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Sean O'Connor's Games • View topic - Separating load-out and chassis?
Page 1 of 1

Separating load-out and chassis?

PostPosted: Sun May 28, 2006 7:23 am
by Fenris
Would it be possible at some point to separate the ship design from the missile load-out?

I could see assorted ship hulls being useful for multiple roles, but with missile configurations chosen when equipping for each mission, rather than needing to create multiple designs which are identical save for exact missile config.

PostPosted: Tue Jun 13, 2006 2:35 am
by McLauren
Yea I think that the ships should be able to have SOME of their loadout editable, but not the whole thing. I think A bomber should be able to swap maybe one or two bundles of plectrons for daycorns or whatever if they are going into a mission where there is a high amount of defending ships. Or vice versa and a fighter could carry a few heavier missiles if it is going into a bombing mission. But the bomber should still be a bomber and the fighter should still be a fighter, just being able to interchange a small portion of it's weapon load.

PostPosted: Mon Jun 19, 2006 10:24 pm
by BoxZone_Author
It would be very boring to have to select your missile load for every ship at the start of every mission.
More flexable certainly, but lets keep the logistics quick and get on to the combat.

PostPosted: Tue Jun 20, 2006 1:48 pm
by Bob Janova
Ships could have a default missile setup, so you wouldn't have to select missiles unless you weren't happy with the normal ones.

PostPosted: Sun Jun 25, 2006 9:05 pm
by Zephyr

Yup, this would be a great design point...

PostPosted: Fri Jul 21, 2006 9:16 pm
by dpm_dpmartin
I agree with the concept of having missile load-out defaults that can be changed as well. I am a great fan of Daycorns but like to have a row of 'heavies' for tight situations. Currently, for different mission types, I do find myself 'designing' a few variants of my favourite hull - in Fighter, Bomber and Defender modes - these settings are equal to all Daycorns, a combination of Daycorns and Yataris and a combination of Daycorns and Geenees respectively. A default setting still allows you to get to the scrap quickly, but allows you to have one ship and load up different missiles without having to waste time having to swap your ship out - that is if the ship you want is even available. The precedent for doing this would be fighter jets... i.e. Sidewinders, AMRAAM, Paveway, Maverick, Brimstone and Storm Shadow are all perfectly capable of being fitted to Harriers (or will be!) - and are chosen for the mission at hand.

Critical Mass could really benefit from a number of extra toggle settings that each user could save as per their personal preference - I won't list them as they've all been mentioned in other threads. But, hey, why do I get so worked-up, after all - Critical Mass ain't real... is it?

PostPosted: Sat Jul 22, 2006 7:46 am
by ima_gnu
ever read the book "Ender's Game"? He's playing what he thinks is a game and is in fact demolishing several alien societies.

PostPosted: Sat Jul 22, 2006 4:21 pm
by qwas
:lol:

Maybe you could allowed to switch one set of missiles just for that mission? Then you could add a bit of flexibility without it getting too annoying.

PostPosted: Sat Jul 22, 2006 7:43 pm
by Zephyr

PostPosted: Sat Jul 22, 2006 7:59 pm
by ima_gnu

Twas...

PostPosted: Sat Jul 22, 2006 8:12 pm
by dpm_dpmartin

PostPosted: Sun Jul 23, 2006 9:30 am
by Zephyr