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Fight on land, in the air and space as Alliance or Imperial troopers and pilots. Battle across twenty nine planets in a story telling campaign that takes you across the galaxy....

Post feature RSS Starfighters

Small and agile craft of war; alone they are weak, but together they are strong, striking at starcruisers and tangling with each other among the clouds and stars.

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In the unit selection menu, starfighter units appear in a bracket with an image of the helmet, pilot and fighter. There are many different pilots from all over the galaxy, each race pilots a specific starfighter. Each starfighter configuration has a separate bracket in the menu. When the user has chosen a starfighter it will spawn in a hanger with other starfighters, when the battle begins they automatically launch into the battle zone.

The main camera is the pilot view camera, however, if the user is destroyed, an automatic cycle of the other live cameras will create a cinematic so the destroyed users can watch the battle end. For each starfighter there are six cameras, aside from the pilot view. The most common camera is a dynamic chase camera capable of rotating around the starfighter ant any distance to capture action in any direction, a similar camera is the fast action camera which snaps to incoming laser fire, both of these cameras seamlessly jump from position to position instantly. There are two pilot facing cameras, one outside the cockpit, one inside, both are used during dialogue or death scenes when the starfighter explodes. There is also a second first person camera with a restricted view of the instruments, the pilot view is only available for a live user of the starfighter. Rapidly degenerating starfighters are a camera priority as well as prolonged skirmishes between small groups of starfighters, in this case the camera jumps between nearby starfighters. The trailing camera follows the starfighter as it loses control and crashes or explodes, it is slow moving or even stationary.

The cockpit of a starfighter is fully animated with flashing lights and screens, and animated switches. The pilot of the starfighter is fully animated, with idle movements and control articulations. When the user manipulates the controls, the throttle hand of the pilot will move to flip switch or press buttons, the legs press the pedals and the the arms move the joystick and throttle, and as the user looks around the pilot's head will move too. There are three major screens, targeting, navigation, and diagnostic. Some fighters are equipped with a modular targeting computer that guides torpedos or missiles. These computer modules retract and extend into the pilots view. Each fighter cockpit is filled with an array of lights which indicate the status of various systems and components. They all have varying effects in each fighter, the major lights to know are the engine, shields, weapon, stabilizers, and hull. Generally, when the component or system is in working order, the light flashes at a healthy beat, or is unlit. caution or warning lights will flash quickly, and emergency lights will flash red rapidly and.


Starfighters achieve three dimensional axis flight mechanics by use of thrust vectoring with either independently articulating drives or engine mounted fins. Starfighter speed is managed by a throttle system which can shift between a hover and drive setting. The boost can only be achieved at maximum throttle and the engine cannot be overheating.


 Each starfighter has engines that operate in unison. Each engine can be damaged or destroyed separately. Engines are destroyed in one of two ways, disregarding the existence of shields for now. Steep hits pierce the armor and hull of the engine, resulting in it exploding, which will often destroy the starfighter outright, especially if it is a tight or integrated engine configuration. Shallow hits damage the armor of the engine and if it's hull becomes pierced it will result in a rapid degradation, as the engine struggles and dies, usually exploding. If an engine is lost the starfighter will lose speed drastically, and control will fade. Each starfighter has a different set of engines with different acceleration, deceleration, max speed, heat build, cool-down, and armor values. Most engines are equipped with a boost function that allows a momentary burst of acceleration and increase of speed, but it overheats the engine and can cause it to explode if not monitored, all high speeds create heat, but full throttle will create the most build next to the boost. All engines also have breaks, which cause a rapid decrease in speed to allow for sharper maneuverability. Every starfighter has a different value to their breaking power and minimum speed.


 Most fighters have a set of wings, in one form or another, and these wings can be broken by direct laser fire. If any or all wings are broken, it will result in total loss of control of the starfighter. Some wings have integrated engines, if the engine explodes the wing will break off with it. Laser weapons are often fitted on wings and they will be lost along with a broken wing. Wings are generally sturdy and robust, however they are not designed to take stress as the shields dampen any inertial or gravitational factors working against them.

