Maslas
Rear Admiral
Aginor,
We are sorry for not having the chance to reply sooner but let's say that it was a busy week for us. So, lets get to the point.
Missiles are fully operational. The missile types are exactly the same as in every WC game (DF, HS, IR, FF, MINES, TORPEDOS) and with almost the same characteristics. It might be possible that you didn't notice that in this version of the game there is an option for weapon selection on the same terminal display that you select your ship. Some hardpoints have certain missile restrictions. For example the Hornet has 3 hardpoints with capacity of 1 missile each. The center hardpoint can take either a HS or a DF whereas the other two only take DFs. Different hardpoint restrictions exist on both the Scim and the Raptor.
In order to complete a successful missile launch your ships fore (nose) must be within 45degrees angle from your target and the target must be locked (default key L). This is the basic logic for almost all the missiles except the FF who doesn't need locking nor certain aiming from your side.
Finally, be warned that HSs are useless against targets without engines, in other words HS vs Turret = no boooom. I know what you might be thinking, that HSs are useless right now and the answer is. Yes, they are!
We are still tweaking with the gun ranges. We are also considering to reduce their ranges a little so they should feet into the window of a 16:9 ratio screen. However, be reminded that we encourage you to use the camera zoom and follow capabilities, they work fast without interrupting the player from the gameplay.
We are sorry for not having the chance to reply sooner but let's say that it was a busy week for us. So, lets get to the point.
I couldn't get missiles to work. Am I doing something wrong or are they not implemented yet? I don't see a lock-on, and I can fire all of them as dumb fires I think.
Missiles are fully operational. The missile types are exactly the same as in every WC game (DF, HS, IR, FF, MINES, TORPEDOS) and with almost the same characteristics. It might be possible that you didn't notice that in this version of the game there is an option for weapon selection on the same terminal display that you select your ship. Some hardpoints have certain missile restrictions. For example the Hornet has 3 hardpoints with capacity of 1 missile each. The center hardpoint can take either a HS or a DF whereas the other two only take DFs. Different hardpoint restrictions exist on both the Scim and the Raptor.
In order to complete a successful missile launch your ships fore (nose) must be within 45degrees angle from your target and the target must be locked (default key L). This is the basic logic for almost all the missiles except the FF who doesn't need locking nor certain aiming from your side.
Finally, be warned that HSs are useless against targets without engines, in other words HS vs Turret = no boooom. I know what you might be thinking, that HSs are useless right now and the answer is. Yes, they are!
I'm a bit torn on missile and laser range. Turrets fire before I can see them, and I can hit them with lasers at that range as well I think. In some way this is cool, but it can also be a bit annoying.
And then of course the "wide screen problem". Attacking from the side of the screen is better due to screen format. But I think that's actually a gameplay element since it encourages the player to use the corresponding tactics.
We are still tweaking with the gun ranges. We are also considering to reduce their ranges a little so they should feet into the window of a 16:9 ratio screen. However, be reminded that we encourage you to use the camera zoom and follow capabilities, they work fast without interrupting the player from the gameplay.
There will be a mission editor but it is scheduled for the very later versions of the project. As our moto says: "Comming sooner or later".Will there be a mission/campaign editor? I'd love to see that and try making a few missions myself.