Some issues I noticed about the game (pr1.2 w/PU1.1b6-DSE)
Posted: Thu Apr 19, 2007 7:09 pm
So where is the list of things that officially have to be done in Parallel Universe, specifically the DSE version? There are a few main issues that I found, and I'm not sure which of these are PR issues, which are PU issues, and which are PU-DSE issues... so regardless, here are the issues:
some of the bars need chairs where people are, switching to and from turrets is difficult, if you die when you are switched to a turret, you can still move the turret around...
I've been flying the Sabre, and I think all the ships should have the minimum amount of cargo space in them necessary to do the plots... so you don't see your ship carrying more than you actually should be able to.
...the autotrackers say that all ships can autotrack a little, and I havent noticed this, perhaps all ships SHOULD be able to autotrack a little?
...many ships don't have the ability to put the tungsten hull on them for some reason, and many ships cant get any shields that are 2.0 when they can do 2.5 for some reason...
Sometimes ships that you are fighting go back to blue in the middle of fighting them...
The Gladius is not available, both some sort of gladius and some sort of kuhkri should be available... and should either of these have four guns or three or what? should they have a gun in a wierd spot on the left, or should that be a "special" only spot? I thought symmetry of human fighters was fairly canonical in wing commander games?
Sometimes you can take damage to the hull without taking some to armor first? What is up with that?
Shouldn't the various different repair things be easier to see which is best? Just "repair system mkI, repair system mk2, repair system mkIII, etc...", cause right now, its tough to figure out which is the best repair system, especially with wierd ones at oxford.
So which kilrathi fighters should humans have access to? Isnt it supposed to be a pretty rare thing for people to have access to ANY kilrathi fighters, no matter how old?
Should turrets have access to turbolasers? Cause IMO, that would probably be the best thing for turrets to fire...unless if you can increase a turret's reactor!
When you are in a turret, there is no restrictions on where you can look, you can look inside your ship and still try to shoot! erk, when is this gonna be fixed? And should turrets automatically be "on" when you start flying?
There is a wierd looking missile...thing that doesnt seem to be possible to buy. what is it and what is it supposed to be?
What are the wierd lance weapons that some of the capships use? I heard something about disruptors? should those be available for purchase?
Which cockpits are 'finalized'? Cause I was really dissapointed that the sabre and raptor cockpits didnt use the traditional ones...
Sometimes ships would just fire one of their weapons off into space all the time, what is up with that? and should AI fighters have their tractor beams on when they are fighting, cause they seem to be doing that sometimes...
So that's what I have so far. I'll keep editing this post and adding stuff as I think of it!
some of the bars need chairs where people are, switching to and from turrets is difficult, if you die when you are switched to a turret, you can still move the turret around...
I've been flying the Sabre, and I think all the ships should have the minimum amount of cargo space in them necessary to do the plots... so you don't see your ship carrying more than you actually should be able to.
...the autotrackers say that all ships can autotrack a little, and I havent noticed this, perhaps all ships SHOULD be able to autotrack a little?
...many ships don't have the ability to put the tungsten hull on them for some reason, and many ships cant get any shields that are 2.0 when they can do 2.5 for some reason...
Sometimes ships that you are fighting go back to blue in the middle of fighting them...
The Gladius is not available, both some sort of gladius and some sort of kuhkri should be available... and should either of these have four guns or three or what? should they have a gun in a wierd spot on the left, or should that be a "special" only spot? I thought symmetry of human fighters was fairly canonical in wing commander games?
Sometimes you can take damage to the hull without taking some to armor first? What is up with that?
Shouldn't the various different repair things be easier to see which is best? Just "repair system mkI, repair system mk2, repair system mkIII, etc...", cause right now, its tough to figure out which is the best repair system, especially with wierd ones at oxford.
So which kilrathi fighters should humans have access to? Isnt it supposed to be a pretty rare thing for people to have access to ANY kilrathi fighters, no matter how old?
Should turrets have access to turbolasers? Cause IMO, that would probably be the best thing for turrets to fire...unless if you can increase a turret's reactor!
When you are in a turret, there is no restrictions on where you can look, you can look inside your ship and still try to shoot! erk, when is this gonna be fixed? And should turrets automatically be "on" when you start flying?
There is a wierd looking missile...thing that doesnt seem to be possible to buy. what is it and what is it supposed to be?
What are the wierd lance weapons that some of the capships use? I heard something about disruptors? should those be available for purchase?
Which cockpits are 'finalized'? Cause I was really dissapointed that the sabre and raptor cockpits didnt use the traditional ones...
Sometimes ships would just fire one of their weapons off into space all the time, what is up with that? and should AI fighters have their tractor beams on when they are fighting, cause they seem to be doing that sometimes...
So that's what I have so far. I'll keep editing this post and adding stuff as I think of it!