<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://bo-wiki.snapjawgames.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sylias</id>
	<title>bo-wiki.snapjawgames.com - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://bo-wiki.snapjawgames.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sylias"/>
	<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Special:Contributions/Sylias"/>
	<updated>2026-06-11T19:32:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.1</generator>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=25</id>
		<title>Decay</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=25"/>
		<updated>2021-05-18T21:45:39Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Decay''' is the system by which ship components break down over time. Decay has to be counteracted with [[Repair|Repairs]].&lt;br /&gt;
&lt;br /&gt;
=== Global Functionality ===&lt;br /&gt;
Every component that can decay has a '''Decay Rating''' that goes from 0 to 1000. As components decay with use, this rating increases. The rate at which this happens is determined by the individual component.&lt;br /&gt;
&lt;br /&gt;
==== Thresholds ====&lt;br /&gt;
When repairing a component, the '''Decay Threshold''' is important to determine cost and speed of repairs.&lt;br /&gt;
A full repair action will reduce the '''Decay Rating''' of a component back to 0, restoring it to pristine condition.&lt;br /&gt;
A partial repair however will only reduce the '''Decay Rating''' back to the nearest Threshold.&lt;br /&gt;
Thresholds are set at 200, 400, 600 and 800 '''Decay Rating'''. So a component with a '''Decay Rating''' of 245 will be repaired only back to 200 with a partial repair.&lt;br /&gt;
&lt;br /&gt;
==== Decay Level ====&lt;br /&gt;
Thresholds are used to set a '''Decay Level''' for any given component. The level is equal to the current amount of thresholds passed.&lt;br /&gt;
A component at 236 '''Decay Rating''' is considered at '''Decay Level 1'''. At 82 '''Decay Rating''' it is at '''Decay Level 0''' and 844 is '''Decay Level 4''' and so forth.&lt;br /&gt;
&lt;br /&gt;
Decay Levels are a simplified way of representing the amount of decay that has accumulated on the component and are mainly used to quickly display information to the player and make things more readable.&lt;br /&gt;
&lt;br /&gt;
=== Individual Components ===&lt;br /&gt;
Each component has a different reaction to decay and accumulated '''Decay Rating'''. Before the first threshold is reached, the component functions normally. Each threshold crossed will diminish the functionality of the component in some way. A component that has reached a '''Decay Rating''' of 1000 stops functioning entirely. Final values are to be determined by playtesting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Decay Effects Overview&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Type of Use !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Prolonged Use || Fuel Efficiency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Stop and Go Flight || Max Thrust is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Regular Use || Longer Scan Time&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Front Scanner || Power Consumption increases&lt;br /&gt;
|-&lt;br /&gt;
| Drone Drill Head || Minding Asteroid Resources || Mining Frequency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Power Generator || Regular Use || Minimum production reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visual Feedback ==&lt;br /&gt;
Decay is invisible until it reaches the fourth threshold at 800 points. Once a component is damaged beyond this point, a visual indicator of the accumulated damage should be visible on the component. A different indicator should exist for a component that is broken down upon reaching the full 1000 points.&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=24</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=24"/>
		<updated>2021-05-18T21:14:16Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Player Avatar''' is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Crouch ===&lt;br /&gt;
=== Jump ===&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each '''Player Avatar''' has 5 '''Inventory Slots''' (variable number). [[Items]] can be placed into these slots.&lt;br /&gt;
When a player adds an item to their inventory, the item is placed in the next available '''Inventory Slot''' (starting with 1, going through to the last). &lt;br /&gt;
&lt;br /&gt;
Adding items to the inventory is primarily done in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* The player interacts with the item directly (as in, with the item representation mesh in 3D game space) and uses the '''[[Key Bindings|Interact Key]]''' (default E, changeable) on it. Each item should be considered to have it's own interact key behaviour, although most will likely default to being picked up into the players inventory&lt;br /&gt;
* The player moves items between their own inventory and a container. In this case the player is interacting with their inventory UI and a container UI, moving items between them via drag and drop. The player is also able to shift + left click an item to instantly transfer it from it's current position to a free position in the other inventory ( container to player or player to container ). Shift + left click requires a free space to be available in the receiving inventory. Dragging and dropping an item onto a space already occupied by another item swaps the position of the two items, this works both when swapping items between inventories of container and player, or when reordering the inventory of just a container or player. ( A player should also always be able to call up their own inventory UI and do this )&lt;br /&gt;
