ironkayman/tftm-alien-invasion

Bind enegry costs to ship's reactor

Closed this issue · 0 comments

  • 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