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

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Old 08-04-2010, 02:26 PM
Aleksandar Aleksandar is offline
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Once I make my own jpeg draft, I'll post it here somewhere and we can discuss implementation. I want to get feature-locked before I start the implementation since I know ton of stuff will need testing, debugging and more things will pour in once I start coding existing ones.

Until then, feel free to post any concrete perk ideas. I just need a name and effect - whichever perk comes to your mind will find a place within one of the major trees or it's sub-trees. The more the merrier.

As for the passives vs actives... Passives will be somewhat balanced. Actives are the reason d'etre of your characters, so there's no need to tone those town for the sake of AI. In fact, sub-trees are all about granting certain actives and passives to extent, so those actives will all have 5 levels. The abilities that currently don't meet that will be extended (summons in particular will be reworked) and the items that don't live up to the skills will be bumped (dumbfire missiles and missiles in general) but I already see where this is going - going over weapons after I'm content with my character options.

So, additional character options, more and better weapons... add to that your mothership mod and the ability to purchase SW/SW2 pilots/stuff.... and we've got an unofficial expansion

Last edited by Aleksandar; 08-04-2010 at 02:30 PM.
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