Talvieno wrote:In case anyone's missed it, I've been working on
this page recently.
armory
-repair status changes availability of equipment?
--basic stuff (the ground level infantry weapons for all branches, infantry equipment that costs 0 credits, no heavy weaponry for infantry (beyond maybe the PSI pack) , ship equip <3 creds)
--intermediate stuff (all the non-heavy weaponry for infantry, all <3 cred inf equipment, for ships all <5 or 6 cred equip)
--all the stuff
-branches maybe separated into ship and infantry branches?
sensors
-one branch for effective range of the ship's weaponry (can use half the range of point defense cannonry, can engage small things out to full range of the PD cannons, main cannons need spotters / need to "walk" to the target with multiple shots)
-one branch for detecting whats going on in the vicinity, "mission detection", with increasing range/and data amount
-one branch for detecting resources (anomalous materials, fancy tools we need to repair/upgrade nemesis)
medbay
-any heals at all without player rolls
-anatomical upgrade limitations removal
-combat heals
bridge
-systems acting more coordinated? (cannons focusing fire on targets/weakpoints, drones dont getting in each others/the players way, blah)
just ramblin'