Galactic travel - hyperdrive maintenance problem

The-EG
Posts: 17
Joined: Sun Dec 03, 2017 3:48 pm

Re: Galactic travel - hyperdrive maintenance problem

Post by The-EG »

impaktor wrote: Tue Sep 01, 2020 7:56 pm
I say no to added complexity with hyperdrive engine class.

...

data/ships/*json have fields:

"max_crew" : 3,
"min_crew" : 2,
Ok.

I'll try to take inventory of the ships and how many have the crew capabilities and don't...this should be pretty easy to do (unless someone else wants to!).
The-EG
Posts: 17
Joined: Sun Dec 03, 2017 3:48 pm

Re: Galactic travel - hyperdrive maintenance problem

Post by The-EG »

Yay data...
Image

So, if we say that having 2 crew (including the player) means that the drive won't break down: out of 22 ships, 5 will always have at least 2 crew(Always Crew >=2). That doesn't mean that both will necessarily have the engineering skill...

An additional 11 have the capability have having more than 1 crew member (Can Crew >=2), and 6 can never have more than 1 crew (Crew = 1).

None of the 3 starting ships have the capability to have more than 1 crew.
impaktor
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Re: Galactic travel - hyperdrive maintenance problem

Post by impaktor »

Another suggestion: It would be cool if we had some ring-structure hidden in some system, that's an "abandoned gate" (or hidden wormhole), that teleports the player a fair part of the distance to the galactic centre. Not sure how much work adding that would be, though.

Would need some kind of place holder model, and some trigger event when flying through it.
WKFO
Posts: 200
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Re: Galactic travel - hyperdrive maintenance problem

Post by WKFO »

I feel like that could change the game universe a lot, in interesting ways.
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