Fighter to Ship Docking
@daid really, but anyone else who feels they know an answer.
I'm going over a mental mission run in the planning stages and envisioning that some crew are not going to have an awful lot to do. So I want to re-task them to other things. For example, weapons might not get used a lot on some of missions I'm conceptualizing.
I'm not sure how I can include the extra 1 person items on a normal 5/6 crew ship but one of the things I did think was that I might be able to launch fighters from a ship (if large enough, say the freighter), now as the GM I can create a ship, move it to the right location and simply have the crew switch over but I was thinking about ship termination. I'd quite like the ability for the player press 'dock' 'undock' even if it doesn't have the same facilities as usual but I can't seem to find anything.
Additionally, thinking of other things to do, is it possible to create damage to specific parts of the ship? Blow out a conduit or something?
I'm going over a mental mission run in the planning stages and envisioning that some crew are not going to have an awful lot to do. So I want to re-task them to other things. For example, weapons might not get used a lot on some of missions I'm conceptualizing.
I'm not sure how I can include the extra 1 person items on a normal 5/6 crew ship but one of the things I did think was that I might be able to launch fighters from a ship (if large enough, say the freighter), now as the GM I can create a ship, move it to the right location and simply have the crew switch over but I was thinking about ship termination. I'd quite like the ability for the player press 'dock' 'undock' even if it doesn't have the same facilities as usual but I can't seem to find anything.
Additionally, thinking of other things to do, is it possible to create damage to specific parts of the ship? Blow out a conduit or something?
Comments
You might be able to modify this paradigm a bit and have your crew aboard the carrier while traveling long distances and then have some transfer to the smaller ship and others remain aboard the carrier for combat or other encounters or mission points. They may still have to ESC to switch out to the ship selection screen to transfer from ship to ship.
One thing I noticed, though, the carrier cannot dock with a station, even though the EE engine tries to have it dock, it just acts strangely. Consequently, it cannot have hull damage repaired. It needs protection and the engineer has to manage power carefully.
Something I've done when I had one additional crew member was to divide engineering into damage control and power management. That may not suit your needs but it's an option.
Otherwise a suggestion to Daid, might be to have stations be able to work on 'other' stuff that would provide a boost later. Say working on making the torpedoes better or actually manufacturing new ones by shifting components around the screen. Something like that.
I don't mind the escaping from ship to ship.
I wonder if the GM can restore stuff magically? That'd get round the glitch...
However, you cannot change their active station. So it might not be as you want it.
So we can script a gm button to inflict damage on a ship? That'd potentially give damage control something to work on.
Daid, while you're here, is it theoretically possible to allocate more crew to a particular station to possibly increase it's effectiveness? For example Science?
Alas, two people cannot scan using two instances of the science console.
By the way, the main screen can be switched to a science-like overview with the middle mouse button or with the "Q" key. This can be a nice alternative to taking science as a secondary to give an overview since this view won't have science scans hiding the bits in the middle
The reason this is possible was that you can takes all the stations with less people, and time-share a station between people. For example have weapons and science also take engineering as a part time job.