crmvorti.blogg.se

Pulsar lost colony salvage
Pulsar lost colony salvage








pulsar lost colony salvage pulsar lost colony salvage

The more specialized processors you have mounted, the more ships you can have follow you, but the aforementioned drawbacks would stack, so doing this with more than one ship would be extremely risky business. > I recommend that a specialized processor be created for a ship, in order to slave the ship. > The ship needs to be within a certain distance of your own in order to transmit orders if you speed away from the slave ship, it would become inactive. Shields is up to you (if not, both ships should be unable to use shields). > The slave ship would not be able to utilize weapons. > Due to the constant stream of communications between both ships, your signature is much higher. > Your ship would lose connection if either ship has to defend itself (ie. > Alignment and warp would be doubled (or more) as your computer would need to calculate warp for both ships. > Your science systems would have a heavy load against the reactor, and would require a minimum amount of power from the reactor in order to handle the calculations. A way to balance this in terms of risk/reward, is that since your ship's computer would be burdened by controlling two ships at once, it could have the following drawbacks: Weapons control for the slave ship would not be available in these situations. These commands would be very basic follow me, align heading, and warp to destination (together). To better explain this, this configuration would allow a crew to tap the captured ship to your main ship's computer, so your main computer gives orders and commands to the other ship. The best way to suggest it, is the following:ġ) Only allow one 'master' ship operational/controllable at a time, with a secondary 'slave' ship option. I know the biggest problem is that you do not want this game to become a multi-ship situation, but without the ability to warp another ship without losing your own, you leave no way to salvage the modules attached to the ship. What I'd like to see, is a mechanic that encourages boarding actions beyond desperate measures. However.I found quickly that there's little value to capturing an enemy ship, unless your own ship is too badly damaged, or too low-tech to be salvageable. One of the more interesting moments for me so far is to board a ship, and to take it over. It's quite in-depth for an early-Alpha game. I've been playing this game a few times these past few days, and I must say, I love it! It's a lot like FTL, but in 3D.










Pulsar lost colony salvage