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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Which brings me to another thing: Game Over screens suck. We should be able to play around and wander around the universe after beating the final mission.
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Which brings me to another thing: Support ships are massively underpowered. Rather than having one Trident T that can only repair one ship in the fleet (and not itself, nope) for 10 HP/sec, and cannot even engage enemy ships while it is repairing, or I could have a bunch of Gunslinger Ts whom are all firing and attacking, each individually armed with a Nannite that does insane HP regeneration. But than im getting into balance, and thats a whole different ballgame. Admittingly, Star Wolves 3 does have improved balance compared to Star Wolves 1 and 2 pretty much being all about the pulse lasers. Quote:
It also kinda sucks even more when you finally get that ultimate mothership, and you only get to use it on the final mission. You cant even wander around anymore since you will get a 'GAME OVER' screen. Quote:
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#2
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From the threads I've read, it seems like they can easily do some things. Easily as in it mostly involves just script editing or minor code additions.
- more & larger encounters It's been mentioned that space feels too empty. It's true. It doesn't feel like there's a war going on. There's that contacts mod (I haven't time to try it out yet) shows that it's already doable. - weapon fixes Light guns are screwed, RoF is not much of an advantage when the range blows and the crap accuracy just makes it worse. There should be perks for their dispersion as well. - detailed pilot info Even with just these few pilots available, they feel more like faceless bunches of stats: "this is my missile guy, this is the systems guy" etc. It would help if they had a proper bio screen with additional stats showing things like the breakdown of their perk bonuses on each weapon type. Stuff like shots:hits ratio (how often they hit/miss), number of kills, how many times they triggered the 50% armor loss warning, etc. Some of us love stats, the more the better. Those who don't can simply ignore this screen, no big deal - it's just a stats screen, I don't think it's much work to add. There could be an additional stats screen for the mothership as well. Btw I think the firmware for System Mk 3 display is bugged, it shows correct stats but is listed as Mk 2. - item variety Sure there's plenty of stuff, but most of each type is simply big-bigger-biggest. Like, who cares about Mistrals when you have Cyclones? Weapons already have some contrasts like type, RoF, and damage, but everything else only has 1 stat. Also, the "best" stuff should not be on sale everywhere imo, it reduces the necessity of having to actually hunt down for good loot. - mercenaries Frankly, their upkeep costs are huge, they leech from the exp you desperately need, and they die so fast. Like many others, I mostly use them for predicted large encounters or for the endgame final mission, where it only matters to throw more bodies at the enemy. Make the merc teams smaller but more skillful. Like maybe 2-3 ace pilots with active skills. I wouldn't mind so much if they were expensive and leeched my exp if they actually helped my team survive tough fights instead of being the first ones to die. These guys should be 1st grade pilots, minimum, and with nearly-best gear (doesn't have to be overall good of course, there can be good offense or good defence types, speed types, etc). There should be no reason for allowing crap mercs to be hired, that is a pointless waste of money and only makes players nerdrage. Money is already tight so why waste it on mediocre pilots? I don't care if they are "super unbalanced", there are two big reasons this is not a problem: (1) upkeep costs, and (2) they leech exp. Players only hire mercs when they are in dire straits, so why mock them some more by giving mediocre merc teams? Any sane player would rather NOT hire mercs because we all want every bit of exp we can get, even if money isn't a concern (which it usually is). |
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#3
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My dream is to have a coop mode where you can play with a friend
Like DOW2... For example, increase difficulty (more hit points) when you play with 2 motherships |
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#4
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Somebody announced SW4 ?
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#5
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Two players sharing the same mothership would be so much better. One Lion MK2 with 12 fighters is a hell of a lot better than Two Lion MK2s with 6 fighters each.
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#6
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Coop mode would be orgasmtastic, but multiplayer is generally a bitch to add in? I mean, if the devs want to, then fantastic. The only problem is controls. Like Nanaki pointed out, 2 squads sharing 1 mothership would rock, but how'd you determine who controls the mothership? Assuming player one (the host) does, then how do we fix the mothership interface to show the other pilots? It'll be far easier to just let each player control their own mothership/fighters.
Then you run into the problem of pausing multiplayer games. Unless you let everyone pause everything at any time they wish. May not be a problem with friends, but might be a problem with internet games especially if one guy pauses and then gets disconnected for whatever reason, leaving the other player stuck in a frozen game. This also applies to all the various speed modifiers (2x, 4x, 8x). The only way I see it working for the majority of people is if you disable pausing and speed changing in multiplayer games. Sorry, I don't see this working out well. It'll be fantastic in normal space sims where each player generally directly controls one ship and leaves the others to the AI (which other players can substitute for in multiplayer), but Star Wolves' design isn't the same. |
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#7
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I was going through some of the Russian forums, and they pretty much said Multiplayer is out of the picture for now, precisely because adding multiplayer would require redoing the entire game's engine, something that the developers feel they are not quite up to task for yet.
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As far as multipliers and pausing, thats easy, Host determines. |
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#8
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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
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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