Remote controlled AI ships pop up every now and then in discussions. They could serve as a realtively safe option for station and carrier crew to defend themselves manning fighters and turrets without risking death in those small and fragile things - to an extent. I've been giving the thing a thought myself, and noticed we already have some of the mechanics in game that could serve as a core for R/C drones.
My approach to this issue would only require one block added to the game: call it a Remote Control Terminal. Everything else is already in game. The Bobby AI module would serve as the receiver, with another "aim at" option added: "Sync with terminal". The Remote Control Terminal could be linked using the Marker Beam (as an already present tool to connect systems that are not on the same entity) to a drone's or turret's AI module (or core). Once the connection has been established, the Remote Control Terminal could be entered. This would cause the client to simultaneously take control of the entity linked to it (just like you can already control multiple entities in sync as an admin using tab+F8 as shown in this video) and practically place you in its core except your spawn coordinates would be still at the Terminal, so upon exiting the ship, your Astronaut would spawn at the terminal block instead of at the controlled entity's core.
Now, this would have to have its limits. Otherwise, people could cruise around with remote controlled capital ships while sitting perfectly safe in an invincible homebase, only risking losing the ship at worst case (no blocks and/or credits/FP)
So, the range of the remote control would be 2 sectors. If, for example, controller is at 2, 2, 2 and drone goes to 2, 2, 3, all fine. But if it flies from 2, 2, 3 to 2, 2, 4, the player is ejected from the terminal with a "Signal lost" message, and the controlled ship becomes inactive, drifting away. Same happens if the remote controlled ship loses its AI module, or its core overheats. During a fleet battle, this means the drone crew and the carrier pilot has to beware their distance from each other, if they do not want to lose a fighter or two not to enemy fire, but bad positioning. This obviously won't be much of a problem with a turret that's already strapped firmly to the controller ship.
This system could also allow the drone crew to quickly jump to another terminal (if they are placed close by) if the controlled ship or turret is destroyed, to use a second entity controlled by the second terminal.
ADDITIONAL OPTION: as most present day drones are capable of flying on their own if they don't get a command from the control terminal, the R/C mode may not be pre-selected. Instead, a drone/turret set to "any" would be in "remote control" mode when someone enters its Control Terminal, but reset to "any" as soon as the control is released (controller exits terminal)
My approach to this issue would only require one block added to the game: call it a Remote Control Terminal. Everything else is already in game. The Bobby AI module would serve as the receiver, with another "aim at" option added: "Sync with terminal". The Remote Control Terminal could be linked using the Marker Beam (as an already present tool to connect systems that are not on the same entity) to a drone's or turret's AI module (or core). Once the connection has been established, the Remote Control Terminal could be entered. This would cause the client to simultaneously take control of the entity linked to it (just like you can already control multiple entities in sync as an admin using tab+F8 as shown in this video) and practically place you in its core except your spawn coordinates would be still at the Terminal, so upon exiting the ship, your Astronaut would spawn at the terminal block instead of at the controlled entity's core.
Now, this would have to have its limits. Otherwise, people could cruise around with remote controlled capital ships while sitting perfectly safe in an invincible homebase, only risking losing the ship at worst case (no blocks and/or credits/FP)
So, the range of the remote control would be 2 sectors. If, for example, controller is at 2, 2, 2 and drone goes to 2, 2, 3, all fine. But if it flies from 2, 2, 3 to 2, 2, 4, the player is ejected from the terminal with a "Signal lost" message, and the controlled ship becomes inactive, drifting away. Same happens if the remote controlled ship loses its AI module, or its core overheats. During a fleet battle, this means the drone crew and the carrier pilot has to beware their distance from each other, if they do not want to lose a fighter or two not to enemy fire, but bad positioning. This obviously won't be much of a problem with a turret that's already strapped firmly to the controller ship.
This system could also allow the drone crew to quickly jump to another terminal (if they are placed close by) if the controlled ship or turret is destroyed, to use a second entity controlled by the second terminal.
ADDITIONAL OPTION: as most present day drones are capable of flying on their own if they don't get a command from the control terminal, the R/C mode may not be pre-selected. Instead, a drone/turret set to "any" would be in "remote control" mode when someone enters its Control Terminal, but reset to "any" as soon as the control is released (controller exits terminal)