Missile lock-on ability and indicator
Nobody has claimed this yet.
- Dominant language
- Lua
- Stars
- 869
- Forks
- 222
- Avg merge
- 18h 33m
- Merged PRs (30d)
- 1
Description
Allow missile weapons to lock onto targets with a high enough sensor fingerprint (see #14), or on targets scanned by the Sci console. It should be impossible to lock onto "cloaked" ships, or ships too far away, or ships not scanned by Sci.
If the weapons console is targeting a enemy vessel, display an indicator as to whether a missile can or cannot lock onto that target.
Locking the missile weapons onto a target should take a few seconds (because the sensor fingerprint is being synchronized with the missile sensor pack and technobabble technobabble technobabble technobabble). Blinky "lock" indicator = good.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading the sensor-fingerprint requirements in issue #14, then trace the weapons console and Sci console entry points. Define how target eligibility, cloaking, range, scanning, lock-on delay, and the lock indicator should interact; done means missile targeting consistently enforces those rules and displays the result.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100