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Post Weekly Dev Blog – 4th January
Discussion topic for post: http://www.starsonata.com/news/weekly-d ... h-january/


Wed Jan 04, 2017 7:31 pm
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Post Re: Weekly Dev Blog – 4th January
Quote:
you will no longer be able to be RTS bases.


Question, the last time i asked, base missiles required manual fire (i might have been missinformed.) How is this system going to work with base missles (or am i just misunderstanding base missiles?)

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Wed Jan 04, 2017 8:58 pm
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Post Re: Weekly Dev Blog – 4th January
lrellok wrote:
Quote:
you will no longer be able to be RTS bases.


Question, the last time i asked, base missiles required manual fire (i might have been missinformed.) How is this system going to work with base missles (or am i just misunderstanding base missiles?)


Base missiles have to be manually fired via station inventory. The targeting system is the same as normal missiles, they will launch at the thing you clicked on.
I also remember something about them auto-firing after the base gets down to ~75% shields, but I'm not entirely sure how that works yet.


Wed Jan 04, 2017 10:09 pm
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Post Re: Weekly Dev Blog – 4th January
What we decided on would be a 5 second timer after engagement to an enemy all bases will start to launch missiles. This should prevent bases from spamming missiles on enemies that die in a few seconds and allow a glorious launch of missiles after 5 seconds in sync!


Thu Jan 05, 2017 1:06 am
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Post Re: Weekly Dev Blog – 4th January
MicroCapacitor wrote:
What we decided on would be a 5 second timer after engagement to an enemy all bases will start to launch missiles. This should prevent bases from spamming missiles on enemies that die in a few seconds and allow a glorious launch of missiles after 5 seconds in sync!


Best Danger NA

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Thu Jan 05, 2017 9:44 am
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Post Re: Weekly Dev Blog – 4th January
"Jey has been busy over the holidays."

Canadian man pulled over with 9% BAC; launches mini UFOs at officer and rants about "bindomite".

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Mon Jan 09, 2017 11:49 am
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