REQUEST: Basic detection of whether some systems are powered
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- Dominant language
- Lua
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Description
@nallath made a comment on #205 that inspired me.
What if AI ships behaved differently when you have your weapons powered up?
I feel that type of interaction would be better served by having a way of detecting whether there is actually power assigned to those systems (from engineering) rather than the "cease fire" weapons toggle. Really would be ideal if Players can detect the same.
Imagine, a diplomatic interaction with another ship goes sideways then suddenly science is reporting that they're powering weapons, the Captain calls Red Alert and engineering is scrambling to give Weapons what they need.
Ideally a few basic indicators could be introduced for Science. I would propose this is available BEFORE scanning; just seeing a big "heat signature" on an otherwise mysterious ship should be enough to indicate receiving power, but not enough to indicate the status of the system. At most it would show up after a simple scan, right? Weapons is an obvious choice with Shields a close second. I thought perhaps Jump Drive would be good too so you can tell if another player ship or scripted AI is about to run away and it raises the urgency to finish them quickly.
I was wondering if NPC response to your weapons bring live should be an optional thing in general (to be less confusing for new crews) and if specifically required by a scenario it can be set in the script... I think that once AI ships start screeching at you to power them down with gradually escalating intensity (and maybe some Space Cops jump in to take an interest) they would remember for next time 😉
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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
Read issue #205 and the discussion here first, since the proposal covers several possible indicators, scan visibility, player detection, and NPC responses. Before implementation, define which systems and interactions are in scope; done should include an agreed behavior for detecting powered systems and any scenario or new-player options.
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
- Needs clarification
- Newbie friendliness
- 25/100