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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#26
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Eh. Meant Cleric, and typoed Heretic besides.
--- And the point I meant to make about disconnecting Missiles from launchers is that it would allow you to overstack missiles. Quote:
I'm just saying that imo- as you say, at least vs. capships, or if they find themselves there vs. a fighter - they should. FYI, since I understand you haven' seen SW2(?): The Jobs I saw in SW2 (the Jobs board is what - in SW3 - is the 'News' list, i.e. in your office, left is Mercs, right is Jobs.) were 'patrol' (travel a circuit around the system, fight a wing pirates/Berserks that spawns before you when you reach the last one.) and 'fedex' (dock with station X in system Y. Return.). As far as I've understood (going through the attack and defend scripts) you're right. Which doesn't explain why I've seen them do it. Not always, but more than just once. (e.g. A wing of 2 Bidents and 2... Raptors? attacks my MS. Raptors swoop in and start flying around as expected. The Bidents park at max range, pummeling my MS while my fighters are engaged. It's good tactics, I'm not arguing that. I just wish I could return the favor :p ) Yup. It also makes early-game more difficult (I mean, if you obsessively pause-save-load and make sure that you last-hit every kill, by the time you get Ternie you can be at 50+ exp (and, um, don't ask how I know. And even 'just' 50 exp is a big difference at that point), and Mercs much less useful (and they're not particularly useful - for their cost - to begin with, I'm sad to say). Wasn't too bad imo in SW1, (at least, as far as I've gotten. iirc: 3 generations of ships, kinetic miniguns and cannons, SRMs, LRMs, 1 MIRV, 1 laser, 2 PLs, 1 PA.) but the fact that everything (tried) to scale al the way... gets, well, yeah, messy. Quote:
Have you read any of David Weber's Honor Harrington books? Another thing I'd've liked is missile pods (external, stationary-but-towable 1shot missile launchers. Put whatever missile/torpedo in.) Of course, the fact that ECM interception is static (read: unaffected by missile quantity, meaning that lots and lots of missiles don't satrurate the ECM, increasing penetration) (which is what the ECM-reduction on Missile Salvo is supposed to emulate) would make this much less useful. Quote:
You make a good point, though. Refresh-on-dock would also be a fair alternative (and would probably require a reduction of max charges). Well, to be fair, traipsing around can really screw up the intended plot-progress-to-player-power ratio. e.g. Did you know that the Y-shaped defensive platforms in Hephastus can drop Shining (gen3 PL) turrets? Did you know that you can (theoretically, if you already know what happens in that system) go there - while in the Heavy Transport, before getting Ternie or the Mastiff? Also, there are 34 of the turrets, and Shining turrets sell - on normal - for ~89k-92k each. Would make getting to Elio through hostile Patrol/NESF wings much easier, not to mention the rest of the game afterwards. Or would, if there weren't a gen5 assassination team scripted to kick your ass if you don't stick to the starting script. (Warning: TVTropes link! Beware!) But yeah, simply adjusting this figure - while it would help exp - doesn't address the other issues. Quote:
The biggest reason to fly in a wing is the ability to sacrifice 1 fighter to free up 1 precious system slot on every other fighter. Quote:
Exactly and exactly. Sorry if I didn't express it well enough. re: SW3. Exactly, but on the flip side they do have more 'character' than the mostly-empty systems in SW1. Last edited by Sing_In_Silence; 09-04-2011 at 11:45 AM. |
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