Topic: Starfleet Command 4 Development  (Read 14122 times)

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Offline [UFP]Exeter

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Re: Starfleet Command 4 Development
« Reply #40 on: June 03, 2013, 10:56:56 pm »
I will need to figure out how to do this.  Will have to be a tatic with very specific conditions and timing.

Offline Starfox1701

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Re: Starfleet Command 4 Development
« Reply #41 on: June 03, 2013, 11:12:54 pm »
Well its dangerous. You run into something at warp speed shields or no shields you are dead.

Offline Captain Adam

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Re: Starfleet Command 4 Development
« Reply #42 on: June 03, 2013, 11:24:47 pm »
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« Last Edit: April 06, 2016, 01:45:13 pm by Captain Adam »

Offline Starfox1701

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Re: Starfleet Command 4 Development
« Reply #43 on: June 04, 2013, 01:00:54 am »
No I'm thinking like canon. That danger should be factored into what is such a potentially disruptive game tactic.

Offline Javora

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Re: Starfleet Command 4 Development
« Reply #44 on: June 04, 2013, 03:00:09 am »
My suggestion is to use the "Warp Button" as a forfeit mission option while in a mission.  Sort of like leaving the map in SFC 2/OP.  That way we can have plasma, missiles, etc and bring the fighting style back to SFC 2/OP which IMHO worked best.  This also removes some of the issues programming and while playing as you don't have to deal with what someone stated "jumping bean" players.

This way keeps the warp terminology in the Star Trek game while keeping used for what we repeatedly saw on screen...  as a way to retreat.

Offline [UFP]Exeter

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Re: Starfleet Command 4 Development
« Reply #45 on: June 04, 2013, 12:46:50 pm »
Going to warp will mean leaving the sector, but there is nothing from preventing a mission from going to different sectors.  Therefore, going to warp will not not end a mission.