Kevin Caccamo
Rear Admiral
I'd like to adress some useful changes to make to the next version of Flight Commander.
What about putting a certain flag around shield emitters so they are seperated from the rest of the ship and put flags on shield emitters for their mesh and put child flags for their target component and position.
e.g.
<Shieldemitters number = "1">
<Shieldemitter meshfile="blahblah.mesh.bin">
<x="blah.blah"/>
<y="blah.blah"/>
<z="blah.blah"/>
<target>Bridge</target>
</Shieldemitter>
</Shieldemitters>
Also change how FC handles collisions because there is no damage, but rather you maintain a constant speed and direction for 3 seconds, no richocheting, no damage, and no fun.
If you want to do this, if weapons are being fired at the same time, their refire rates add together so you have to wait longer if you want to use your weapon again
These are just suggestions, not orders. I will give you the choice to implement these or not. Also, I want to make this thread open to any other suggestions you guys may have in your heads.
What about putting a certain flag around shield emitters so they are seperated from the rest of the ship and put flags on shield emitters for their mesh and put child flags for their target component and position.
e.g.
<Shieldemitters number = "1">
<Shieldemitter meshfile="blahblah.mesh.bin">
<x="blah.blah"/>
<y="blah.blah"/>
<z="blah.blah"/>
<target>Bridge</target>
</Shieldemitter>
</Shieldemitters>
Also change how FC handles collisions because there is no damage, but rather you maintain a constant speed and direction for 3 seconds, no richocheting, no damage, and no fun.
If you want to do this, if weapons are being fired at the same time, their refire rates add together so you have to wait longer if you want to use your weapon again
These are just suggestions, not orders. I will give you the choice to implement these or not. Also, I want to make this thread open to any other suggestions you guys may have in your heads.