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Originally posted by Eugene Chin:
Kate: Will this cause the Hypergate animations to play properly / when they're supposed to? If it isn't flagged as a Hypergate, I'm not certain that it will handle spöb animations as it would for a "real" Hypergate.
As long as the spöb is inhabited and thus has traffic control, it should work fine, according to what I've read in the rest of the topic.. I haven't actually tested this, though, due to business with my own plug..
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Originally pposted by Eugene Chin:
It will also lead to a gate / wormhole that takes you a day (Depending on the ship) to travel through. If you're using a mission dësc to describe the flight through, you might be able to explain it there.
Unless Katana is planning on using it in a timed mission situation, it shouldn't be a problem.. and even then, it can be compensated for.. Not to mention easy to explain.
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Originally posted by Eugene Chin:
If I understand the way the Mxxx and Nxxx commands work, either the destination gate needs to be the first item in the system, or it needs to be at the same (x,y) coordinates in the new system as the origin gate was in the old.
That shouldn't really be a problem either.. If Nxxx is used, the gate can just be placed at the same x and y- the only problem here would be that the system configurrations might look uncannily familiar, in which case Nav1 will have to be put at a non (0,0) location for one of them.
-K
P.S. My hundredth post! Happy me!
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Art History = Cool! ...and yes, I'm odd.
"The pigeons are coming! The pigeons are coming!" -Kate
50 posts in a week and a half!
Latin=Cool! ....and yes, I'm a nerd.