#Module Sub-Components

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ancient bison
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In the game Objects in Space (which has unfortunately been abandoned in a buggy, crashing state), ship modules are not just a single object with performance being a single % value. Instead, modules are more like motherboards with slots for individual components like computer chips, capacitors, relays, etc. Different models of a modules have different numbers of slots and different default components, from which they derive their stats.

This system allows for interesting ship management gameplay. For example, you can modify the performance of modules by swapping out stock parts for higher performance ones. Or even just add new parts if your stock module has some empty slots to begin with. Repairing a module is no longer just hitting the repair button, but actually having adequate replacement parts on hand -- or finding a derelict to strip parts from. If you want you could even make performing repairs a more interactive process (OiS had you shut down the module, unscrew the casing, manually pull out busted components and insert new ones from your inventory. But I don't know if dV players would be down for that level of micromanagement)

It also makes salvaging much more feasible since getting a payout from a dead ship doesn't mean cutting out the entire reactor or engine block (or in dV's case, haul the entire derelict back!); instead you can simply cherry pick whatever functional parts are left inside and leave behind the other 98% dead weight.

dry narwhal
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Sounds interesting, but can also easily become feature creep hell.

icy mist
steep zealot
radiant lotus
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Then the edgerunner ship could have a legitimate reason to flag your ship for having that

steep zealot
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yes

dusty grove
icy mist
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||(or maybe class 3s can use weapons. I only remember AI not being allowed weapons)||

eternal rampart
steep zealot