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Sean O'Connor's Games • View topic - Missile Ideas(Again)

Missile Ideas(Again)

Command a squadron of spaceships

Missile Ideas(Again)

Postby Legacy » Sun May 22, 2005 3:55 pm

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Postby OrigamiGuy » Mon May 23, 2005 7:34 am

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Postby Legacy » Mon May 23, 2005 9:54 am

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Postby Steve! » Tue May 31, 2005 5:23 pm

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Postby Legacy » Tue May 31, 2005 7:08 pm

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Postby Sean OConnor » Mon Jun 06, 2005 9:16 am

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Postby Legacy » Mon Jun 06, 2005 9:38 am

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Postby Steve! » Mon Jun 06, 2005 7:16 pm

cost 1,000

so not necessarily, though I'm happy with the current missile selection.
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Postby Legacy » Mon Jun 06, 2005 7:19 pm

Well, it could assign the price automatically basedo n the capabilities of the missile, so custom missiles would be heavier or something. Maybe just a given number of points then you have to assign the points wisely to keep the missile in the cost boundary. So the more you increase the turn, the less points you can assign thrust and the warhead and such...
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Postby Old Man Johnson » Mon Jun 06, 2005 9:20 pm

Yeah, that would certainly help balance out. Another thought that occured to me is that you could just trust people to want to have fun. It's their problem if they make things screwed up. Like, there's nothing in the mission editor that prevents you from making a mission where you hunt down crippled ships in an asteroid field. I tried it. You always get a Gold Cross. Afterwards I deleted it, because it wasn't any fun. So, I suppose people who want to make a missile like that could, and then have no fun, and everyone else would be able to create whatever missiles they want.
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