Updates from the jump point.
Updates from the jump point.
Jump point updated, though I won’t share the full details. They review the M50 area, then move to subsystems of capital ships. A summary of current functions and configurations is provided—this may change.
Station & Action Setup
There are four physical crew stations: BattleSphere (command hub), Engineer’s Station (control panel), Standard Panel (player seating), and Helm Station (adds joystick and HOTAS).
Crew Station Guidelines
Each station supports a set number of seat actions. Players can adjust how many tasks each station handles, though the maximum isn’t fixed yet. Seat actions are station-specific and cannot be shared between different station types.
C&C (Battlesphere) Fleet Management
Group Ships: Add to group, Remove from group, Send orders, Move, Attack, Defend, Investigate, Hide, Monitor, etc.
Shipping & Crew Operations
Group Crew: Add to group, Remove from group, Delete group, Send orders, Move, Man post, Post abandon, Post repair.
Security & Permissions
Set crew security, manage ship objects, assign permissions by group or object (doors, lights, vents, lifts, etc.).
Weapons & Targets
Manage weapons, view weapon info, target details, compare weapons to targets, adjust power, request power, and handle missile queues.
Shield Management
Control shield generators and segments, prioritize fore/aft/port positions, equalize segments, boost regeneration, change power levels, and manage recharge ratios.
Radar & Sensors
Monitor radar, add targets to the battlesphere, adjust focus, scan long-range sensors, and view radar data.
Communications
Handle ship-to-ship and player communication, manage channels, open/close channels, assign recipients, and automate responses.
Countermeasures
Deploy and fire countermeasures, create groups for defense, prioritize targets, and manage segment reinforcement.
Navigation
Plan routes, add/remove waypoints, adjust speed, time, fuel efficiency, and set preferred conditions.
Aviation
Control ship heading, yaw, pitch, roll, speed, thrust, and maintain desired settings.
Engineering & Power
Manage power levels, heat status, engine status, and system power.
Fuel Management
Switch tanks, monitor usage, and handle refueling operations.
CPU & Performance
Assign CPU cycles to seat actions, enable overclocking, and optimize performance metrics.
User Interface
UI is designed for seamless interaction between seat actions, featuring 3D holograms, customizable views, and shared information tables accessible via controls.
The Power Management works well. Would you like me to try using a hacking skill to disable enemy power sources or completely cut them off?
Unfortunately, things haven't been positive this month compared to last one.