Ability to activate thrusters via activation modules

    Would you like this implemented into the game?


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    Hey guys, Forge here:

    Another suggestion to make activation modules even more useful: what if you could activate thrusters WITHOUT a core to either go forwards or multiple directions?
    For example: you have thrusters and they are connected to an activation module. turn on the module, and the ship pushes forward at high speeds at the cost of power.
    Now what if they got activated and were facing a different direction other than forward?
    The result: 3-D maneuvering like you would have in a core, only you don't have to be in the core.
    This makes it so that larger ships don't necessarily need a pilot in the core to drive it. It would also make a good auto-pilot.
    once again, another possible use for the incredible activation module.
     
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    that would be good you will not have to fly the ship but it would be easier to fly the ship unless you are good at logic
     

    NeonSturm

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    9 step-on fields in a star-formation
    ccw forward, up
    left reset right
    down backward clockwise-turn

    let's dance :)

    Please view the topic "generic-arrray-computer.2076/" from my signature if you don't like to have thruster computers cluttering your inventory even more.
     
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    It would probably need a duration limit unless deliberately linked to a repeating clock. Otherwise you could accidentally turn them on and watch as your ship flies of into the black of space never to return.
     

    NeonSturm

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    But then it is your own fault :D

    Similar as if you run purposely with a scout ship into a pirate base or with a big ship into an even bigger hostile faction base.