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

 
 
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  #11  
Old 01-26-2011, 10:39 AM
k1net1cs k1net1cs is offline
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Join Date: Jan 2011
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Quote:
Originally Posted by Rolotomasi View Post
i mean for online server, each generation should have own server/realm. if not all want to fly best ship.
You probably meant a rank requirement in the multiplayer mode, which shouldn't be too hard, IF there's any multiplayer maps or co-op missions.
If different generations mean different servers, how are you going to assemble a team that has ships from various generations?

The biggest problem with multiplayer is the game speed implementation.
And without the inability to speed things up, playing multiplayer would be downright boring.

This one time I raided Fronn's armory (which netted me 5+ mils. afterward), after I was done blasting off the bays and its debris, while waiting for the MS to collect the loots on normal speed, I took a bath, had dinner, and still had to speed up by 4x because it hadn't finished looting by the time I got back to my room.

Of course Fronn's case is one of the extreme cases, but you get the idea.
Either multiplayer should have smaller maps, or more things to do like an ability to mine asteroids, a live economy, w/e.
If multiplayer mode is everything the single player mode is just with more players, scrap that.

My own personal wish is to fix the ship's pathfinding.
It's often that escorting ships bonk whatever is ahead of them, and sometimes going to an eternal spin unless being bonked again by the MS.

Also, I like the BGM from SW2 better; the ambience of the tracks fits the spaceflight theme perfectly compared to the ones in SW & SW3 CW, but keep the battle tunes from SW3 CW.
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