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

 
 
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Old 06-08-2010, 01:29 PM
Trucidation
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Personally I think space is getting a little bit crowded

@Goblin Wizard:
- If I understand correctly, you mean pilots will fly these big ships and they will have a summon perk to call for escorts?

- Suppose we have Main mothership plus two pilots (Hero and Ternie). If I buy a big ship and put Hero on it but I put Ternie in a regular fighter, Ternie will still only be able to dock at Main mothership, not Hero's ship, correct?

- If I'm wrong and the new buyable big ships actually function like the real Main mothership, I think there are some big disadvantages: active skills don't work on mothership and you can't install missiles.

To answer your questions,
1: I really have no particular preference for other pilots' big ships. If you really need input I say just recycle the existing motherships. If you only want a limited selection I say use the ones which look like the Star Wolf (size considerations); after all, it would look odd if a bunch of Alien Battleships and Star Hammers were flying around...
2: I feel escorts should be defensive: leader + 1 other fighter, the other ships should be missile boats. Leader = leader, the rest = defend. If you can make the summon perks coexist instead of replacing older one, then you could have an offensive style summon as well. Leader and the rest attack.

Some of my own questions,
1: Summon perks have a limit, we cannot just create new summon perks right? If you create summon perk levels, the higher level summon perk will "override" the lower level one?
2: What about regular perks, can we simply add new perks or is there a limit?

I've looked briefly at the perk scripts but I don't see any mention of limits. The names appear to be hardcoded (are they?) so maybe that is the limitation?
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