Orbital Changes

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Updates to how orbital protection works

- Orbitals now have smarter tracking for when they are considered safe, and ship autopilot will honor this, preventing autopiloted ships from prematurely firing on safe orbitals in most situations. This doesn't cover all edge cases, so it's still players' responsibility to ensure safe, unmanned orbitals are not destroyed.

Essentially, if a ship is in orbit of a friendly planet and no players are on it, it will be marked as safe next time it's out of combat. The combat cooldown for ships is about 5 minutes, so it may take a while depending on
pirate activity. Once marked as safe, it will remain safe until the planet is no longer protecting it (it's capturable, or <10 military) or a player is on it or its battlegroup leader in the same system. Targeting a ship causes it to be considered in combat, so ejecting from a ship will not make it safe if it's already being targeted by your enemies.

- Unmanned, safe orbitals will now regain fuel, hull, and projectiles even while in combat. This is to make it impossible to drain an orbital's fuel, disabling it and allowing pirates into orbit, by just letting it shoot you.

- "launch orbit" now sets your speed to 0 when launching from a hangar.

- aconfig +sentinel now causes ships to autolaunch into orbit.

- Added a message shown to others in the room when you finish stripping a ship.

- Added a (Docked) indicator on docked ships when looking out at the system.
Author Klor
Published
Categories code updates news
Views 271

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