&lt;br /&gt;
A player cannot add a new item to their inventory while all inventory slots are filled with an item already.&lt;br /&gt;
&lt;br /&gt;
=== Dropping Items ===&lt;br /&gt;
Players can drop items out of their inventory by placing them into other containers or by directly placing them into the world. Placing it in the world is done with the '''drop key'''.&lt;br /&gt;
The drop key can be pressed once, or held. Each has a different behaviour.&lt;br /&gt;
Pressing the drop key ( press / release in short order ) quickly drops the selected item in the nearest available position based on where the player is looking right now ( cursor position )&lt;br /&gt;
Holding the drop key triggers the placement system, in which the items representation ( 3D mesh ) hovers in front of the player and snaps to the ship geometry if the player moves close enough to it.&lt;br /&gt;
&lt;br /&gt;
The ship has dead zones where no items may be placed and areas in which placing items is allowed. if the player is targeting ( hovering the item over ) a dead zone, the items mesh should be tinted red to indicate that it cannot be placed there. ( in terms of coding, dead zones should be the default of &amp;quot;no zone declared&amp;quot;. Allowed areas need to be specifically declared as such and anything not an allowed area is a dead zone automatically )&lt;br /&gt;
When hovering over an allowed area, the player can press the left mouse button to place the item in that spot, removing it from the inventory and spawning it as a mesh object in that spot on the ship. Left clicking in a disallowed area should give some form of audio feedback to indicate that this cannot be done. If the quick drop is employed ( single press instead of holding ) then the same happens, but there is no visual feedback as no item hovers in front of the player, the game simply checks if the cursor is currently pointing at an allowed zone, and if it is, place the item at the nearest approximate space to the cursor.&lt;br /&gt;
Some components ( conveyor belts for instance ) can have special interactions if items are placed on them. Their placeable areas that trigger the interaction are called '''reception zone'''. When targeting a reception zone ( standing close enough and looking at it, zone should be highlighted with an outline for the player ) and pressing instead of hovering the drop key automatically places the item onto the reception zone.&lt;br /&gt;
&lt;br /&gt;
=== Action Bar ===&lt;br /&gt;
The bottom center of the screen displays the players action bar. The action bar consists of 5 empty slots ( changeable, up to 10 ). Players can drag items from their inventory into these slots, this does not change the position of the item in their inventory but merely acts as a quick link to that item. Pressing the number keys 1 through 5 ( 1 through 0 if it goes up to 10 ) when an item is in the corresponding slot selects the item for quick use.&lt;br /&gt;
( Consideration for later, it is planned for players to gain abilities that can be used to perform specific functions in the game, these would also be placed into the action bar by the player, so inventory quick access is not the full scope of the action bar in the long run )&lt;br /&gt;
When an item is selected in the action bar, pressing the left mouse button or '''drop key''' uses or drops the item.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
=== Collision ===&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Key_Bindings&amp;diff=23</id>
		<title>Key Bindings</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Key_Bindings&amp;diff=23"/>
		<updated>2021-05-18T20:57:12Z</updated>

		<summary type="html">&lt;p&gt;Sylias: Created page with &amp;quot;All key bindings should be flexible, i.e. changeable either during development or by the player in a keybinding menu.  Current list of keybindings: * Interact Key [E] * Drop k...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All key bindings should be flexible, i.e. changeable either during development or by the player in a keybinding menu.&lt;br /&gt;
&lt;br /&gt;
Current list of keybindings:&lt;br /&gt;
* Interact Key [E]&lt;br /&gt;
* Drop key [Q]&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=22</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=22"/>
		<updated>2021-05-18T20:56:42Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Player Avatar''' is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each '''Player Avatar''' has 5 '''Inventory Slots''' (variable number). [[Items]] can be placed into these slots.&lt;br /&gt;
When a player adds an item to their inventory, the item is placed in the next available '''Inventory Slot''' (starting with 1, going through to the last). &lt;br /&gt;
&lt;br /&gt;
Adding items to the inventory is primarily done in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* The player interacts with the item directly (as in, with the item representation mesh in 3D game space) and uses the '''[[Key Bindings|Interact Key]]''' (default E, changeable) on it. Each item should be considered to have it's own interact key behaviour, although most will likely default to being picked up into the players inventory&lt;br /&gt;
