Difference between revisions of "Navigation"
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[[File:Command_Terminal.png|thumb|right|Command Terminal screen]] | [[File:Command_Terminal.png|thumb|right|Command Terminal screen]] | ||
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| − | '''Navigation''' is the art of steering the [[Daedalus]] to its current destination. It is performed by accessing the | + | '''Navigation''' is the art of steering the [[Daedalus]] to its current destination. It is performed by accessing the {{Equipment|Command Terminal}} at the {{room|Bridge}}, which requires the {{Title|Commander}} title or successful usage of the {{Item|Hacker Kit}} to access. This can be done while {{Status|Dirty}}. |
== Steering == | == Steering == | ||
| − | Steering the ship costs 1 {{ap}} for each 90 degrees in change of heading provided that both lateral reactors are functioning correctly. For instance, a turn from north to east will cost 1 {{ap}} and a turn from north to south will cost 2 {{ap}}. | + | [[Command Terminal#Steering the DAEDALUS|Steering the ship]] costs 1 {{ap}} for each 90 degrees in change of heading provided that both lateral reactors are functioning correctly. For instance, a turn from north to east will cost 1 {{ap}} and a turn from north to south will cost 2 {{ap}}. |
If a lateral reactor is broken, the ship will not be able to turn in that direction. {{Todo|Not the opposite?}} This will make it cost up to 3 {{ap}} to turn the ship at a time. For instance, if the right lateral reactor is broken, the ship will not be able to turn right and instead has to make 3 left turns. | If a lateral reactor is broken, the ship will not be able to turn in that direction. {{Todo|Not the opposite?}} This will make it cost up to 3 {{ap}} to turn the ship at a time. For instance, if the right lateral reactor is broken, the ship will not be able to turn right and instead has to make 3 left turns. | ||
| − | {{ | + | {{Bug|For some ships (not always), turning the ship from West to North always costs 3 {{AP}}, even with no broken lateral reactor.}} |
Turning the ship may also damage surrounding hunters if they are present. {{todo|details about this? Can turning the ship around be usefull to fight hunters, compared to using turrets? Do trax and aracks also get damage?}} | Turning the ship may also damage surrounding hunters if they are present. {{todo|details about this? Can turning the ship around be usefull to fight hunters, compared to using turrets? Do trax and aracks also get damage?}} | ||
== Advancing == | == Advancing == | ||
| − | * 1 {{AP}} to move the ship, provided fuel is loaded into the chamber | + | * 1 {{AP}} to [[Command Terminal#Moving the DAEDALUS|move]] the ship, provided fuel is loaded into the chamber |
| − | * 2 {{AP}} to return to Sol or go to Eden. | + | * 2 {{AP}} to [[Command Terminal#PILGRED|return to Sol or go to Eden]]. |
| − | If there are Aracks present they will prevent the ship from moving, which will be recorded in the log, but 1 {{AP}} is still consumed in the attempt. PILGRED jumps are still possible, though. | + | If there are [[Hunters|Aracks]] present they will prevent the ship from moving, which will be recorded in the log, but 1 {{AP}} is still consumed in the attempt. PILGRED jumps are still possible, though. |
| + | |||
| + | Moving the ship when an expedition is in progress will cause the death of all crew members. Similarly, if any patrol ship is outside, its pilot will be left to die (unless {{project|Magnetic Net}} is complete and has not been deactivated at the {{Equipment|BIOS Terminal}}). Counting pink dots in the tracker or visiting a turret are safe ways to verify that all crew members are on board. | ||
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[[Category:Incomplete]] | [[Category:Incomplete]] | ||
[[Category:Gameplay]] [[Category:Jin Su]] | [[Category:Gameplay]] [[Category:Jin Su]] | ||
Revision as of 18:51, 24 July 2014
Navigation is the art of steering the Daedalus to its current destination. It is performed by accessing the Command Terminal at the Bridge, which requires the
Commander title or successful usage of the
Hacker Kit to access. This can be done while
Dirty.
Steering
Steering the ship costs 1
for each 90 degrees in change of heading provided that both lateral reactors are functioning correctly. For instance, a turn from north to east will cost 1
and a turn from north to south will cost 2
.
If a lateral reactor is broken, the ship will not be able to turn in that direction.
TODO: Not the opposite? This will make it cost up to 3
to turn the ship at a time. For instance, if the right lateral reactor is broken, the ship will not be able to turn right and instead has to make 3 left turns.
Bug: For some ships (not always), turning the ship from West to North always costs 3
, even with no broken lateral reactor.
Turning the ship may also damage surrounding hunters if they are present.
TODO: details about this? Can turning the ship around be usefull to fight hunters, compared to using turrets? Do trax and aracks also get damage?
Advancing
- 1
to move the ship, provided fuel is loaded into the chamber
- 2
to return to Sol or go to Eden.
If there are Aracks present they will prevent the ship from moving, which will be recorded in the log, but 1
is still consumed in the attempt. PILGRED jumps are still possible, though.
Moving the ship when an expedition is in progress will cause the death of all crew members. Similarly, if any patrol ship is outside, its pilot will be left to die (unless
Magnetic Net is complete and has not been deactivated at the BIOS Terminal). Counting pink dots in the tracker or visiting a turret are safe ways to verify that all crew members are on board.