Simerge spacegame

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 Post subject: Re: Skylark
PostPosted: Sat Oct 09, 2010 1:13 am 
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Joined: Wed Sep 08, 2010 2:06 am
Posts: 11
Alesto wrote:
Okay. Then we can abandon the option to have direct access to the reactor and only make it accessible from outside as a new option. Leaving the ship is of course always possible.


Does there need to be enough open space in the reactor bay for the player avatar to move around in there?

Or do you just want a hatch that can't be opened or used by a human avatar?

Quote:
What do you think then, if we leave the docking interface question aside and make something like a dummy interface which we can easily replace in the future after we have enough ship class types?


I think that would be a good interim solution, yes.


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 Post subject: Re: Skylark
PostPosted: Sat Oct 09, 2010 4:45 pm 
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Joined: Mon Jan 12, 2009 11:07 am
Posts: 104
Deus Ars wrote:
Does there need to be enough open space in the reactor bay for the player avatar to move around in there?

Or do you just want a hatch that can't be opened or used by a human avatar?


I'm not if the reactor is constructed offering a human to walk inside. I think the feature can be skipped as well. What I want is a small maintenance room bordering to the reactor. Full of pipes, electronics and consoles and other things. The room may be airless so no extra airlock would be needed.


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