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Oolite Bulletins • Passenger Ship - Page 3
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Re: Passenger Ship

Posted: Sun Nov 03, 2013 9:23 am
by JazHaz
Shipbuilder wrote:the design of the ship should allow it to outrun most attackers, have injectors and decent shields to provide protection. Any reasonable weaponry therefore would probably be a rear laser to deter chasing craft. I am also thinking of limiting the ship to having forward and rear beam lasers only.

Regarding the specifications I was thinking along the lines of a fast ship with little cargo capacity or space for missiles.
Agreed. And the non-removable cabins as standard? I'm sure a script for similar capabilities has been made before (anyone know?).

Re: Passenger Ship

Posted: Sun Nov 03, 2013 12:48 pm
by Smivs
JazHaz wrote:And the non-removable cabins as standard? I'm sure a script for similar capabilities has been made before (anyone know?).
<Looks again at the YellOo Cabs>

Re: Passenger Ship

Posted: Sun Nov 03, 2013 3:27 pm
by Shipbuilder
@ JazHaz Yes non removable cabins will be standard so that if purchased it will be a passenger ship rather than an all purpose vessel.

That way it will provide the player with a completely different choice of playing style than is usually the case.

@ Smivs Thanks for the scripting tip i.e. YellOo cabs :-)

Re: Passenger Ship

Posted: Sun Nov 03, 2013 3:50 pm
by Smivs
Shipbuilder wrote: @ Smivs Thanks for the scripting tip i.e. YellOo cabs :-)
You're welcome :)
I should point out that the 100Cr cost of the aborted removal is refunded to the player to make the 'fix' invisible. Of course there is a potential exploit here if this is done at an OXP station where discounts are available, and the actual cost is less than 100Cr. It is a minor point and I have yet to fully sort that out.