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

 
 
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Old 05-15-2010, 03:59 AM
Trucidation
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Ya, force control to host, eliminates arguing. Good idea on the interface share thing, I forgot each player obviously only needs to see his own fighters Actually if you do it like that, then any number of players can coop with 1 mothership. It might look ridiculous though - imagine an 8-player game, 8x6 = 48 fighters all queuing up to dock with the mothership... LOL. Game engine lag might be a problem with so many people around unless we limit it to 2-player coop.

Sharing mothership may also mean arguing over loot though :p

With only 1 mothership also most scripts should work without needing changes.

Edit: Forgot to mention, one thing that really really bugs me - new mail / journal / news entries that are displayed to you right before you jump out of a system. I don't know how the script triggers, but can you guys find a better way of sending these notices? Perhaps send them to the player AFTER he arrives at the new system? Sometimes I don't even realise I had new missions / mail because the notices are only visible for like 1 second before the screen changes to show loading the new system.

Last edited by Trucidation; 05-18-2010 at 03:47 AM.
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