S-foils are unique to only a few starfighters, they are used to allow these starfighters to land, by closing the wings up. They must be locked and unlocked manually by the pilot. Locked s-foils disallow the starfighter to fire wing mounted lasers as they are too close to each other or another key component. Locked s-foils allow the starfighter to travel faster in atmospheres. The system and mechanism are invulnerable to damage.


 The undercarriage of the starfighter is manually deployed when the starfighter throttle is set to hover mode and retracted in flight mode. The system and mechanism are invulnerable to damage. Some starfighters are not equipped with an undercarriage and so they rely on a clamp system that is integrated into the hanger.

Stabilizers keep the starfighter from shaking when flying, stabilizers come in pairs one for each side of the ship, or for each wing. Stabilizers are mainly damaged by shrapnel from nearby explosions, or powerful concussion. If a stabilizer is rendered inoperable the starfighter will buck and shake, depending on the stabilizer configuration, making it harder to aim and target enemies, or maneuver. If all stabilizers are rendered inoperable the starfighter will become almost impossible to control, especially at increased speeds.

Starfighters are usually equipped with light shielding which can take only a few direct hits. As shields are drained by impacts, they attempt to recharge themselves, which takes time complete, but if they are stressed beyond their limits, they will shut down before they are destroyed. Angling the starfighter with a laser as it impacts can help the shields to deflect some of the energy, reducing stress to the shield. Most starfighters are have multiple shields angled in two to six directions, and they can be diverted, or doubled, to one angle or another. Proton weapons penetrate shields, Concussion missiles do not. Laser hits that are stopped by the shield explode against it which can cause a momentary loss in stability, similar to a blast from a Concussion missile. Shields are not able to protect the starfighter from high speed collisions, and even lower speed collisions can cause damage to the armor.


All starfighters have armor plating to protect their hulls, armor is generally thin and, unlike the shield, not able to withstand direct hits, as it is more suited to protect the hull from debris and shrapnel. The armor of the starfighter is broken into individual panels which fit together to protect different areas all across the hull. As these panels are damaged and destroyed, they will need to be replaced, otherwise the hull remains vulnerable.


 The hull of the starfighter is very thin, and cannot repel any kind of impact. Shrapnel and debris can rupture an exposed hull, even without destroying the craft, but laser hits to an exposed hull will destroy the starfighter.

A starfighter's power plant supplies energy to all of the starfighter's components. The shields, engines, and lasers draw the majority of power and as the systems are used they drain more power from the plant and can effect the overall efficiency of other systems. Astromech droids can are capable of maximizing efficiency of the components by reducing shield regeneration time, and increasing laser damage. The user can manually divert power to one of the major components of the starfighter at a time, but this adversely effects the efficiency of the others.

Laser Cannon
Each starfighter has an armament of lasers. Most lasers are linked to targeting computers, which help to correct the manual targeting. All lasers generate heat, which can cause the weapon to destroy itself, if not properly regulated. Each laser has a different heat build, cool-down rates. Some starfighters can cycle through different linked fire modes, which in turn generate different heat and cool rates. Laser weapons can also be destroyed by direct hits from other lasers.

Ion Cannon
Some starfighters are equipped with ion cannons which are designed to overload shield components and fry computer systems, disabling whatever relies on them. They are best suited against starcruisers and largely shielded structures. Their extreme heat generation dictates that they be fired sparingly, therefore they are ill suited for engaging other starfighters. Some starfighters have independently tracking turreted ion cannons, controlled by an astromech droid. These turrets are prone to laser fire and can be destroyed by direct hits. Ion cannons can be charged to fire a more energized blast, but this creates an extreme heat build up and will quickly destroy them.

