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

 
 
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Old 05-27-2010, 09:36 PM
Goblin Wizard Goblin Wizard is offline
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Join Date: Oct 2008
Posts: 508
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I tried to check the Nanaki's idea and this is what I've got.
sw3cw 2010-05-27 22-56-29-78.jpg
The first, you probably noticed, is GUI limit. Each pilot has 5 wingmens but even 3 full teams is too much. Others are:
- additional pilots take place of possible storyline pilots. First 6 pilots are showed, others exist only in memory.
- after docked, you can only lunch first 6 pilots.
- when docking, if all 6 hangar slots are occupied something bad happens. It's hard to describe but it's not CTD.
- When jumping through the gate... don't ask

These pilots have full functionality of the regular storyline pilots but only until docked. You can even give them perk tree.

Conclusion: All problems come from GUI limit. Engine can handle much more than 6 pilots and 6 hangar slots. You can edit all parts of the GUI except this damn 6 pilots cap.

Because all of these (and probably other) problems I'll stick with the idea of adding pilots in a way as summon perks work. This method has less functionality but causes much less problems.
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