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Old 06-08-2010, 12:33 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Terry_Lentz View Post
But what I meant to ask in the previous post is if its possible to exchange control between two motherships. I.e. you have an old Star Wolf and you have just the money to buy a new mothership (lets say an Astarte), you then lose control of the Star Wolf and gain control of the Astarte. Will it be possible to exchange control manually between your current MS and a vacant one (like the one you just sold.) Now when I wrote this down it doesn't sound as I thought it would. Actually its kinda stupid. Silly me.
Hmm... I think it works exactly as you described when you buy new ms at the maintenance station. You lose control of current ms and get control of the new one. I can make that you will be able to buy ms not at the station but anywhere in the space but I think it'll be unrealistic and strange.
Another idea... maybe you want to keep all your previous motherships and change them later for free?

Quote:
Originally Posted by Terry_Lentz View Post
Concerning the mercenary escort, I think it should be a classic late-game (but not too late) setting of ships and equipment.
Probably 4th generation fighters and one from the 5th generation.
Pilot roles classic too:
Leader, missile defense (and missile attack) guy, repairman, two attackers, one being able to do team stealth (maybe) and he/she should be in defense or attack. Defense if the team belongs to a corporation or empire, and attack if they're pirates or rebels or whatever.
There are two problems with pilot's roles:
- pilots (which are called like mercenaries) have their roles set once when they appear. These roles cannot be changed later.
- when pilot role is set to e.g. DEFEND, MISSILEDEFENCE, REPAIR (and probably CLOAKING) he doesn't do anything else. He doesn't use his guns at all. Only LEADER and ATTACK role let pilot fight.


Quote:
Originally Posted by Trucidation View Post
- If I understand correctly, you mean pilots will fly these big ships and they will have a summon perk to call for escorts?
Yes.

Quote:
Originally Posted by Trucidation View Post
- Suppose we have Main mothership plus two pilots (Hero and Ternie). If I buy a big ship and put Hero on it but I put Ternie in a regular fighter, Ternie will still only be able to dock at Main mothership, not Hero's ship, correct?
Yes

Quote:
Originally Posted by Trucidation View Post
- If I'm wrong and the new buyable big ships actually function like the real Main mothership, I think there are some big disadvantages: active skills don't work on mothership and you can't install missiles.
Speaking truth, the new motherships will be just fighters with different, bigger models. They will have full functionality of regular fighters. This means they will be able to use missiles with on/off option.

Quote:
Originally Posted by Trucidation View Post
Some of my own questions,
1: Summon perks have a limit, we cannot just create new summon perks right? If you create summon perk levels, the higher level summon perk will "override" the lower level one?
Exactly. Four types of summon perk exist so every pilot can have 4 totally independent summon perks. Each of these perks can have several levels which "override" the lower level one.
Quote:
Originally Posted by Trucidation View Post
2: What about regular perks, can we simply add new perks or is there a limit?
I've looked briefly at the perk scripts but I don't see any mention of limits. The names appear to be hardcoded (are they?) so maybe that is the limitation?
I haven't tested normal perks too much but names of these perks are not hardcoded. You can create your own perk, add necessary ifs to existing functions (perkDispatcher.script, CalculatePilotSkills.script, etc.) and to two big tables in the PilotProperties.script. I don't know if any limit exists.

Last edited by Goblin Wizard; 06-08-2010 at 01:03 PM.
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