Difference between revisions of "Navigation"

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Steering the ship costs 1 {{ap}} for each 90 degrees in change of heading provided that both lateral reactors are functioning correctly. For instance, a turn from north to east will cost 1 {{ap}} and a turn from north to south will cost 2 {{ap}}.
 
Steering the ship costs 1 {{ap}} for each 90 degrees in change of heading provided that both lateral reactors are functioning correctly. For instance, a turn from north to east will cost 1 {{ap}} and a turn from north to south will cost 2 {{ap}}.
  
If a lateral reactor is broken, the ship will not be able to turn in that direction. This will make it cost up to 3 {{ap}} to turn the ship at a time. For instance, if the right lateral reactor is broken, the ship will not be able to turn right and instead has to make 3 left turns.  
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If a lateral reactor is broken, the ship will not be able to turn in that direction. {{Todo|Not the opposite?}} This will make it cost up to 3 {{ap}} to turn the ship at a time. For instance, if the right lateral reactor is broken, the ship will not be able to turn right and instead has to make 3 left turns.  
  
 
{{Warn|Some people have reported that turning the ship from West to North always costs 3 {{AP}}, even if a lateral reaction is not broken, but this does not always seem to be the case.}}
 
{{Warn|Some people have reported that turning the ship from West to North always costs 3 {{AP}}, even if a lateral reaction is not broken, but this does not always seem to be the case.}}

Revision as of 14:17, 16 April 2014

Command Terminal screen
Cautionicon.png Warning: This article conflicts with Piloting and may be revised eventually.

Navigation is the art of steering the Daedalus to its current destination. It is performed by accessing the Command Terminal at the Bridge, which requires the Icon Commander title or successful usage of the Icon Hacker Kit to access. This can be done while Icon Dirty.

Steering

Steering the ship costs 1 Action Point for each 90 degrees in change of heading provided that both lateral reactors are functioning correctly. For instance, a turn from north to east will cost 1 Action Point and a turn from north to south will cost 2 Action Point.

If a lateral reactor is broken, the ship will not be able to turn in that direction. Icon TODO: Not the opposite? This will make it cost up to 3 Action Point to turn the ship at a time. For instance, if the right lateral reactor is broken, the ship will not be able to turn right and instead has to make 3 left turns.

Icon Warning: Some people have reported that turning the ship from West to North always costs 3 Action Point, even if a lateral reaction is not broken, but this does not always seem to be the case.

Turning the ship may also damage surrounding hunters if they are present.

Advancing

  • 1 Action Point to move the ship, provided fuel is loaded into the chamber
  • 2 Action Point to return to Sol or go to Eden.

If there are Aracks present they will prevent the ship from moving which will be notified in the log, but Action Point is still consumed by attempting.

Activity level represents percentage of active crew members compared to Sleepy.pnginactive.