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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Yeah, there's not enough ship "grades". It would be nice to have different classes of capital ships.
...but let's not get sucked into a spiraling arms race of "bigger bigger BIGGER". If battleships are so powerful that they invalidate smaller capships then what's the freaking point of having the others? Everything should have pros/cons. I could live with godly armed battleships if they had a top speed of 50 and a maneuverability rating of like 5 or something, though. We need more roles as well, missiles need to be improved so that heavy bombers are actually a menace. 4-slot missile ships come close, but their payload (again) needs to be improved. If they didn't suck so much then we could have wings of bombers which pose a REAL threat. Right now I just slap on a cyclone in a system slot and pretty much ignore those Bidents and Hrimthurs flying around unless they get close to the mothership. That shouldn't be the case. We should be peeing our pants when we see a flight of bombers. Speaking of which, it's kinda odd missile defence occupies a system slot. We should be using turret-slotted flak guns. That would make things more interesting because you'd have to factor in the firing arcs etc. Plus it'd give incentive to use different motherships (assuming they're made available properly and not simply via story script...). - What's the problem with plasmas, they don't hit often enough? Laser defense doesn't stop them unlike particle guns (and of course lasers), so other than kinetics plasmas are pretty much our only other option. The refire rate may be slow but that's the point, if they're as fast as pulse lasers then you might as well not use anything else. The whole point of variety is to NOT have a "top tier" of equipment which everyone always uses, because this means everything else is weaker. That totally destroys the reason for having lots of items to choose from. Good gear design would provide for things which are strong in different aspects, so you'd have to USE your brain instead of simply saying "oh I'll just buy weapon X and armor Y, and my ship will be godly". No. - The rest is the usual good stuff we all want: random mission generator, longer mission scripts, etc. Good, I hope they hear us ![]() |
#2
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#3
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After playing a bit of Dynasty Warriors, I had an idea. Why not instead of figuring out ways to add additional pilots, you could instead promote your pilots to Squad Leaders and have them lead a flight of allied fighters. So rather than have 3 flights with 1 fighter each (which is what I usually do), you can have 3 flights full of fighters.
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#4
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Hmm.. it's interesting. Worth to check.
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#5
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#6
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It looks like they decided to overhaul the graphics.
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#7
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Yesss. At last. Added bloom/hdr? Textures resolution looks the same.
I'd like to see new GUI too. |
#8
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by the time the plasma projectile reaches the target the target is nowhere near.if laser defence is an issue thr is M-guns,cannons and particle acc.so a 4th gen plasma gun cant b compared with a 4th gen any other type weapon.if sum1 loves plasma so much the damage of a 4th gen plasma gun should be 3 "times" that of a 4th gen laser and not 50 extra damage, to counteract its inherent disadvantages, maybe then sum1 might use it.and this is the time wen all top tiers wud be equated.
mothership choice is solely personal.specially if u get tagged by maybe 4-5 cruisers with bad guns. turret slotted flak guns r better,gives something to missile attack.also flares shud be bought just like missiles.u really dont expect ur ,missile defence to obtain matter 4m space and convert it into flares. |
#9
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See, that's the point of plasmas being slow. They don't need to be 4x the power of lasers, they already "have" that in the form of not being affected by laser defence (which particle guns are also affected by). I do admit it's easy to watch their projectiles and it does seem that they miss a lot, but that's the point: when they hit they hit hard. If you don't like that then obviously you'd be better off with faster guns... which already exist in the form of kinetics and pulse lasers (not everything carries laser def, so it's not even a "guaranteeed" weakness whereas plasmas are always slow).
- I guess they're going with "guns don't need ammo", so flak guns don't either. Eh, I can live with that. Or force you to keep a wingman solely on anti-missile duty (that's a pretty hardcore challenge though, which I find acceptable but I think many won't). It's just that missiles currently still suck despite being beefed up from previous Star Wolves games. A huge boost would be making them not caring about shields. @Rastix: The devs are Russian, right? I don't speak that, unfortunately. We can only hope that they know they have an english-speaking fanbase here. |
#10
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