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Originally Posted by Goblin Wizard
Another idea... maybe you want to keep all your previous motherships and change them later for free?
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Hmm, a garage? Sounds good, but mothership costs increase therefore as there is no trade-in. So its a no, at least for the main motherships.
Quote:
Originally Posted by Goblin Wizard
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.
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Well then make them as Trucidation said: try making summoning skills for offensive and defensive style. Else make them Leader, 1-2 attackers, missile defense and the rest defense.
Quote:
Originally Posted by Goblin Wizard
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.
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Does this mean that main motherships will be huge enough for the smaller ones to be able to dock with it, or will the capital ships dock to the main MS externally or won't they dock at all?
I have an another idea. What if the main mothership needs to be piloted by 2 pilots all the time (the firmware and a pilot), and when in grave situation you can launch the human pilot in a fighter (or in an another capital ship) but the main mothership won't be able to move. The mothership will though have 2 firmware pilots, one standard copilot (pretty useless in this situation) and a tactical operation firmware (giving better performance to shields, turrets and large caliber guns). This, though, uses one pilot slot (or two when a human is copiloting), so the maximum number of pilots is decreased making the game more realistic (You don't see a fleet of 5 to 6 capital ships wandering around in SW universe alot, do you?).