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RFE: Advanced Pilot Interfaces #1555
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What about to represent it as a design quirk? Then at least on MegaMekLab its very easy to solve, although make the function on MegaMek is an another problem. |
That wouldn't let it affect cost, among other issues. |
Isn't possible to let the specific quirk affects the cost and other kind of interactions? |
Possible, yes, but would require a special handler just for this one quirk which is generally something to avoid as it makes maintaining the codebase a bit of a pain. |
Representing this as a quirk would likely be misleading to players and devs alike who tried to find a rules source for that quirk, so this is not the way I would go. There is other once-per-unit equipment that should be represented by checkboxes rather than added from the equipment list so these cockpit additions would go there too. |
Several cockpit/control modifications are described on page 62 of the third printing of Interstellar Operations: Alternate Eras. These do not require slots or tonnage, but they do affect cost.
My first thought is that these can be implemented in a manner similar to Armored Cockpits. However, the latter two are available on unit types without a cockpit critical slot, so this wouldn't quite work for them. A set of checkboxes for each option may be a bit messy, especially since these are exceptionally uncommon.
Perhaps a button to open a set of toggles in a dialog box would be the best approach? Advanced Fire Control for IndustrialMechs could be moved over to such an approach as well, since the current implementation is a rather messy hack that prevents it from being used with alternative cockpits.
This issue is based on MegaMek/megamek#5672.
Footnotes
The name is a bit misleading: they do require adjustments to the cockpit, and "are considered to be a modification to the existing control systems from the perspective of unit construction." ↩
Only the implant itself is directly mentioned for some reason, on page 69. Nevertheless, they work in basically the same manner as DNI. ↩
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