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XLR Development Diary


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Xarian_Prime
XLR Lead Dev - Keeper of the Dark
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« on: March 06, 2009, 04:32:42 am »

HP restructure.. Coming soon...

Oki ive finaly decided on a cool way to keep the openness of any wepon /shield.. but restrict
some things to certian classes... and add a few "special" slots with the "spare" params.. here goes..

For weapons..
HP levels 1-5 -->> will contain all "standard" guns/turrets from lvl 1-10
HP level 6 -->> will be standard missiles
HP level 7 -->> will be ECM and E-missiles
Hp level 8 -->> will be GB/HTR/ATR specific ie: missile turrets. and GB weps
HP level 9 -->> will be BIG GUNS.. for battleships and such..
HP level 10 -->> will be for Artifact weps / & special weps..   

For shileds...Light fighter and Elite
HP levels 1-8  -->> left.. all shields moved into 1-6.. 7-8 are rare special slots.. for harder and top level shields ie existing lvl10
HP level 9 -->> deflectors exclusively.. all missiles/mines ect have a WeaponModDB.ini param.. this is why..
Hp level 10 -->> Rare/Artifact/Experimental

and for the Big shileds...
HP level 1-2 -->> Light trader
HP level 2-4 -->> heavy trader
HP level 5  -->> Bomber/small GB
HP level 6 -->> GB/ATR/Big trader..
HP level 7 -->> Cruiser/Liner
HP level 8 -->> Battleship/Destroyer
HP level 9 -->> Deflectors
HP level 10 -->> Rare/Artifact/Experimental

might sound like a big task.. and it is.. but not as huge as some of the other things ive had to do past few weeks hehe... and seing as though i have to recode everyship very soon.. (want clean easy to read code) i'll do it all then..

Although this tread is locked... feel free to pose your questions or problems in the ideas thread on these "plans" of mine  Grin
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