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extragalactic's Issues

Cargo

Items to fill the cargo hold.

Cosmic Events

These events would occur without much influence from player/AI action. A few of these are super rare during the lifetime of a human I guess.

Star death - supernova
Star death - black hole
Star formation
Comet
Asteroid impact
Solar flare
Something-something-dark-matter

Command context

Certain commands transition the player into another context. For example, the "ship" commands puts the player into the "ship" context, which has contextual commands not otherwise available.

Organize requires

Need a better way to organize requires, or else this project will turn into a ball of yarn. No infinite improbability drive required.

Locations and warp travel

I envision the player having the ability to warp to different locations in a solar system, such as an asteroid field, a moon, a space station orbiting a planet, or just empty space around a planet (as a hiding spot). A location would have x/y coordinates on the global map, for distance calculation.

I am also thinking that locations would each have a separate coordinate system. So when the player warps to an asteroid field, the asteroids are X kilometers away. Perhaps there is a pirate raiding party between the player and the asteroid field, etc.

For travelling across solar systems, the player would need to use FTL technology, either via a warp gate (location) or a warp core capable of FTL speeds (more of an end game item).

Time

Commands may cost time to execute, in which the universe churns, AI act, etc.

Name generators

Author the concept of name generators for ships, subsystems, people, etc.

Space Stations

Hubs of civilization where the player can buy/sell things, accept missions, learn rumors and secrets.

Help command

Typing help should provide the player with a list of the possible commands and their usage.

Chaining commands

Player should be able to do "ship, status", which executed the "ship" command, then the "status" command.

Mining

Rudimentary firing of mining lasers at rocks to extract sub-par minerals.

Economics

Allow player to buy and sell items with money.

Crew

Crew automate ship management, allowing the player to focus on strategy. Also, practical implications such as being able to perform evasive maneuvers, fire weapons, and repair the hull at the same time.

Solar system generators

To create solar systems with sun(s), planets, moons, asteroid belts, anomalies, warp gates etc. Each solar system can have FTL warp gates to connect it to other solar systems.

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