Now that we added pilots (which I've been wanting for awhile) here's the writeup I did a bit back on how they would work:
Firstly, currently the shuttle timer is a single spawn(). we need to split it into 4. Each one, (other than the first) should check for something specific and skip the timer if it has that. These are the checks:
1. Piloted - If the PILOT himself uses any of the shuttle consoles, it skips half the travel time, and 1/4th the cooldown time when launching.
2. Fueled - If the pilot adds a fuel cell into the engine, it will skip 1/4th the cooldown time
3. Fuel Filter (or other maintence bullshit) - If the fuel filter is in good condition, it will skip 1/4th the cooldown time.
Fuel will last 2 "moves"
Fuel Filters will last 4.
Rules for Pilot:
1. Your job is to maintain the SHUTTLE. Stay as close to it as you can planetside. You are allowed any standard weapon except a flamethrower.
2. You may load/unload injured/dead people
3. SHUTTLE IS LIFE, SHUTTLE IS LOVE, protect it.
4. Only YOU should be replacing fuel cells and fuel filters (there will be a dispenser in the Shuttle Bay)
5. You can lock out the shuttle with your ID from piloting by ANYONE else (except Le Queen). Command staff can unlock the shuttle again if they need.
Pilots Mechanics and Functions
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Pilots Mechanics and Functions
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- Sargeantmuffinman
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Re: Pilots Mechanics and Functions
What about the weapons?
Will they be allowed to have standard marine armament?
Will they be allowed to have standard marine armament?
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Re: Pilots Mechanics and Functions
apophis775 wrote: You are allowed any standard weapon except a flamethrower.
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Re: Pilots Mechanics and Functions
I think the Sulaco crew (the Navy ones) should also be able to fuel the ship.
When the fuel runs dry, there should be access to an "Emergency Fuel Tank" good for one trip to the Sulaco that refills when you get there for use by Xenos.
I've had plans to rework the robotics dome into a pump station for mining vehicles that can be raided for fuel to get back. It would take two canisters of fuel from the station that would be good for one trip total. Each canister can only be carried by a power loader. There would be about three canisters at the station and would not be meltable.
I would like to give the Crew Chief a console in the cockpit that manually controls four deployable sentries that can not be set to auto at the expense of the bow turrets.
When the fuel runs dry, there should be access to an "Emergency Fuel Tank" good for one trip to the Sulaco that refills when you get there for use by Xenos.
I've had plans to rework the robotics dome into a pump station for mining vehicles that can be raided for fuel to get back. It would take two canisters of fuel from the station that would be good for one trip total. Each canister can only be carried by a power loader. There would be about three canisters at the station and would not be meltable.
I would like to give the Crew Chief a console in the cockpit that manually controls four deployable sentries that can not be set to auto at the expense of the bow turrets.
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Re: Pilots Mechanics and Functions
I think we should have a separate Gunner seat for a Shuttle Gunner job for this, who could possibly act as co-pilot for some form of bonus.monkeysfist101 wrote:
I would like to give the Crew Chief a console in the cockpit that manually controls four deployable sentries that can not be set to auto at the expense of the bow turrets.
- Renomaki
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Re: Pilots Mechanics and Functions
Honestly, since MTs always get bored after setting up the SM, I think it would be a good idea to give MTs more to do that involves maintenance of the shuttle and pod.
After all, they are starship engineers, I suppose it is expected of them to do tune ups to the dropship and pod, not just leave the PO to handle the burden alone.
As is, you can currently replace windows and repair the forward guns, but other than that, you can't repair much else on the ship. Wouldn't it be nice to be able to replace or add seats? Maybe repair the shuttle's engines?
After all, they are starship engineers, I suppose it is expected of them to do tune ups to the dropship and pod, not just leave the PO to handle the burden alone.
As is, you can currently replace windows and repair the forward guns, but other than that, you can't repair much else on the ship. Wouldn't it be nice to be able to replace or add seats? Maybe repair the shuttle's engines?
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Re: Pilots Mechanics and Functions
I agree with this 100% and it would give MTs a good reason to stick around after setting up the SM.Renomaki wrote:Honestly, since MTs always get bored after setting up the SM, I think it would be a good idea to give MTs more to do that involves maintenance of the shuttle and pod.
After all, they are starship engineers, I suppose it is expected of them to do tune ups to the dropship and pod, not just leave the PO to handle the burden alone.
As is, you can currently replace windows and repair the forward guns, but other than that, you can't repair much else on the ship. Wouldn't it be nice to be able to replace or add seats? Maybe repair the shuttle's engines?
I also believe we should do a mix of these two just because it is brutal as PO to try to keep the shuttle clear when you land on the planet.Boltersam wrote:
I think we should have a separate Gunner seat for a Shuttle Gunner job for this, who could possibly act as co-pilot for some form of bonus.
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Re: Pilots Mechanics and Functions
I agree that this is a good idea, considering how popular the pilot role seems to be. In terms of the gunner/co-pilot position, we could probably have them, if they're added, man a nose or door gun that's using the code for Arty's new smartgun nests on WO. It'd be pretty neat, and having two people might allow the Rasputin to stay unshuttered while preventing the lolcapturing of the PO I see quite often.