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

 
 
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Old 06-07-2010, 12:02 PM
Trucidation
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Quote:
Originally Posted by Goblin Wizard View Post
Hmm... I constantly have feeling that all ships have too low hp comparing to most types of weapons (especially high-end versions). They simply die too fast.
This is still bugging me.

It's true; a few good shots and a ship is pretty much toast. That doesn't quite feel right. I still stand by my earlier statement that lasers need to be toned down.

Shield refresh rate; is it helping? From what I can tell it barely does. Sure, you get that extra boost from a shield system, but the refresh rate usually means jack. I think the refresh rate needs to be boosted. After all, you're sacrificing a system slot to put it in.

Does anyone here use any of the one-time-use systems regularly? I've always felt that they were a waste of system slots, but that's just my impression. I guess it's useful for the AI since we don't really expect the enemy to live if we fight them so an emergency repair system will basically let them live just that bit longer to harass us. But since players expect to live forever (die = click load and try again...), I've never really seen the usefulness of these things. Comments?

Here's a crazy idea:
It would be awesome if damage had a %chance of destroying an item in a slot (guns, missiles, system). I'd totally apply that to missiles. Right now ships with even 1hp left can still fly and attack at full strength. It would be more interesting and dangerous if a huge chunk of damage could break something. I know it's not gonna be a popular idea but I'm tired of easy games We could also flag certain items to not be affected if you don't want everything to be destructible.

Last edited by Trucidation; 06-07-2010 at 12:07 PM.
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