Re: death match project alpha

Greetings all, so time for an update. I've resumed work on the offline story portion of the new installment, started work on the downloading portion for the dlc system and did some more work on online mode. Which brings me to my next change. Fusion jumps. In the past, fusion jumps in dmnb v2 were handled by you plotting a course to a system, going to speed 100, hitting a button and sitting back. No longer the case. When you plot a fusion jump, you now must guide the ship into fusion space. By that, I mean you must accelerate it to 100, and hit f to activate the jump. Then while your in fusion space, you will get a series of beacons you must line up with. Remember this might be more difficult than it sounds baste on your ships turning. You keep lining yourself up with the beacons until your ship drops out of fusion space. In turn, i've thought more about a tutorial as orin suggested for the ship system. The offline objective system i've coded for both the singleplaye r and dlc systems can be used in online. This means you can still get that storyline interactive feel while your in online mode if you enter a specific mission. I'm wundering weather you guys would like the tutorial set up this way.

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