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RFE: Advanced Pilot Interfaces #1555

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Saklad5 opened this issue Jul 11, 2024 · 5 comments
Open

RFE: Advanced Pilot Interfaces #1555

Saklad5 opened this issue Jul 11, 2024 · 5 comments
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Rules A game rule not properly implemented

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@Saklad5
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Saklad5 commented Jul 11, 2024

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.

  • Damage Interrupt Circuit
  • Direct Neural Interface Cockpit Modification
  • SLDF Advanced Neurohelmet1
  • Clan Enhanced Imaging Neural Implant2

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

  1. 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."

  2. Only the implant itself is directly mentioned for some reason, on page 69. Nevertheless, they work in basically the same manner as DNI.

@binaryspica
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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.

@Saklad5
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Saklad5 commented Jul 26, 2024

That wouldn't let it affect cost, among other issues.

@binaryspica
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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?

@IllianiCBT
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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.

@SJuliez
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SJuliez commented Sep 15, 2024

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.

@SJuliez SJuliez added the Rules A game rule not properly implemented label Sep 15, 2024
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