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In the dogfighting module, how will ammunition and missiles be handled if there is no store or economy to reload?asked by Ron Miel

TL;DRIn the dogfighting module you pick your loadout at the hangar holotable before each battle and cannot reload in space, which reuses existing game systems instead of custom module-only ones.

Chris RobertsCEO / Game Director

Okay, so the idea with the dogfighting module is that you'll start in the hangar, and in the hangar you'll be able to load up the holotable, and then you'll basically use that to decide what your loadout is on your ships, what ammunition you've got, etc. And then you get into the cockpit of your ship and you fire it up, and then the outside of the cockpit sort of, I don't know, turns into the holodeck, and now you're in space and then you fight there. But while you're flying in the dogfight module, actually out in space, you can't reload your missiles or anything like that. But between battles, you'll be back in your hangar and then you can adjust your loadout. And that's kind of the fiction. It's sort of the fiction as you climb into the cockpit and it goes into simulation mode. But that allows us to leverage the stuff that we already have in the hangar, because the whole point of this is to build on game systems. So we don't want to do custom stuff just for a module, we want to do it the way we do in the final game.

Wingman's Hangar›ep048 . December 6, 2013·
Published on this date.6 Dec 2013