That could work, and would have the benefit of making ramming the Drone a bad idea too.Dilloh wrote:But you could increase its governour turning capability once again to fill the gap
Well some of us do use the Drayman for other things you know. We only started using it to get the Drone and Scout because someone tried it and told the rest of us is could be done. But we were using it even before then.Dilloh wrote:Who cares for the Drayman? You only need it to tractor in the Steltek ships.
Just like all the other ships each has it's pluses and minuses and many of us like to try them all cause each provides a different experience with the game.
Actually I had a look at the code and though I haven't done anything with code for the last 15 years, I still remember enough to make it clear to me that it is a situational value, for example you need a jump drive before it allows the jump.Dilloh wrote:No, but we could make a one-way-jumppoint back. If you ever took a look at .system-files, you see that jump points are defined with their destination. The similar declaration in the other files creates a 2-way-jumproute. Example: troy.system says you can jump to regallis.system and the other way around. Delete regallis to troy direction, and you can jump to troy, but not back.
You just can't go to a jump point and jump. The "if this is true then this happens" values are used heavily in the code.
So you could just add the same code but have the requirement be a different, custom, jump drive referenced and link the destination to that value if true. It should work unless it conflicts with the other coding for the normal jump point behavior.
Though making the portal one way could work for the campaign as it would force you to finish it before you can get back. And without the trigger artifact you can go back again. So nice self contained campaign to make the game more interesting.