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

 
 
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Old 12-04-2010, 01:11 AM
Dantiandeo Dantiandeo is offline
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Join Date: Dec 2010
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Hi, I'm long in with Star Wolves but new to the forum. To be brief, i agree with ChronoDome and Goumindong suggestions and alot of the other thing.

One thing about the fighter not just focusing on its primary target wouldn't be so hard...just look at the mothership, it does it all the time.

Also i do NOT believe this has not be mentioned yet as it seems to me( might be that i'm blind tho...). How about online play...I'm not suggesting MMO style, More like Diablo 2, Baldur's Gate and Icewind Dale style. Every Player has his money and stash of items and controls his own fighter. The Mothership would either be an AI that takes commands from the person who started the session or who ever decides to steer it. And I even produced a solution for breaks. Upon Pressing Spacebar there would be a message (e.g. "Player XZY suggests Pausing") and everyone that agrees presses spacebar as well, within like the next 2 seconds. If not everyone agrees it will be chosen to have a pause depending on how many said Aye. Majority Aye means Pause and majority Nay means no pause. I'm still trying to figure out how to handle loot. This online play would heavily rely upon Free Roam Mode.

It could also be that there are different servers, or example one server is just completely you and the group o friends you have decided to play with, where the storyline quest could be you and your friends trying to build up a reputation as a reliable mercenary group/ Traders Company/ Transport Service/ Guards/ Etc.

And on another server you could battle another group of players.


Having this "1-Player-1-Ship" Multiplayer mode would also give rise to REAL tactical game play. Since Players do not just chose target and wait until target eliminated. This would be good if it could get a system similar to Star Trek online with the 1-player-1-ship.

Thats all from me for now.
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