Any advice appreciated…
The WFI appears to serve two main purposes in oolite.
- 1. Combat manoeuvring (including escape)
2. Escaping mass locks or otherwise operating when the torus drive is disabled
- 1. Potential to escape combat (when you’re ship is poorly equipped and you’re less practiced)
2. Reduces time spent escaping mass locks
I’m essentially proposing two modes of operation for the WFI.
Mode 1-
- When: player condition red
What: works as does current incarnation but expends slightly more fuel to do so
Why: to counterbalance mode 2 (below)
- When: player condition green or yellow
What: offers less acceleration (maybe x4 instead of x8) but expends almost no fuel (or perhaps none at all)
Why: to make it easier to escape mass locks without having to worry about the fuel gauge (on the grounds that a tactical decision within a game shouldn’t have to result consistently in a more boring outcome).
If you’ll forgive me, some pre-emptive answers/clarifications:
What about the reduction in speed? Won’t that make mass locks more tedious?
The reduction is primarily to give other ships a bit more time to engage with you while you’re still in condition yellow (x4 may not be the best value to achieve this). Perhaps mode #1 could still be primeable when not in red alert.
What about the name? They’re fuel injectors, surely that’s what they do and how they work: at the expense of fuel?
Well I suppose that depends how precious you want to be about the name. They’d still operate in that fashion for mode #1. By means of comparison fuel scoops also scoop cargo (they do still scoop however). If mode #2 were set at 0 fuel expenditure then it could be thought of as injecting negligible amounts of fuel (compared to a ship’s fuel capacity) rather than none at all.
What happens when you run out of fuel? Does mode 2 still work in combat? And if not, why not?
I would say no.
Gameplay reason: that would give free 'half-injectors' in combat and at no fuel cost. I think that would be too generous.
Handwavium: the equipment defaults to mode 1 in red alert and when mode 1 no longer works the reason is that the tanks are utterly empty, so even mode 2 is inoperable (in or out of combat).
What about other ships? Shouldn't they be running around in the same manner?
Quite possibly but this is about making the game more fun to play. If that question is a jarring one in your mind then it will probably make it less fun for you.
Why oxp?
I’d be very surprised if this idea was to everyone's taste.
Additionally it may be easier to make as a seperate piece of equipment.
So, does anyone have any constructive criticism?
Can the WFI speed be influenced by oxp or would it require a seperate piece of equipment? (in similar fashion to Norby’s work with the torus drive perhaps)?
If so, it might just be within my powers to make… maybe if I ever get around to finishing any of my 101 projects