Author Topic: Perk idea for ships  (Read 171 times)

Offline qts

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Perk idea for ships
« on: March 24, 2003, 08:40:50 AM »
How about allowing a player to launch a cruiser? Allow a max of 4 cruisers per fleet (one each side of the carrier) and the cruiser is under fleet (not player) control. The perk cost shouldn't be too stiff as the player has virtually no chance of recovering the perk points spent - I'd suggest that returning to port or the map being reset be two criteria.

Alternatively, you could spawn a cruiser directly under your control - you are permanently in command - and two ack ships from a port. You recover your perks by returning to a friendly port.

One might also want to assign a (high) perk cost to launching an additional fleet.

Offline Sabre

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Perk idea for ships
« Reply #1 on: March 26, 2003, 02:16:11 PM »
I'd settle for a DE under player control, with most if not all guns man-able (i.e. maybe two of the light ack guns AI controlled).  Give the player direct speed and helm control, with the option of setting waypoints.  Honestly, we'll need this eventually anyway, to act as anti-submarine platforms, and the modelling is already done.  Such a ship would have the potential for running aground, in which case the ship would be stuck until either destroyed or the player exits the ship.
Sabre
"The urge to save humanity almost always masks a desire to rule it."