Concussion Missile

 Some starfighters are capable of launching concussion missiles from integrated launch tubes and an internal rack that houses the ordinance. There are a variety of Concussion missiles, each one has different, speed, damage, and fragmentation factors. They all are capable of locking onto targets through a starfighter's modular targeting computer, therefore they are best suited for use against slow moving targets. Concussion missiles are not very agile and can be intercepted by lasers. Their explosive blase is capable of causing concussive damage and the shrapnel can also pass through shields and do damage. Concussion missiles detonate once their fuel supply is depleted. The mechanism is a vulnerable part of the starfighter and if the tubes or rack itself are hit the whole starfighter will be destroyed, unless the ordinance is depleted.

Proton Torpedo

A few starfighters are capable of launching proton torpedoes from integrated launch tubes and an internal magazine that houses the ordinance. Proton torpedoes are standardized and very powerful; capable of passing through all shields to directly impact armor. They all are capable of locking onto targets through a starfighter's modular targeting computer, therefore they are best suited for use against slow moving targets. Proton torpedoes move at high speeds and only detonate on impact. The mechanism is a vulnerable part of the starfighter and if the tubes or magazine are hit the whole starfighter will be destroyed, unless the ordinance is depleted.

Proton Bomb
Only heavier starfighters are equipped with bomb launching chutes, fitted to it's underside. The chute makes use of a cavity within the starfighter, containing the ordinance. This system can be added to certain stafighters with an ordinance cavity. Proton bombs are standardized and very powerful; capable of passing through all shields to directly impact armor. Proton bombs rely on the starfighter for speed and accuracy as they do not require a targeting computer of any kind and are generally slow moving when launched. The mechanism is a vulnerable part of the starfighter and if the chute or cavity itself are hit the whole starfighter will be destroyed, unless the ordinance is depleted.

Astromech Droid
Several starfighters can house an astromech droid. It is fitted into a socket which allows it access to many of the starfighter's systems, specifically allowing them to repair damaged stabilizers . Astromech droids are an independent part of the starfighter, they can be destroyed very easily. There are three astromech droid types that fit into a starfighter's socket, R2, R3, and R5, each one has slightly different effects on the starfighter.

Crewman are capable of repairing and rearming landed starfighters. If a starfighter requires any attention at all it can land at it's origin and it will receive maintenance once landed and powered down. Once ready, the crewmen will bring ammunition to the starfighter while others tend to damaged armor, welding them or replacing them as needed. Depending on the needs of the starfighter, it can take several minutes to fully repair a starfighter, but the process can be interrupted if needed.

The Alliance pilots have a multitude of different colors for space suits usually used to denote the specific starfighter the pilot is tied to. Some pilot races also weir a certain color suit. the different life support units that are affixed to them all function the same fashion.

There are different types of Rebel helmets that pertain to unique starfighters, piloted by a certain race. Rebel helmets are painted many different ways, however there are also generic patterns. As the pilot evolves different helmets will be collected as new starships are unlocked.

Pilots communicate thru a intercom link system that relays between starcruisers or ranged communication arrays. Radio chatter is common at all times as starcruisers and starfighters communicate with each other, coordinating tactical maneuvers.

Navigation Screen
The navigation screen is based on the starfighters sensor systems, it display radar contacts, and waypoints. It is automatically updated by a command ship or home base. all allied elements are shown

Diagnostic Screen
The diagnostic screen displays the status of the starfighter's defensive systems, primality the shields, armor , engine, stabilizers, and hull. all of the individual components monitored have a series of lights that indicate the status of the components.

Targeting Screen
The targeting screen allows the pilot to view the reticule of the integrated targeting computer. As the reticule zeros in the targeting computer will gain a momentary lock, however this lock is broken easily. The rangefinder is best suited for close range combat and the

Modular Targeting Computer
The modular targeting computer is used to guide ordinance launched from the starfighter. The computer screen features an augmented reality scope with a range finder and a targeting assistance reticule. The modular computer extends and retracts from a housing in the starfighter cockpit, into the pilot's field of view for sighting.

Integrated Targeting Computer
The integrated targeting computer is used to help align the starfighter's laser weaponry to an intended target. Micro servos articulate the weaponry and a range finder that accounts for lead room. The sensor is projected directed ahead and will automatically calibrate to any target that it falls on.

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