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Sean O'Connor's Games • View topic - Idea for people who have trouble testing their ship/mission
Page 1 of 1

Idea for people who have trouble testing their ship/mission

PostPosted: Tue Feb 22, 2005 12:19 am
by Old Man Johnson
What about a single mission test? Where you pick a mission, you have infinite credits, and all ships are available for purchase? However, no records would be saved. This would greatly help people who want to test expensive but uncertain ships, and for making sure your mission is beatable. I would also think this would make a fun option for those who are "in-between" commanders or just can't get a good commander going. (It's almost impossible for me to get on the Roll of Honour now, the lowest Commander is, well a Commander and he has 2 Gold Crosses, 2 Medals of O. C., and 1 Medal of C.B.)

PostPosted: Sat Apr 29, 2006 5:46 am
by R2D
I agree with this idea, I very much want to be able to use the ships I have created to verify their usefulness (or lack of), immediately. This can happen outside the scope of the regular gameplay, since I feel that HOPING to see one of my creations within the current game structure, sometime in the future...maybe...if I survive, just to test one of 20 or 30 designs, is far beyond ridiculous, and even cruel. I have had fun creating about 10 designs of my own and downloaded many more from the available sites, and have yet to see more than 5 in all, none of my own, in 28 missions and 3 days of playing....VERY frustrating, and I believe soon, a killer of the enjoyment this game could provide.

PostPosted: Sat Apr 29, 2006 6:34 am
by ima_gnu
theres a limit of how many commanders you can have on the ROH? I didnt know that :P

theres only 13 of them on there....and 6 of the 13 are commanders where I was just trying out a super-cheap ship design...so they only have one or two missions. The others....[win/total(kills)].......22/25(67),
22/22(39),
27/27(197),
23/23(70)....then I got my good ship series' going...

260/261(307),
219/219(1206)
I'm still working on the next commander...currently on mission 228 w/718 kills.

for the two with extreme kill/mission ratios...I had several custom missions enabled with high numbers of turrets on them.

PostPosted: Sat Apr 29, 2006 11:59 am
by Copperhaired Berserker!
That would actually be a good idea. I hope Sean updates this brilliant game! :)

PostPosted: Sat Apr 29, 2006 4:07 pm
by TheKangaroo

Re: Idea for people who have trouble testing their ship/miss

PostPosted: Mon May 01, 2006 12:50 am
by n-drx

PostPosted: Mon May 01, 2006 2:23 am
by drwhite7

PostPosted: Wed May 03, 2006 8:51 am
by Zephyr

PostPosted: Wed May 03, 2006 5:55 pm
by BoxZone_Author
39 appears to be the largest number of custom ships you can import into the game at any one time. Sean has stated that this was not supposed to be the case (it's on his 'to do' list to look at it). Whenever I import (or create) the 40th custom ship; one of the previous 39 gets removed to make room. :(

PostPosted: Sat May 06, 2006 8:47 pm
by umeboshi110
the game also gets screwed up if you click copy on a ship in the middle of the list and then cancel

PostPosted: Sun May 28, 2006 11:23 pm
by Hammer

PostPosted: Sat Jun 17, 2006 5:47 am
by Akfrost
you can always correct the memory address so you'd be on mission 1000 or something. I do this so I can test out my ships.

PostPosted: Sat Sep 09, 2006 5:03 am
by Quorad