Co-op progress - actual game elements
So far, plasma cannon (a big shooty beam gun) point defence laser (a smaller faster shooty gun) shield (for blocking hurty things) a shield launcher (fires independant shield generators which you can charge up using the laser) a healy beam (for fixing stuff that got hit by hurty things) is what the battle cruiser can use. These will probably be upgrades in and of themselves, and also be upgradable on an individual basis later.
The most interesting to me at the moment is the shield launcher, as it can fire a small shield "ball" which degrades over time, though you can keep it charged with lasers, but not just that, allied fighters can then "attach" the shield balls to their ship, giving them a personal shield the battle cruiser can continue to keep charged.
I like the linkyness of these mechanics and it makes me want to only make modules with this level of linkyness. The healy beam is also cool because it can heal allied ships as well as the actual battle cruiser, so that's some extra connection beyond the normal "it shoots things" that comprises most mechanics.
I may start only accepting module ideas if they at least link between the players in one way. Co-op is the plan here after all.
Perhaps weapons could be used to charge allied ship weapons with specific traits - and those traits are extra useful at killing certain enemy types. It's a start anyway.
Get Palinode (Prototype)
Palinode (Prototype)
Co-opetitive space battle prototype
Status | Prototype |
Author | NovoMundus |
Genre | Action |
More posts
- First Co-Op prototypeJan 02, 2019
- Co-op section prototyping 1Dec 17, 2018
- Early prototype videoDec 11, 2018
- Mass driver modellingDec 04, 2018
- PalinodeNov 30, 2018
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