Quote:
Originally Posted by Osprey
That doesn't solve it at all. In fact, you can model that right now using scripting anyway. The player need not think a jot about managing his engine because if he screws it up he has a random chance anyway of getting a good one or screwed one, and if he's gets a screwed one he can just respawn anyway.
Unless the server mission can track an individual players treatment of an engine and store it for use in that mission or subsequent related missions then it won't work at all.
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I initially had your same idea, BUT I realize that is too much for the current condition of the software (CloD). It could be really interesting for the next versions of the game...
Right now IMO my idea is simpler to build in this moment: it does not solve it at all... but something si better than nothing.