Micha wrote:OTOH, continuously checking for GalDrive presence during the countdown would also allow it to be destroyed in a fight during the countdown, which could be interesting... which also indicates that the normal hyperdrive could be a damage-able piece of equipment perhaps.
Capt. Murphy already did a damageable Witchdrive.
Righto, attempt two, also does not work as I had hoped:-
Code: Select all
this.playerStartedJumpCountdown = function(type)
{
if(type === "galactic" && player.ship.fuel < 7)
{
player.ship.scriptedMisjump === true;
player.commsMessage("DANGER!",6);
player.commsMessage("Hyperdrive must be fully fuelled for long-range jump.",3);
player.commsMessage("You will be stranded in interstellar space!",3);
}
}
It appears the scriptedMisjump flag is reset by entering a new galaxy, as I didn't get a mis-jump on the subsequent in-galaxy jump, either.
Maybe I'll just destroy the player ship if it tries to jump without fuel.
Smivs wrote:I just wanted to add that I don't want to seem negative about this...
Smivs, you will be very negative when you see it, it's a love it or hate it thing, and I'm sure you'll hate it. That's okay, there's room in the ooniverses for everyone.