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#60 Walkable ships (baseinterface integration)

0.5.2
open
nobody
5
2014-02-15
2014-02-15
No

Use the same interface as "walkable" bases for ship's corridors/bays, switching between cockpit and internal space. This would allow to implement:

  • Smooth integration with baseinterface - engine needs only to know "airlock" room nodes, then it's just automated node-to-node linking.
  • Ship finer controls not requiring real time cockpit interaction - like composing weapon groups or choosing of cargo for jettison.
  • Shared functionality.
    ** Game interface, much like on base.
    ** Settings/binding/input calibration functionality. Sound volume can be moved here too.
    ** Navigation screen - on base and in ship. [feature-requests:39]
    ** Ship stats screen - on base and in ship.
    ** Docking to player's own ship will allow to regain control after ejection [feature-requests:35] without "SwitchControl" cheat. This will make escape pods actually meaningful ("I got a system boat on the next station and returned with a can of propellant..." rather than "Load Game").

See also: ["Personal Computer on Base "][feature-requests:37], ["Several items and tips"][feature-requests:33].

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