Part 2 "Tie
Fighter": The Imperial Factor!
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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 |
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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 |
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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. |
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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 |
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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. |
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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. |
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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 |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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- 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.
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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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