Single-press WitchFuel Injectors
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- Captain Hesperus
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Single-press WitchFuel Injectors
Dunno if this has been suggested, but how about an option to 'switch on' the Injectors as opposed to keeping a finger on the 'i' button while trying to navigate/fight?
Captain Hesperus
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You have only two hands?Hoopy wrote:possibly, but i find it makes the battle a bit more manic and exciting (ie better) if you're trying to steer, keep the injectors going, fire the laser and target a missile with only 2 hands!
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True, but D'vlin, my Technician can employ all six of his....extremities for walking or managing the datapanels (as long as the panels can support his weight).Hoopy wrote:you're a cat, you don't have any hands, just paws!
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No, that's the joy of a Python full of ancilliary crew....Hoopy wrote:a co-pilot? 6 psudopodia? that's cheating!!
And the dispair of sorting out the wages for said crew before said crew commit mutiny and marooning of said Captain.
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To be honest, I think I'd rather see the Wichfuel-injector dumbed down a little bit. Perhaps it could give an uninterruptable five second boost after the "i", after which it would need a cool-down period.
As an alternative, maybe the injectors themselves could remain unchanged (or improved), but then, maybe some óther device could be introduced to counter the injector. But this might be complicated to code since ships do not really interact with each other that way in Elite...
The way it works at the moment, if you do not want to engage in combat, you can easily avoid it, even when you are in an Anarchy... I found that with 6 LY in the tank, it is possible to use the injector almost continuously from the beacon to the station. I heavily abused this, by the way (my current 150-ton L-cargo ship does not even carry weapons )
As an alternative, maybe the injectors themselves could remain unchanged (or improved), but then, maybe some óther device could be introduced to counter the injector. But this might be complicated to code since ships do not really interact with each other that way in Elite...
The way it works at the moment, if you do not want to engage in combat, you can easily avoid it, even when you are in an Anarchy... I found that with 6 LY in the tank, it is possible to use the injector almost continuously from the beacon to the station. I heavily abused this, by the way (my current 150-ton L-cargo ship does not even carry weapons )
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The Scorpion Frigates used in Assassins have a device that denatures the Quirium in your fuel tanks, effectively knocking out your ability to WFI or witch-out.Erai wrote:As an alternative, maybe the injectors themselves could remain unchanged (or improved), but then, maybe some óther device could be introduced to counter the injector. But this might be complicated to code since ships do not really interact with each other that way in Elite...
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Sounds very nice- hope to encounter those sometime! (preferably not in the L-crate, of course)Captain Hesperus wrote:
The Scorpion Frigates used in Assassins have a device that denatures the Quirium in your fuel tanks, effectively knocking out your ability to WFI or witch-out.
Captain Hesperus
But, it just struck me that it is not possible to enter witch-space near a station... so my notion that "ships don't interact like that" may be wrong after all: if there is a proximity-check, maybe it could be used for more nastyness. For example, in Eve-online I have lost several ships in warp bubbles. Nice thing about those is that the target does not need to be in the crosshairs to be snared, you just trap everything within an area.
Not completely sure how bubblish effects could work in Oolite- losing all fuel instantly when simply in the wrong place at the wrong time and nothing to be done about it might not be fun. But a deployable (and destructable) device that would prevent engaging the injector or hyperdrive just might be.
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Ever encountered a Q-mine? This should answer your question.Erai wrote:Not completely sure how bubblish effects could work in Oolite-
On a programming/scripting level: A lot of effects in Oolite are "bubblish", as they work in a given distance to a given object (starting from your ordinary scanner).
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I think I may have met one (briefly )Commander McLane wrote:Ever encountered a Q-mine? This should answer your question.Erai wrote:Not completely sure how bubblish effects could work in Oolite-
Ooh, that has a lot of potential! Would it also be possible in an osx to introduce checks on actions like firing weapons or, of course, engaging that injector?On a programming/scripting level: A lot of effects in Oolite are "bubblish", as they work in a given distance to a given object (starting from your ordinary scanner).
As a general note (I am clearly still in the learning-stage), it seems that the best way to counter a witchfuel-injector is another witchfuel-injector. At first I thought it would be possible to shake off everybody, but that is clearly not the case. And of course if too many enemies are too close, they can often still pulverize you before you have whizzed off the grid. Which all makes my case quite a bit weaker
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This is where a rear laser comes in very handy! Along with learning to fly in a spiral: it makes you a lot harder to hit. If you've got multiple enemies, some with injectors of their own, it's best to try to stretch them out. As others have pointed out, it's a tricky business, injecting away while looking out the rear view and firing behind you... fortunately most pirates find it difficult to inject and manoeuvre too, and often line up obligingly with your rear gun sight.
By the way, the Oolite eXpansion Packs are called OXPs... OSX is the Macintosh operating system!
By the way, the Oolite eXpansion Packs are called OXPs... OSX is the Macintosh operating system!