quote:
Originally posted by suicide_junkie:
Here's hoping on the details of #6 
Number 14 opens up some interesting possibilities for modders.
I'm assuming for now that the "needs spaceyard" applies to the ability.
By giving other components an emergency propulsion ability of Zero, they will also require a spaceyard.
For example: Lifesupport and/or crew quarters. With this ability, you would have to return to a planet or base, or SYS in order to get your crew restocked.
Also, mods could create "prototype" components. The prototype component would have the abilities of the next tech level up (which you don't have yet), but would have few hitpoints, act as armor (destroyed first) and be unrepairable.
Using emergency propulsion would destroy this component, too. Since the prototype is highly unstable, it is reasonable that stressing the ship (emerg. propulsion) could critically damage the equipment.
I am sort of surprised that he didn't add a specific ability 'Requires Spaceyard for Repair'. The other possible re-uses seem obvious to me, and it would make these 'special uses' much easier if it were a distinct ability. I would give this ability to all the Stellar Manipulations components except maybe the Storm create/destroy, for example. It might even make sense for "Destroyed on Use" to include "Requires Spaceyard for Repair" -- are there any uses you can think of where it doesn't make sense for them to be combined?
[This message has been edited by Baron Munchausen (edited 19 September 2001).]