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

 
 
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Old 09-25-2011, 03:51 PM
Trucidation
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Sorry, yeah, that's what I meant. Hmm, overall seems pretty much how I saw 'em. The problem with using gear tiers is that someone motivated enough to grind can snag the top stuff fairly early on. Which is why I never bothered with a systems guy previously.

2 components of shields? As in, (1) the increase in shielding, and (2) the regen rate they add? The regen stacks, it would be nice if additional shields just added to the shielding but didn't amp up the regen. I tried boosting the regen rate and yeah, it gets pretty stupid ridiculous when it's too high. You could fly around shooting each other all day and the shields would just bounce back to max after each hit.

Dunno about repair though. If someone's bent on slotting 4 of them in a ship there's not much we can do to nerf it without screwing over players who are actually using them as intended (ditto stealth, etc). I suppose this goes back to regen rate stacking - in this case armor instead of shielding.

Not much to say about missile jamming; skill/numerical odds aside, slapping on the top tier ECM pretty much ensures you hardly get hit even if the pilot doesn't have any jamming modifiers. Doesn't seem like there's a problem here though unless you have experience otherwise?

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Was thinking of rebalancing some skills, like say adding a branch for wingmember skills (mostly for variety's sake). Having to adjust the UI for every single skill change is kind of a pain in the ass though.
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