Small Warp Improvement

Discussion about PULSAR: Lost Colony including talking about factions, classes, ship systems, playstyles, etc.
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Re: Small Warp Improvement

Post by CaptnBarbosa » Tue Jan 10, 2017 4:05 pm

Al great points but just think the Pilot definitely should drive / pilot the ship's significant movements.

I would LOVE MINI GAMES ! I want the science officer to have to push some weird sequence of lights or something to make jump calculations go faster. The Engineer can prime some sort of pump looking graphic to get bonus prep speed.

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Re: Small Warp Improvement

Post by mrsandman321 » Thu May 18, 2017 10:08 am

maplealmond wrote:I would love if Warp engaged (no pun intended) pretty much everyone.

Captain sets the navigation node. Science activates jump drive calculation (which can be done independently of warp core charging and does not raise ship EM signature.) Engineering charges the core. Once both of those are done, a quick finalize and then the pilot points at the node and hits the warp button, at which point the ship goes to warp.

It would also help avoid misfires, when the pilot is turning towards the right node and engineering pushes the button too early.
This is exactly the kind of thing that should happen. And this logic should flow in many of the ship functions. Rather than make each role feel important because they do all of the parts of one task, make all the roles feel important by each contributing (relevant) parts of a process. That would make this game really fly (pun intended)!

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Re: Small Warp Improvement

Post by Crow » Thu Jun 29, 2017 7:42 am

CaptnBarbosa wrote:I would like warping to go as follows to make it interesting

1) Pilot must have clear line of sight to warp position
2) Science Officer must have calculations
3) Engineer has to prep the drive
4) Pilot must engage warp at 10% propulsion once calculations and drive are prepped.

Super fun to warp every time. It'll get the crews working together more.
You could go one further: Weapons Specialist has to have weapons on safe. Then the whole crew has to be involved.

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Re: Small Warp Improvement

Post by Trusin » Fri Jun 30, 2017 2:55 pm

after a little more playing and some more iterations on these ideas, I feel like the game needs more "failure" or some spot inbetween failure and success. For instance warping to a new system. The engineer should have to "charge up the drive" if the calculations are in already you could jump early but that could cause damage to the ship with the drive not being charged or bring you out of warp at a random location near your destination.

As for calculation's the science officers put those in and if not complete before jump you come out at a random location near your destination. Again based on "equipment" the soft spot for failure can vary from 25% - 75% complete to just random jump location or damage to the ship to complete success if everything is charged and all stations check in. The pilot punches it.

Only an engineering console can tell you if your red, yellow, or green to jump, same for science calculations. so they would have to "check" in.

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Re: Small Warp Improvement

Post by Edinstein » Tue Aug 01, 2017 12:05 pm

There are a lot of nice ideas in here! I can't guarantee they will be implemented but we'll be sure to discuss them. Having the scientist be a part of the jump calculations is an interesting way to incorporate another class in the warp sequence. If something like this does make it in, it'll probably be when we start polishing up the mechanics.

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