FekLeyrTarg
Rear Admiral
That would definitely something for an upgrade of "Unknown Enemy".
I was planning on a tanker and a tug variant of the Pelican, it could also probably make a decent refinery/mining ship as well, considering it's basically a framework with engines strapped on it.
Take notes and carry on pilot.by the Dark Gods, Defiance... why is it that every 3rd phrase that comes from your account to this forum gives me an idea for a new scene? Can't I even finish the first mission for WCP without you giving me 9 more ideas for other missions?!
{Defiance shows some awesome stuff}
WCP video series if you ever finish this project and if you port it to include WCP, aren't you?
Well I fully intend to finish this. I don't like unfinished things in general. . That said it's a mod So I get done what I can as I can.
For your second "If": watch this space.
finally, I like the idea above. I might suggest adding a Hydra in the mix as Orcas aren't particularly threatening to a Vesuvius. The Hydra though... Another story.
Well, suuuure, but isn't Andromeda supposed to be a bit of a damp squib?Also I'm putting off playing Andromeda for this...so THIS is how much I love you all!
That, at least, should not be an issue. The WCP/SO comm system is quite robust, because it's already designed to cull excessive comms. Even with the number of ships you have in WCP, you'd quickly run into trouble without a prioritised comms queue, where things like taunts are treated as lower priority than, say, a wingman's request for help. And of course, even among taunts, you get the higher-priority taunts aimed at the player, and lower-priority taunts that AI pilots trade among themselves. What all this means is that potentially, a comm could be played a minute or two after it had originally been triggered - by which point it would be irrelevant. So, yeah, most comms have a queue life of about 10-20 seconds (more or less).I don't know if comm backup (hundreds of AI trying to taunt/talk at once causes a backlog of "comm requests") would crash the game eventually too.
I took a picture of an error message I got once, I thought it had something to do with comms stacking up?That, at least, should not be an issue. The WCP/SO comm system is quite robust, because it's already designed to cull excessive comms. Even with the number of ships you have in WCP, you'd quickly run into trouble without a prioritised comms queue, where things like taunts are treated as lower priority than, say, a wingman's request for help. And of course, even among taunts, you get the higher-priority taunts aimed at the player, and lower-priority taunts that AI pilots trade among themselves. What all this means is that potentially, a comm could be played a minute or two after it had originally been triggered - by which point it would be irrelevant. So, yeah, most comms have a queue life of about 10-20 seconds (more or less).