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Ilmoita käännösongelmasta
Positioning is important for behavior too - so there's a variety of reasons for formations.
So while for fighters - this means ships tend to do their own thing, cap ships are a lot less mobile so formations might make a bigger difference - again in terms of positioning. I'm guessing you are talking more about fighters here though.
You can have ships stay in formation under attack - if you tell the leader/ships to "do not engage" (its in tactical mode - on the lower right hand corner - when selecting a ship - so you'd select a fleet leader so that the rest of the formation inherits this setting) - they'll stay in formation and not respond to attackers (turrets will still fire on enemy targets).
Even if a ship is set to "do not engage" you can still issue an attack command - the ship will then go after the target and once destroyed will go back to not responding to ships.
Pilot - But Sir! That will make us less combat effective and make it easier for the enemy to predict our flight path.
General - Don't you think I know that! Nonetheless, do it, it will look cool.
My guess was that picking off one target after another (starting with the most dangerous ones) with full firepower would be more effective than having single fighters go into dogfight duels.
Actually getting out of overworld and sending a group of fighters to totally wipe out a target with the first attack, is one my favourite things to do, hehe feels powerful man.
Heh heh heh... you got me on that one :)
The missile launcher thing is tied to the secondary weapons thing.
I know but this keeps bugging me, so I keep bugging you
I started over again to see how the recent changes to economy work in early game - and became a pirate (by friendly fire accident) now I prefer the raptor corvette over the rhino, simply because it has a functional missile launcher (which means better defence against fighters)
Having visible weapons that only the grand admiral himself is allowed to use, it feels weird. Using the main weapon for a different crazy fire mode like the MU figthers with flamethrowers or hidden weapons like the missile mines - stuff like that is designed for special tactics, so not allowing every pilot to use these seems thoughtful.
I am sorry to bother you with this again, I hope you're not fed up with my bickering. If you want no more critique about this, please tell me.
Sooner or later I'll go through all secondaries and hopefully come up with more unique ones, so we'll see what they end up being.
Anyway I love the game and am impressed with what you've done with it so far. Thanks
--
Technically - there is a way to do this under some conditions/restrictions.
Have ships with turrets (this is important for later) - eg: Taurus fighters
Form them up
Toggle "do not engage" (so that ships stay in formation versus engaging other ships)
Take control of the lead ship
Hit F5 to go into "command mode/camera"
Hit SHIFT + S - to toggle SPROG fire mode (the player controls the fire of all other ships in formation) - turrets will fire where the player is aiming (cursor).
Bonus info - hit M to use "mouse turn to maneuver" while in command mode.