See the text.Deus Siddis wrote:I don't really understand what you're getting at?Turbo Beholder wrote: ...multiplied by the number of ships?As if packgages weren't enough. Interesting, indeed.
Fuel? Number of ships? Packages? How do these things relate to the discussion or each other?
As i wrote, if the pod is barely usable, it's a problem of pod, not everything else. Fixable in less than a minute - once here will be an agreement on what exactly they should do.Deus Siddis wrote:Pods take forever to get anywhere that isn't already within eye-shot. If you are lightseconds from the nearest colony, you are not going to get there ever.Everything's on AI. But when i re-read this, it occured to me that AI isn't necessary: once eject pod lands, players can just buy some tow and pull their ships...
They provide some little thrust.Deus Siddis wrote:Again I don't understand what you mean. I don't understand what using maneuvering thrusters have to do with making thrusters in general a separate upgrade from the ship while keeping the game functional.As a "save-ass" feature?Well, maneuver thrusters are close to this. Especially if we'll not separate them for now (after all, for symmetrical and fully 6 DOF outfit it may be 6 groups of 4 thruster placements or 3 groups of 8, so let's just skip it for a time being).
And again, i don't understand why it's so important. After all, for those who feel the challenge is too high, it would be better to have ready difficulty settings, including lessened physics/"x_damage_prob" in vegastrike.config, that's all. Ah, right, i'll write some extra groups there.




