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

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  #1  
Old 07-09-2010, 06:19 AM
altean altean is offline
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Posts: 4
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Quote:
Originally Posted by Rastix View Post
Please PM me the link on this mod



SW is TACTICAL Squad-based with some RPG elements game

7 storylines aren't enough?
Yes , but half of them are broken, with lot of scripting errors, sometimes the conversations are just meager hints, other times endless meaningless chatty despite the warning of Ternie, that "everyone" can hear you in space.
Apparently they all have scanners..hrhehehe..
I haven't found 1 dude (pirate) saying that he just eves dropped on us and he's calling in reinforcements to rid us of the universe or just sell us out to some unknown party. lol
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  #2  
Old 07-09-2010, 11:22 AM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by altean View Post
Yes , but half of them are broken, with lot of scripting errors
AFAIK only InoCo path is really broken (3-4 script errors). Other paths are fully playable. Here you can find fix for InoCo path.
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  #3  
Old 11-26-2010, 12:30 AM
ChronoDome ChronoDome is offline
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Join Date: Nov 2010
Posts: 2
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1. Bring Back The Bridge Crew. Why???

Two Reasons:
1st... I Was Almost Happy About The Firmwares
(I Got Firmware MK III Weapons)
So... I Thought If I Have Lasers It Would Always Be A Sure Hit
But No, Sometimes Its A Miss

2nd...Its Much More Better If Humans Are Piloting The MotherShip
Because Of The Perk From The Pilots
AI's... I Hate Them (I'm Kind Of Selfish, Ain't I???) LuL :3

2. The Mothership (This Is Important For Me)
Change The Size Make It Bigger ,I Would Like 4 To 5 Turrents
(Like Ramadanta) ,4 To 5 Systems Also And High HP And Shield
The 2 Cannons Are Already Good. Last One Thing New Motherships,
YES Motherships Not Mothership

Two Reasons:
1st...I Used Logic For This One
It's About The Fighters And The MotherShip
How Would The Fighters Fit Inside The MotherShip
I Always Notice This When My Fighters Dock
Makes Me Laugh, Sorry ,Can't Help It

2nd...I Hope For Some New Classes Of MotherShip
I Liked The Lion MK II
It Was A Beauty HaHa

3. Owning A System
Its Pretty Much De Same To Previous Post

4. I Don't Want To Fight The Old Team (Except For Viper And Heretic)
Makes Me Feel Sorry And I Kinda Miss Ace And Astra

5. When The Final Mission Ends
I Want To Play It Some More Or To Put It In Simple Words FREEPLAY

6. New Enemies
I Liked The Angorians WOW They Were Just WOW

Aliens I Like Them Green Makes Them Really Look Like Aliens HaHaHa

The Precursors
Uhhm.....
I Don't Care What They Look Like But Don't Make Them Strong
Its Name Is Already Scary (Please Don't Make Them Dead)

And Forms Of Monster
Like A Squid In Outer Space

And Maybe Some Other Form Of New Races

7. We Love Fighters
So... New Ones Would Really Make Me Happy
Like Those Fighter T, I Mean When Did They Have Their On Production
It Was Cool That The Templars Have Some Of Their On Holy Fighters

8. Lots Of Treasure Hunting
Always Makes Me Intrigued To Find Those Caches

9. EPIC BATTLES Like The Cache In The Precursor System
Inside A Globe That Star Hammer Memorial

10. Side Quests
Lots Of Lots Of Side Quest
Like In StarWolves 2

Thank You,
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  #4  
Old 11-27-2010, 07:45 PM
Knave Knave is offline
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Join Date: Nov 2010
Posts: 3
Default My Wishlist & first post

I've played all 3 games to some extent and joined to add my 2 creds.

Mothership improvements:
1) A system or turret that streams repair nanites to friendly units. You could limit it to your squads, but why not let it repair any Green allied unit in range? How many times have you wished you could repair your AI backup?
Limitations include range and that players can not directly control which ship gets repaired. Perhaps it will repair a guard bot while letting your own craft explode?

2) Salvage!!! Give us a system to actually recycle some of those dead ships. If you can stream nanites to assemble a ship, why can't you stream nanites to disconnect systems and cut the ship up into cargo sized pieces? The amount you get from a dead ship could be determined by the size. Low level salvage systems pull mostly intact armor plates and once in a while a broken system/weapon. Higher level salvage systems search for the mostly intact system components. The better the system, the better the extracted material. "Space junk", is always an option it means a salvage roll failed and as you can guess is worth only a few credits. More on repair below.

Disclaimer 1: Due to the energy required to operate to a salvage system, the mothership can not power its weapons or engines at the same time. Only the salvage and tractor beam can work together.

Disclaimer 2: I believe SW3 refers to salvage operations as illegal in some regions. Best not to get caught hacksawing that Stone Arrow by the patrol!

Salvage chart example:
L1 system does: 50 dmg and gets 1 small roll, every 10 seconds (until target explodes from damage)
L2 system does: 100 dmg and gets 1 moderate roll, every 8 seconds...
L3 system does: 200 dmg and gets 1 medium roll, every 6 seconds...
L4 system does: 500 dmg and gets 1 large roll, every 5 seconds...
L5 system does: 750 dmg and gets 1 massive roll, every 4 seconds...

