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

 
 
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Old 01-07-2011, 06:11 PM
TrashMan TrashMan is offline
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Join Date: Dec 2010
Posts: 43
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Quote:
Originally Posted by Goblin Wizard View Post
I've thought about something like this but after I estimated the amount of work, testing, etc. I gave up. If you finish this it'll be great.
I'd like to know your ideas about re-balancing the game. What do you want to change? and how?
I'm writing it all down in the .xml spreadsheet. Basicly normalizing stats.

for example, prices, shield, armor (and agiltiy if I figure out how that works) fall within a specific range for each generation of fighters.

So:
Gen 1 fighters have hull/shield in the 300-400 range, cost between 10000-20000.
Gen 2 fighters have 400-500 and 20000-30000
Gen 3 500-600 and 30000-40000
etc..

similar this regarding weapon costs and efficiency. Some useless weapon are made more powerful but more expensive, and all turretd weapon get an accuracy boost (seriously, who EVER used the Poleaxe/Vulcan family on a turret?)

I need to see what determines the amount of loot a fighter drops..
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