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Different Booster Fuels/Cloak supplies #135

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kgersen opened this issue Mar 22, 2016 · 0 comments
Open

Different Booster Fuels/Cloak supplies #135

kgersen opened this issue Mar 22, 2016 · 0 comments
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@kgersen
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kgersen commented Mar 22, 2016

If we're going to be changing the cores, like tikets #77, #137, and #139 we might as well add this in and get stuff done all at once.

I've played with this option before - Making boosters be able to use energy or ammo. Made some headway on it, so I'll look into it.

There could be some problems with using energy for the fuel - Especially with energy regen. I'm thinking there are two options we could go for.

First is the cloak route - Have the booster still function, but only at whatever level the ship's regen could support.

Second is a "delayed" route - Have the booster unable to activate under a certain amount of energy - say, 5% - but still go if it is already going (IE, if you're boosting and hit 5% of your energy, you could still boost until you're at 0% and then it cuts out). This is probably easier to code, but I personally like the cloak route.

For cloaks, having a fuel/ammo option would be interesting. The cloak wouldn't function at a minimal amount when you run out of fuel/ammo, but only a short wait would be needed for full cloak again. And it's an option, so why not?

Imported from trac ticket #138, created by Andon on 07-13-2010 at 20:37, last modified: 02-24-2012 at 01:12

@kgersen kgersen added this to the Future milestone Mar 22, 2016
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