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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 06-14-2010, 11:44 PM
Trucidation
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A [powerplant] module type would be nice. That way you can add <power_drain> to all other modules. The idea being you shouldn't be able to install the hugest systems on small ships because they won't have enough power, and be able to upgrade your powerplant if you like the ship but don't want to upgrade ships just to use better systems. Total value of power_drain from all modules should not exceed the powerplant's power_output.

We could have an active perk that can make use of a ship's excess power to temporarily boost performance (speed, turning, shield regen, repair rate). The more excess power available the longer each activation lasts. Or have two perks that use this excess power differently, one lasts longer while the other gives better performance bonuses.

Right now systems specialists are ok but not as outstanding as other specialists. Their active skill (hacking) is nice but the target can still shoot back. This doesn't really help e.g. in the case of fighting capital ships. Sure, blowing its shields away and making it stop sounds cool... but capital ships move slowly anyway, and they generally have loads more armor than shields. It's only really useful against smaller ships, but on the other hand you can simply shoot them. Hack skill would be nice if you could mess up their targeting systems and make them fire at any target regardless of friend or foe status.

Missile turrets and availability of using active skills on mothership as well please
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