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Sean O'Connor's Games • View topic - Ejecting
Page 1 of 1

Ejecting

PostPosted: Sat Jun 07, 2008 2:38 pm
by jftsang
Would be much more realistic if each command point had its own escape pod, no?

So say I had four command points on my ship. Two of them are destroyed. I eject. I should produce two escape pods, not one.

Or, maybe a shuttle instead of an escape pod. You get to choose which one to use. A shuttle you can steer, but will be locked on to by missiles. An escape pod cannot be steered or locked on to.

PostPosted: Sat Jun 07, 2008 5:00 pm
by TheKangaroo
But if you had two escape pods, which one would your pilot be in? One of them might get destroyed so figuring out whether ot not your pilot died would become tricky.

PostPosted: Sat Jun 07, 2008 5:02 pm
by jftsang
Well, with how it stands, it's a bit confusing anyway. If you have several command points, presumably you're in one of them. So how come if all but one of them take direct hits and are destroyed, you happen to be in the undestroyed one?

PostPosted: Sat Jun 07, 2008 5:05 pm
by TheKangaroo
I see what you mean. But one can (and I always did) cover that up by argueing that a command center doesn't necessarily have to be a cockpit. Having multiple cockpits to steer one vehicle would be rather odd anyhow, so I always thought of the centers as electronics, computers, vital instruments and life support systems.

PostPosted: Sat Jun 07, 2008 5:06 pm
by jftsang
Well, are you therefore saying that you, the pilot, and whatever crew there is, if any, are in, as it were, the middle?

PostPosted: Sat Jun 07, 2008 5:07 pm
by TheKangaroo
Something along those lines, yes.

PostPosted: Mon Jun 23, 2008 4:20 pm
by Legacy

PostPosted: Sat Jul 19, 2008 11:48 pm
by TheKangaroo