-role craft. Small, fast and maneuverable, it is inexpensive and therefore a favorite of smugglers and pirates. It carried 8 concussion missiles, and had 2 lasers. It's speed was identical to a T/I, 111 MGLT, but had weak shields and hull strength.

New Weapons:

I've discussed most of these new weapons in my XvT Strategy Guide, so I won't go into much detail regarding their performance. TFCD introduced the Advanced Torpedo, Advanced Concussion Missile and Heavy Rockets. These new weapons gave the Imperials added punch along with their new fighters and capital ships.

Serving in the Imperial TIE Corps

After installing the game, and getting the music, graphics etc all configured, you're now ready to join the Baron Fel and fly and defeat Luke Skywalker, Wedge Antilles and Bigg Darklighter. After signing in on the Imperial PLT Miramar, you entered the main concourse of the PLT Miramar. Here you face similar options as you did in XWCD.
tiefightcd
  • Technical Center - a holoprojector which gives technical details for all fighters and capital ships in TFCD. 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 Imperial 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 - 4 historical missions per TIE class and GUN, each more difficult than the last.
  • Battles - The heart of TFCD. Thirteen battles to be flown. Each with a complete storyline and set of missions. Each mission building upon the last (story-wise). The story begins shortly after A New Hope and the eleventh battle ends just before the Battle of Endor in the Return of the Jedi.

As in XWCD, I would suggest that you first fly The Maze to familiarize yourself with each Imperial 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). They should be very similar to XWCD's setup though. 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. Since you'll be mainly flying unshielded TIEs, you better learn how to avoid the incoming Rebel laser fire, if you want to get promoted and earn the right to fly the T/A or T/D. 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 Battles. 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 Battle total scores and stats, just like in XWCD. One final note, in TFCD there is a Secret Order of the Dark Jedi. Not only must you win each mission, but if you satisfy primary and secondary secret orders you earn marks toward becoming a Dark Jedi.

For A Job Well Done:

As in XWCD, TFCD has its own promotion and awards system. Similar to the badges and medals a Rebel scum could earn in XWCD, a brave Imperial ace could earn badges and awards in TFCD. Also, progress as a Dark Jedi was maintained.

With faster PCs, and a new graphics engine, TFCD continued to bring life to the Star Wars universe, and satisfied those gaming enthusiasts (unlike myself) desire to join Darth Vader and battle Luke and the Rebel Alliance. TFCD, just like XWCD gave the "feel" of being a member of the Imperial TIEfighter corps, and gave some additional historical information regarding the Star Wars universe beyond what was presented in XWCD. All in all, it was, and still is, one of the best space combat sims around. I have the latest version of TFCD, which is the Windows 95 version of TFCD, called TIE FIghter® the Collectors Series (TFCS) which came with my XWCS purchase.

So now both the Rebels and the Imperials have their own space combat simulation. What's next? How can a Rebel pilot truly prove his worth? How can an Imperial prove his loyalty to the Empire? By flying head-head with his or her adversary. That's right, I'm talking about X-Wing® vs TIE Fighter®!


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