#In-ship teleporters

12 messages · Page 1 of 1 (latest)

marble sigil
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I know that crew boarding is planned for the future and that may be in the form of teleporters, but the idea I was thinking was a room you could create on your own ship that could link to other teleporters within the same ship to transport crew quickly. Obviously this would be an expensive room as it could completely remove the need for hallways in some larger ships, I’d also consider it to be a room that requires power. I know that it’s use case can be completely worked around by positioning crew quarters and generators and ammo right where you need them, but using teleporters you could create ships where those volatile parts are hidden away (though I might propose teleporters themselves by explosive so as not to completely negate that risk. I also like the idea of seeing of the unique ship designs people come up with. However I don’t know if this would be too strong or if people don’t think it’s worth it at all (thinking about competitive play), I exclusively play solo so I’m not sure how much of an effect it would have on pvp

pliant jackal
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this sounds very cool, maybe the teleporter has a charge up time and can only hold like 3-5 creW?

sand thicket
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i think this would be really cool

orchid stone
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it would likely be really powerful

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perhaps with a hyperium cost per use it'd be more balanced

sand thicket
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yeah i think that is very justified

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im thinking its loaded with both batteries and hyperium, and per use it would consume some hyperium and all batteries

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but it should be able to transport groups, it can transport one-by-one aswell, but i feel it should consume less than a full group of 6

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(aka, a full group of 6 would take the most resources, and any amount below that will take less according to the amount of crew being teleported)

orchid stone
spring flame
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Would be hard to balance. In career crew is probably the most valuable resource but in pvp youd never overpay for this clunky to use teleporter when you can just add more crew.

warm glade
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What if teleporters used a significant amount of power per teleport based on distance and drained some passively? That'd make long-distance stuff a lot less broken, and would discourage using them as a means to move crew between armored modules, since you'd either need to dedicate crew to powering both ends, or risk having one end lose too many crew and become unreachable.