This is a bit of an annoyance, and can cause problems when existing a ship that is traveling. If your astronaut is under the effect of gravity when entering an entity, then that effect should be remembered, along with the astronaut's relative position to that entity. When the player exist the entity (either by pressing 'R', or logging out) the player's relative position and gravity effect should be restored. This will stop cases of exiting a ship's core or a computer, and then finding your character spawning on top of your ship, or below it. Also, if your ship is moving, it will prevent your astronaut from being flung around inside the ship. (The astronaut should exit a core traveling at the same speed as the entered entity anyway).
This will make it possible and safe for multiple players to enter the same ship and wander around while it's moving, then log out and log back into the game and not wake up to any surprises. This will make larger ships more piratical for use by more than one player.
In the case the entered entity is destroyed, the logged out players attached to the entity should be killed with it.
I'd also like to point out, this is pretty much a mandatory feature if we ever want to have astronaut-based assaults on bases or planets... which also means astronauts tied to a ship should also be cloaked with that ship (yet the ship not appear cloaked to them until they exist the entity--you had better remember where you parked buddy! :P).
I'd love to see in the future gravity automatically affecting a player when they cross a threshold or door. I've tried this with logic, but area-effect logic in this case is troublesome, esp when a 2x2 area is needed for an astronaut to pass through regardless of how they are oriented.
This will make it possible and safe for multiple players to enter the same ship and wander around while it's moving, then log out and log back into the game and not wake up to any surprises. This will make larger ships more piratical for use by more than one player.
In the case the entered entity is destroyed, the logged out players attached to the entity should be killed with it.
I'd also like to point out, this is pretty much a mandatory feature if we ever want to have astronaut-based assaults on bases or planets... which also means astronauts tied to a ship should also be cloaked with that ship (yet the ship not appear cloaked to them until they exist the entity--you had better remember where you parked buddy! :P).
I'd love to see in the future gravity automatically affecting a player when they cross a threshold or door. I've tried this with logic, but area-effect logic in this case is troublesome, esp when a 2x2 area is needed for an astronaut to pass through regardless of how they are oriented.
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