![]() ![]() Some of you our players have voiced concerns that the aim of the hazards is just to punish players. Furthermore, at the moment there's nothing forcing the player to enter theses systems unless a pirate happens to be in the same system interrupting the player fleet. This comes handy if these hazards are something that you don't find a desirable feature. ![]() The presence and frequency of the Space Hazards in the galaxy can be tweaked at will in the game customization menu, even individually. The nebula itself is not very dangerous, but it can lead to interesting and dangerous situations if ship-to-ship battles take place in a sector with a nebula. An interstellar cloud of ionized gases, which has a draining effect on shields. Refugee Conditions, Mood and Satisfaction They yearn to be reunited with their faction one day, and will grow restless with time if this doesn't happen. Their priorities and schedules cannot be changed to keep a good balance. They are willing to help by carrying out logistics jobs, but are currently limited to that since they do not want to interfere with your crew and their specialized tasks you have set for them. However, they do not work as long hours as your main crew members do during a day, as they want to save their strength. Refugees are willing to help in some way. You can then decide if you want to take them with you, offer them sanctuary and a chance to be reunited with another of their faction spaceships one day. If a pirate is with you in a sector bombarding a civilian spaceship and that spaceship gets destroyed, the civilians will want to reach out to you and ask for help. Refugees are crew members, who have lost their home spaceship in a battle or otherwise, and are now looking to be reunited with one of their other faction spaceships somewhere in the galaxy. We've created a new character status in addition to the prisoner status, we're introducing the refugee status. ![]() There's a big hole in our ship, can we come with you? Since they activate their distress beacon other factions are allowed to enter their spaceship and help them. They will seek out to ask for help and become a refugee in hopes of being reunited with their faction one day. However, if there's no other spaceship belonging to their faction present in the sector, they will look towards other faction spaceships with whom they are in a ally/neutral stance relationship wise. If there's another spaceship belonging to their faction, they will flee to that spaceship and continue their journey with their faction. When a faction spaceship gets destroyed the crew members of that spaceship will look to evacuate and abandon their ship. Other spaceships can signal back their intent to accept or decline this request, thus making both parties aware of communication intentions and to get a crew member to the operations console. Signaling can be seen as some form of Morse code signaling, which allows spaceships to communicate simple intents, like "we want to communicate", "we want to surrender", "we want to establish a cease fire and communicate". ![]() We decided to implement signaling to help with this. This could make it problematic to establish a communication channel, or for the player to know some faction ship wants to communicate. A small problem with communicating is that it is tied to the operations console, and the player doesn't necessarily have someone there at all times. ![]()
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