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

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  #1  
Old 08-31-2010, 01:25 PM
Goblin Wizard Goblin Wizard is offline
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Originally Posted by Trucidation View Post
Thanks Goblin Wizard, I'll test it when I get back. Btw what do you mean torpedoes are not a problem?
There is one torpedo in a pack. That's why ms can't waste it like e.g. Hailstorm (32 in pack)

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Manually reloading the rocket slots (i.e. triggering the Summon Trade Station) should be okay with 99 uses. Changing armaments on the fly is a problem... maybe. As long as players can't actually buy anything new from the perk it should be ok - the perk summon is calling up an empty station, right?
You can actually buy some ships and equipment in the shop but emptying it, it's not a problem.
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Do we know when the player skills are reset?
What do you mean?
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Are those rocket slots for the mothership identical to rocket slots on fighters? If not I can design ones more suitable for the mothership. No big deal if they are the same, just thinking of variety.
Slots are identical. You can use the same missiles as fighters use. To make a difference we can set some of the missiles "ONLY_BIGSHIP" and others "ONLY_FIGHTER" (like systems).
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Old 08-31-2010, 03:41 PM
Trucidation
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Quote:
Originally Posted by Goblin Wizard View Post
There is one torpedo in a pack. That's why ms can't waste it like e.g. Hailstorm (32 in pack)
Hmm, so there is no problem because there is only 1 missile to fire.

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Originally Posted by Goblin Wizard View Post
What do you mean?
I mean when do the pilots' skill usages get reset? Example, pilot has 3 uses of salvo. After using them up, when does the game reset it so he can use it 3 times again? Just realised this isn't important to know - I was thinking about using this to limit the number of times the perk can be used but maybe it's not possible. I'd rather actually have the perk use to fire the missiles, and not care how many times the player loads. This way player can choose when to fire them instead of mothership automatically firing them the moment it detects hostiles.

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Originally Posted by Goblin Wizard View Post
Slots are identical. You can use the same missiles as fighters use. To make a difference we can set some of the missiles "ONLY_BIGSHIP" and others "ONLY_FIGHTER" (like systems).
Oh right, I forgot about those tags

Edit:
Crap, cousin borrowed that laptop so I can't test until next week.
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  #3  
Old 08-31-2010, 03:52 PM
Goblin Wizard Goblin Wizard is offline
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All perks get reset when you jump through the gate.
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