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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Ok, after looking thru the perkDispatcher I realized that no perk has it's own code. Rather, the game calls checking functions that alter the state (damage/sensors/whatever).
So here's my initial list: - AC Proficiency: increases ROF by 5% with all ACs (gunnery, right?) - BFG Proficiency: increase damage by 10% with all big guns - Laser Proficiency: something small laser only. maybe 5% damage. Here's the obvious list (of Character Decisions): Fighter pilot. Has more fighting skills in his starting package. - Kamikazee favors infighting and dodging in bursts. higher damage and rof. also rockets. - Ace pretty much the standard Ace package. piloting, gunnery and whatnot - Missile Specialist this becomes a subtree, thus freeing up space. - Sniper go figure. Pilot pilot. Has a better piloting starting package, mediocre sensors, not so great fighting. - Dogfighter similar to kamikazee but instead of acting in bursts, he's just good at flying and shooting up close. - Scout very fast and stealthy. - ??? Engineer pilot Has an excelent sensor starting package, mediocre fighting, not so great piloting. - Hacker has hacking abilities. - Repairman has all the carebear skills. - ECM guy has premium ECM/sensor skills. Support pilot Medium at everything since his advancements don't offer much in terms of firepower. Has buffing/debuffing abilities. - Summoner has summoning abilities. I was thinking two or three branches. - Squadron Leader leadership, instructor, that kinda crap. but in a good way. - Shield Specialist. good at recharging his and fleet shields and depriving the enemy of his shield. Ran out of ideas, but the main idea is for every one of the four starting pilots to become a class instead, and then make mutually-exclusive decisions during the game. So both the Ace and the Missile Specialist have a certain amount of Assault perks, but each having a different set of perks under it. |
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