Bind enegry costs to ship's reactor
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ironkayman commented
- Introduce reactor item to loadout, consider its per-sec energy restoration
- If ship's current energy capacity reches 0 or lower, disable firearms and movement until it restores
- Primary weapon costs
- per shot
- Thrusters during-movement costs
- Constant per-second energy consumption so it requires powerfull enough reactor, with same of higher energy per sec production.
- Moving L/R causes 1.2 more energy consumption
- Power outage scenario and item outage pipeline