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Old February 26th, 2004, 12:45 AM

Bluewind5 Bluewind5 is offline
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Default Re: Working on a Fuel MOD

Looks like a cool idea. However, doesn't the power plants produce power to the engines? I'm thinking you would only need to use fuel for jumping from system to system. Perhaps you should focus on that instead of using fuel to fly around a system. For something like that small ships would have less jump fuel, perhaps they're able only two jump 1-2 systems before having to dock at a planet and by more jump fuel. Big ships on the other hand should be able to jump 3-5 or so because they have more room to store fuel. Expanding on that, a new component should be created that increase amount of jump fuel a ship can hold should be buyable. There should also be new components like fuel scoops that can produce jump fuel as you fly around. Oh, it would also be good to make NPC.
. Sorry about making more work for you. I've seen the fuel idea on EVN: Escape Velocity NOVA. And that's pretty much how they put it all together. But they also have one other thing that Starfury doesn't have. The ability to disable,board ships, and loot their cargo, fuel, credits, ammo, and even capture the disabled ship to use as your own or use it as an escort if you capture it successfully. For disabled fighter craft, you get to pick them up and used them as your fighters if you are carryign a fighter bay. Some ships have a fine line between blowing up and being disabled. For example, they're disabled only when their hull gets down to 5% or 10%. Too many shots and you blow them up and don't get a chance to loot their stuff. I know this ability to disable ships, board, and then looting them will be hard to code and implement. For over ten years, the EV series from AmbrosiaSW is the only game I've seen this feature utilized, and I've tried alot of space games. Most games just have the simple, blow up and leave components to be picked up or tractor beamed.
. Anyways, have fun with your fuel idea.
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