Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 2 of 2      Prev   1   2
Steve H

Registered:
Posts: 93
Reply with quote  #16 
I've been thinking for a while that it would be nice for ships to dock, like they do with stations. The side missions prompted this thought. When you have to pass something to another ship you seem to chuck it out the window as you pass. Requesting dock with a friendly ship would be cool. I don't know if this might even be relatively simple to work into the game as the code is already there for stations. It would make friendly transports useful for ferrying munitions and dam-con teams etc. It would be even cooler in multi-bridge co-op transferring dam-con teams to help repair a friendly vessel quicker, or sharing some energy. Although for that energy thing to work the different classes of ships might need to have some of the levels changed. It always struck me as odd that a scout has the same energy capacity as a dreadnaught. If the scout had lower capacity and usage rates then a dreadnaught could effectively act a carrier.
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,273
Reply with quote  #17 
The tractor beam does exist in the Artemis universe (stations and Skaraans have them) so I'm sure it's just a matter of time before Thom adds them to player and friendly ships.
__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,273
Reply with quote  #18 
Also, I've had conversations with Thom about adding advanced features to Artemis that would help expert players extricate themselves from disasters. These would be desperate measures that players could take in dire situations.

For example, if all the engines were destroyed and all the DamCons were killed, the Chief Engineer might give the order: "Engine Room, attempt to crash start the warp drive!" If successful one warp engine node might be repaired from 100% damage to 75% damage, just enough to make the ship move. Of course such desperate measures would have a cost, perhaps draining a bunch of energy and damaging other systems like weapons or shields.

Thom has expressed interest in the concept and I think he will add it some time in the future.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Arkantos

Avatar / Picture

Registered:
Posts: 419
Reply with quote  #19 
From a gameplay standpoint, I like the idea of having an option other than self-destruct when your warp drive and DAMCON teams are dead. From a realism standpoint, if the enemy has physically punched holes in a system, a reboot ain't gonna fix it. What I think might be a more plausible rationale would be to order a non-DAMCON engineer to perform repairs. It will take longer, and they can only get it to 25% because they aren't expert at repairs like real DAMCON crew, but they can band-aid it. Maybe add some risk by saying that the fix is dicey; if you don't get a real repair before a certain amount of time/energy usage, the whole ship blows up.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.