Change wreck locking mechanism [done]
Posted: Sun Jan 30, 2022 6:10 pm
Problem:
Current system is inadequate / incomplete. You can lock normal and expanse wrecks by tagging ships with use of a specialized gun in second gun slot. It takes a few shots to do it and is time consuming and annoying as you can take more damage tagging potential (you havent killed the ship at all at this point...) as destroying it. AI ships cant be tagged at all.
Solution:
Introduce new type of equipment / mechanic to address this problem.
Example:
Ships pod or special that when equipped will auto tag whatever is destroyed. One for personal, one for guild use. Alien, normal, AI ships or perhaps one for all.
Additional options to introduce some drawback (not required to apply all of them):
One bio fuel is used for each wreck tagged.
Wrecks are time locked. Depending on version of device they can be locked up to 12 hrs. After that they become public again.
High energy demand.
High skill demand (device, targeting, combination of both).
Success is not guaranteed. Better versions will have higher chance. A device with 60% success rate will still generate public accessible wrecks.
Current system is inadequate / incomplete. You can lock normal and expanse wrecks by tagging ships with use of a specialized gun in second gun slot. It takes a few shots to do it and is time consuming and annoying as you can take more damage tagging potential (you havent killed the ship at all at this point...) as destroying it. AI ships cant be tagged at all.
Solution:
Introduce new type of equipment / mechanic to address this problem.
Example:
Ships pod or special that when equipped will auto tag whatever is destroyed. One for personal, one for guild use. Alien, normal, AI ships or perhaps one for all.
Additional options to introduce some drawback (not required to apply all of them):
One bio fuel is used for each wreck tagged.
Wrecks are time locked. Depending on version of device they can be locked up to 12 hrs. After that they become public again.
High energy demand.
High skill demand (device, targeting, combination of both).
Success is not guaranteed. Better versions will have higher chance. A device with 60% success rate will still generate public accessible wrecks.