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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Purchasing NPC fighter for cap ships

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Purchasing NPC fighter for cap ships
Offline Unseelie
08-05-2007, 12:38 AM,
#11
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

Could they be linked to the PC's current red, because, if you do x damage to anything, it goes red,

could that be implemented for PCs?

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Offline Aubinator
08-31-2007, 05:56 AM,
#12
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Posts: 48
Threads: 17
Joined: Sep 2006

AHEM.. Microsoft.. release the source code! AHEM!

Bring back the Manitoba System!
Happy Huntin'!

[Image: AubinatorSig.jpg]
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Offline yurineova
08-31-2007, 08:19 PM,
#13
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Posts: 744
Threads: 25
Joined: Jul 2007

If the wingmen were added (I used to fly em, so I'm speakin from experience), the develpoers would have to make shure the escorts/wingmen have the same sized hitbox, which would be very difficult. In FW, the swquad only had the same hitbox as a normal TIE with 2 guns added on the sides. So, the escorts were near impossable to hit. I'd circle the enemy, and they'd try to shoot me, thinking I'm one of the escorts, but they couldnt hit. I lasted a long time in a TIE fighter against some of the best players there because the squadron.

Overall, should squads be added, a new way in fighting would evolve.

But for the kamikaze fighters, we'd have to find a way to limit the launchers to just caps, without sacrificing a turret.

signature goes here once its done!
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Offline Eppy
08-31-2007, 08:30 PM,
#14
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Posts: 3,865
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Joined: Apr 2007

Indeed. I'd love to see this done, but that's a lot of work for the developers. If they think it's worth it, by all means go for it.

Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
Eppy Wrote:Which Dreadnought was that?
n00bl3t Wrote:One of your nine. Tongue
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Offline RingoW
08-31-2007, 09:24 PM,
#15
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Posts: 1,399
Threads: 65
Joined: Aug 2007

NPC Fighter pilots? May be just like reinforcments in the missions you can take on bases. But how to give the start order and how to get them back?

PC Pilots? May be only if the battleship or the carrier is implemented as a movable base. Then it should be possible.
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Offline Eppy
08-31-2007, 09:27 PM,
#16
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Posts: 3,865
Threads: 162
Joined: Apr 2007

The Movable Base isn't possible, as has been established for some time.

Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
Eppy Wrote:Which Dreadnought was that?
n00bl3t Wrote:One of your nine. Tongue
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Offline yurineova
08-31-2007, 09:36 PM,
#17
Member
Posts: 744
Threads: 25
Joined: Jul 2007

For all who dont understand why its impossable;

If I dock at Base A, and say Base A is a normal station. cant be killed, ect. No problems, neh?

But If I dock at Base B, and base B is a station, but is destroyable, and Base B is destroyed, then thats when problems arise.

If I dock at Base C, and a player is flying the dockable, say, battleship, and the player does one of the following;

1: Gets lagged out or DCed
2: Gets Killed
or 3: Docks

Then the same problems as Base B encountered when it destroyed. In otherwords, it causes too many problems for right now. However, in the near future, there may be a solution (IE, the same code as Osiris for a movable base, NPC controlled.)

Also, you have to ask yourself, how is the player gonna be setup rep wise, and how about purchasables, such as bots and bats? Lots of questions, so theres many problems.

signature goes here once its done!
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