Astronaut weapons and tools were added but they were hard to make use of due to how hard it is to get into an enemy ship unless they left holes in their ship. Also pulse weapon was basicly useless so this will give it a good use as an anti astronaut weapon or even encourage turrets inside ships.
My suggestion on how to implement:
First you have to make a teleporter in the shape of a box with one side open so crew can get inside the teleporter, to teleport more crew in one go make a bigger teleporter that can fit more crew in.
Then to teleport the crew, the person controlling the ship or the person using the teleporter computer will lock on to the targeted ship like the lock on missles.
Once locked on the controller will charge then activate the module and all crew inside the teleporter will be teleported to a random location inside the targeted ship that can fit them. (Can make it targeted but not sure how that can be implemented).
To teleport all crew back, the module should be reactivated. OR Crew will be teleported back after an amount of time that is proportionate to how long the module was charged.
Counters/Balance:
Tweak Lock on time/Charge Time/Recharge time/Energy cost/Lock on Range.
Charge/Recharge Time/Energy Cost can scale based on amount of crew teleported.
Make so that enemy shields have to be below a certain threshold before you can teleport into them.
Damaging modules can disable ability to recall teleported crew essentially trapping them with the enemy.
Closed empty spaces can be placed in ship to improve chances of teleportation missing key areas
Effects:
Using effect systems in addition to the teleporter can grant perks to the crew being teleported
For example:
EMP can disable systems which the crew shot
Explosive can cause fires on systems which the crew shot
Ion could grant the crew some shields
Overdrive could grant crew extra max hp
Piercing/Punch-Through does the same as ship weapons for the crew weapons
Pull grants the crew gravity relative to the ship since they cant use enemy gravity unit
Push can increase crew move speed
Stop can freeze/slow enemy crew which the crew shot
Hope my ideas on how to implement helps!
My suggestion on how to implement:
First you have to make a teleporter in the shape of a box with one side open so crew can get inside the teleporter, to teleport more crew in one go make a bigger teleporter that can fit more crew in.
Then to teleport the crew, the person controlling the ship or the person using the teleporter computer will lock on to the targeted ship like the lock on missles.
Once locked on the controller will charge then activate the module and all crew inside the teleporter will be teleported to a random location inside the targeted ship that can fit them. (Can make it targeted but not sure how that can be implemented).
To teleport all crew back, the module should be reactivated. OR Crew will be teleported back after an amount of time that is proportionate to how long the module was charged.
Counters/Balance:
Tweak Lock on time/Charge Time/Recharge time/Energy cost/Lock on Range.
Charge/Recharge Time/Energy Cost can scale based on amount of crew teleported.
Make so that enemy shields have to be below a certain threshold before you can teleport into them.
Damaging modules can disable ability to recall teleported crew essentially trapping them with the enemy.
Closed empty spaces can be placed in ship to improve chances of teleportation missing key areas
Effects:
Using effect systems in addition to the teleporter can grant perks to the crew being teleported
For example:
EMP can disable systems which the crew shot
Explosive can cause fires on systems which the crew shot
Ion could grant the crew some shields
Overdrive could grant crew extra max hp
Piercing/Punch-Through does the same as ship weapons for the crew weapons
Pull grants the crew gravity relative to the ship since they cant use enemy gravity unit
Push can increase crew move speed
Stop can freeze/slow enemy crew which the crew shot
Hope my ideas on how to implement helps!
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