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Sean O'Connor's Games • View topic - missile editor
Page 1 of 1

missile editor

PostPosted: Sat Feb 07, 2009 11:04 pm
by the space predator

PostPosted: Sun Feb 08, 2009 7:21 am
by Fusion_power
When Sean was designing the game, being able to edit the missiles would have introduced additional variables that would have prevented the AI from using them properly. In addition, more missiles means more 'properties' to keep track of for a mission. Most important, each person would then be able to create a custom version of the game that would differ from each other persons version.

There are two pieces of code that I would like to see Sean develop. One is to allow new missiles to be designed. The second is much more complex. It would be to have a flotilla designer. Have you noticed that you can for example put a starbase into a custom mission, but it is always one basic design with a starbase and some random shuttles, etc? To my way of thinking, a true mission designer should allow full manipulation of the flotillas.

DarJones

PostPosted: Tue Feb 10, 2009 2:03 am
by the space predator
Tank You