Roll Chart: On a 1-1000 roll scale, wide range to minimize lucky hits.
FOR L1 Roll;
000-250: Nothing
251-600: Space Junk sells at about $4 a unit
601-900: "Like New" Armor plates worth about $11 a unit
901-975: Systems/Weapons components, worth $25 or used in repairing gear.
976-998: Heavily damaged system/weapon, needs multiple parts & skill.
999+: Intact component, lets face it they probably cheated to get this.
...
FOR a L5 Roll:
000-040: Sucks to be you, nothing.
041-060: Reroll as a L1 roll.
061-080: Reroll as a L2 roll.
080-100: Reroll as 2x L1 rolls.
101-125: Reroll as 2x L2 rolls.
126-150: Reroll as a L3 roll.
150-175: Reroll as 3x L1 rolls.
176-210: Reroll as 3x L2 rolls.
211-250: Reroll as 2x L3 rolls.
251-300: Reroll as a L4 roll.
301-350: Reroll as 2x L4 rolls.
351-480: 1-3 lengths of power conduit, resale at $215 or so
481-630: 1-3 intact circutry components, resale at $260 or so
631-790: Heavily damaged system\weapon, ship dependant
791-900: Moderately damaged system\weapon, ship dependant
901-960: Lightly damaged system\weapon, ship dependant
961-980: Intact system\weapon, ship dependant
981-999: 5x L4 Rolls (motherload of lesser parts)
1000+: An odd item, they probably cheated to get it, but it sells decently

Disclaimer 3: All parts heavily, moderately, lightly damaged or intact are relitive to the ship type that dropped them. This could reference into the original loot charts if they exist. IE only fighter parts on fighters, a walrus will not have heavy calabur cannons, dead stations are mostly armor and systems. Alien ships tend to have alien gear, berzerks, etc.

3) Repair. (Told ya!) The ability to take damaged components you have gathered and return them to a working state. An extra tab on the mother ship may be required to handle this. Perhaps an extra option while at a maintenance station? To repair it you would need a systems tech with training at that level or higher. Additionally you would need x number of spare parts or components, possibly based on the rarity of the device. It would also be nice to have the options to sell the component damaged for a lot less or to gut it for components. After all, who needs 14 storm ECM units?

4) The ability to upgrade basic mothership components. IE an Engine slot, a Shield Generator slot and maybe an "universal" slot. For the right price at the right location you can purchase an upgraded engine. You know, for the right price you can swap out that old 2 stroke engine for a V8. A core shield slot would be nice. Sure you could remove it but then you'd have NO default shields. Or you could upgrade it with a Kali from the original 500 point shield, without chewing up a precious systems slot. Higher end mother ships may have more than 1 shield slot, IE mantacore could have 2x 2500 shields.

5) Large Calibur rapid fire guns! GRRR! You have no idea how bad I want a 80 dmg, 150 speed chain gun for my main gun! Sure 800 dmg and 15 speed is nice, but in one game when a butcher came at me loaded with a slew of rapid fire guns... I went "I want THAT for my Big Guns!" Seriously, I'm not alone in that am I?

6) Factions, clans and small companies. Someone suggested starting an empire, that gets unrealistic. But it would not be unreasonable to side with a pirate clan or one of the smaller factions and assist them in caputing a system or sector. They become Green allies to you and offer better prices or more options. Their enemies most likely start to hate you and unless mission specific they become Red. Maybe I'll help one of the dinky outpost stations in a lawless sector reclaim the sector. Perhaps I can help them repair and reclaim a patrol station, thus starting to send out their patrols in the sector. Maybe they want to seize the local smuggler's station, if they take it pirates are reduced but a "legalized" smugglers market becomes available. Etc. While I know some parts would be a simple flip of a switch code wise, others would be a complete pain. So I understand if this doesn't make it in.

7) Stations. For @$%& sake, there have been how many years of brutal war and chaos now? Why are military stations and patrol stations unarmed? They should ATLEAST have low grade turrets and maybe even low end capital ship shields! Their armor is rediculously high, as their should be several hull breaches by then...but they should be treated essentially as non-moving motherships. All stations should have at least 1hp/s regen systems.

Mining, LOX and misc stations might have minimal shields.

Repair stations should have a turret, minimal shields and Good repair rates.

Commerce stations should have light shields a turret or two and maybe a low level anti-missile system.

Patrol stations should have moderate shields and 3 turrets or so around the upper edge, that would give them huge arcs of fire for defense.

Pirate stations should be somewhere near the rate of their comperable station. Maybe with more shields and less HP since they could be under maintained.

Military stations should be heavily armed, shielded and armored. These are intended to with-stand enemy assults and clean up the mess afterwards.
...
If factions are enabled then stations should be able to offer to surrender. A surrendering station switches to the alignment and faction it yeilds to. If you happen to be allied with that faction, you may get better rates, etc.

(Yielding not absolute, only possible to occur)
Commerce stations yield at 40% hull.
Patrol and pirate stations yield at 25% hull.
Military stations yield at 10% hull.
Repair yields at 20% hull.
Misc others at 35% hull.

---

Okay that about sums up anything I can think of just now. Sorry if it seems like a bit of a rant. I don't know how many times I was floating past a 'debris', 'ship carcass' or 'dead ship' and thought it was a waste to leave perfectly good salvage there!
-Knave
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