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PostPosted: Fri 20. Sep 2013, 11:43 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
You might have noticed, that in the current build all the units flags hace a "cap", which they didnt have in previous versions. Thats because I was already preparing the graphics for the space suits, but didnt implement functionality yet.

Now, crew members can put on or take off their suits in their respective quarters. The suits enable them to survive without atmosphere and grants additional armor, while slowing them down a bit. Different professions use different suits - I was thinking about this:
Technicians: Air: 30l Armor: +30HP Speed: -20% A good mix between Air and Armor, because they will need both when repairing stuff in critical situations.
Pilots: Air: 60l Armor: +10HP Speed: -30% They have maximum Air supply, because they are kind of VIPs anyway, who just need to fly the ship and stay out of harms way.
Medic: Air: 20l Armor: +10HP Speed: -10% Less armor for more speed. There wont be many of them, and they often have to be at different places at the same time ;)
Military: Air: 60l Armor + 100HP Speed: -50% Max Armor and Max Air, very bulky suits. Spec Ops will have more speed.
What do you think?

The location of crew quarters is now more important. It is not only just the "spawn point", but also a place the crew has to be able to reach quickly to get their suits. You are thinking "Why not let them run around in suits all the time?"? You can, but then you have to accept slower movement and lower morale(in the mission rating).


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PostPosted: Fri 20. Sep 2013, 11:59 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
lol awesome! I can't believe I totally called the unit specific air volume! but then the other stuff too! XD I can't wait to try it out, I knew always placing my pilot's quarters near the bridge would come in handy at some point XD

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PostPosted: Fri 20. Sep 2013, 20:54 
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Joined: Tue 28. May 2013, 17:27
Posts: 68
Location: Frankfurt
Andreas Hurst is a Nurse ?

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PostPosted: Sat 28. Sep 2013, 21:57 
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Joined: Fri 18. Jan 2013, 10:56
Posts: 104
Location: London - UK
This adds a new dimension as I would get sick of hull breaches and suffocating all the time :) I'm glad the suits are individual to job type too.

Have you thought about equipment rooms?
The better one you put in the ship the better the equipment level the crew get
obviously costing more as they get better and bigger.
Small cupboard for level one to a large equipment hold for level 5

It would depend of the type of ship too
Make it a pre requisite for warships and capped at level 2 for a cargo ship :)

Possibilities....
Have a equipment store room but have add ons.
This way there is a base level for it but can be made better by adding a 1x4 or 2x4 room to the side.
The main block beig level 1 te more add ons the higher the level

Bonuses...
The change could be a 10% difference.
-30 -27 -24 -21 -18. Etc

What do you think?

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PostPosted: Sun 29. Sep 2013, 11:30 
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Joined: Tue 28. May 2013, 17:27
Posts: 68
Location: Frankfurt
Why not make a Equipment room for technickal stuff like a Plasma screwdriver or nail guns and a Military room with grenades and gatlings. Maybe also a bio room with Alien eggs (;

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PostPosted: Sun 29. Sep 2013, 12:25 
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Joined: Fri 18. Jan 2013, 10:56
Posts: 104
Location: London - UK
That's what I was getting at with the equines room with add ons. The add ons could be role specific

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