DevLog: The making of Giru!

Official news, announcements and development updates.
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theStorkDK
Posts: 11

Re: DevLog: The making of Giru!

Post#31 » Wed Sep 30, 2015 3:27 am

StuartMorgan wrote:
theStorkDK wrote:So kinda like what gratuitous space battles did with their ship creation system?

Yes, I think so. It's also very similar to EVE Online where you pick a ship hull and then choose which modules to fit on it.

Very cool. I'm guessing there will be some kind of power/hardpoint restrictions for balance.

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StuartMorgan
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Posts: 114

Re: DevLog: The making of Giru!

Post#32 » Thu Oct 01, 2015 8:07 pm

Very cool. I'm guessing there will be some kind of power/hardpoint restrictions for balance.

Yes. The ship hulls each have a number of passive, active and targeted module hardpoints. There will maybe be a power limit restriction as well depending on if its needed for balancing the modules.

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