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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I suppose you want to add some kind of missile slots to mothership. It's easily doable but pointless. MS doesn't have any menu to on/off missile lunchers so he will probably waste all missiles on the first target. To reload the lunchers you have to go to the nearest trade station... no fun at all. Only weapons with unlimited ammo have sense.
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#2
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Assuming you have more missiles in cargo, wouldn't restocking the launcher simply be a matter of pressing 'B' and then dragging more missiles back to the slot? I mean, this is how you "refill" fighters right? They dock with the mothership and then you can swap out missiles (or any other module for that matter). The only problem with the mothership is having to allow it to drag missiles into the slot while flying. Otherwise, as Goblin Wizard says, you'll have to dock to reload.
I agree that not being able to toggle them off is a serious nuisance, but you could fly around with the slot empty so you won't waste missiles on common riffraff, and then drag some missiles to fill it in when you see a suitable target. Of course, assuming that we solve the problem of being able to drag the missiles to the appropriate slot on the mothership while in flying. Er, can someone with ship modding experience test this? Last edited by Trucidation; 06-17-2010 at 01:51 PM. |
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#3
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#4
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Thanks, looking forward to it. Depolarisation on missiles? That's an interesting effect. It would open up the possibility of having a class of missiles dedicated to just shield piercing.
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