* The player moves items between their own inventory and a container. In this case the player is interacting with their inventory UI and a container UI, moving items between them via drag and drop. The player is also able to shift + left click an item to instantly transfer it from it's current position to a free position in the other inventory ( container to player or player to container ). Shift + left click requires a free space to be available in the receiving inventory. Dragging and dropping an item onto a space already occupied by another item swaps the position of the two items, this works both when swapping items between inventories of container and player, or when reordering the inventory of just a container or player. ( A player should also always be able to call up their own inventory UI and do this )&lt;br /&gt;
&lt;br /&gt;
A player cannot add a new item to their inventory while all inventory slots are filled with an item already.&lt;br /&gt;
&lt;br /&gt;
=== Dropping Items ===&lt;br /&gt;
Players can drop items out of their inventory by placing them into other containers or by directly placing them into the world. Placing it in the world is done with the '''drop key'''.&lt;br /&gt;
The drop key can be pressed once, or held. Each has a different behaviour.&lt;br /&gt;
Pressing the drop key ( press / release in short order ) quickly drops the selected item in the nearest available position based on where the player is looking right now ( cursor position )&lt;br /&gt;
Holding the drop key triggers the placement system, in which the items representation ( 3D mesh ) hovers in front of the player and snaps to the ship geometry if the player moves close enough to it.&lt;br /&gt;
&lt;br /&gt;
The ship has dead zones where no items may be placed and areas in which placing items is allowed. if the player is targeting ( hovering the item over ) a dead zone, the items mesh should be tinted red to indicate that it cannot be placed there. ( in terms of coding, dead zones should be the default of &amp;quot;no zone declared&amp;quot;. Allowed areas need to be specifically declared as such and anything not an allowed area is a dead zone automatically )&lt;br /&gt;
When hovering over an allowed area, the player can press the left mouse button to place the item in that spot, removing it from the inventory and spawning it as a mesh object in that spot on the ship. Left clicking in a disallowed area should give some form of audio feedback to indicate that this cannot be done. If the quick drop is employed ( single press instead of holding ) then the same happens, but there is no visual feedback as no item hovers in front of the player, the game simply checks if the cursor is currently pointing at an allowed zone, and if it is, place the item at the nearest approximate space to the cursor.&lt;br /&gt;
Some components ( conveyor belts for instance ) can have special interactions if items are placed on them. Their placeable areas that trigger the interaction are called '''reception zone'''. When targeting a reception zone ( standing close enough and looking at it, zone should be highlighted with an outline for the player ) and pressing instead of hovering the drop key automatically places the item onto the reception zone.&lt;br /&gt;
&lt;br /&gt;
=== Action Bar ===&lt;br /&gt;
The bottom center of the screen displays the players action bar. The action bar consists of 5 empty slots ( changeable, up to 10 ). Players can drag items from their inventory into these slots, this does not change the position of the item in their inventory but merely acts as a quick link to that item. Pressing the number keys 1 through 5 ( 1 through 0 if it goes up to 10 ) when an item is in the corresponding slot selects the item for quick use.&lt;br /&gt;
( Consideration for later, it is planned for players to gain abilities that can be used to perform specific functions in the game, these would also be placed into the action bar by the player, so inventory quick access is not the full scope of the action bar in the long run )&lt;br /&gt;
When an item is selected in the action bar, pressing the left mouse button or '''drop key''' uses or drops the item.&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=21</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=21"/>
		<updated>2021-05-18T20:51:24Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Player Avatar''' is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each '''Player Avatar''' has 5 '''Inventory Slots''' (variable number). [[Items]] can be placed into these slots.&lt;br /&gt;
When a player adds an item to their inventory, the item is placed in the next available '''Inventory Slot''' (starting with 1, going through to the last). &lt;br /&gt;
&lt;br /&gt;
Adding items to the inventory is primarily done in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* The player interacts with the item directly (as in, with the item representation mesh in 3D game space) and uses the '''[[Key Bindings|Interact Key]]''' (default E, changeable) on it. Each item should be considered to have it's own interact key behaviour, although most will likely default to being picked up into the players inventory&lt;br /&gt;
* The player moves items between their own inventory and a container. In this case the player is interacting with their inventory UI and a container UI, moving items between them via drag and drop. The player is also able to shift + left click an item to instantly transfer it from it's current position to a free position in the other inventory ( container to player or player to container ). Shift + left click requires a free space to be available in the receiving inventory. Dragging and dropping an item onto a space already occupied by another item swaps the position of the two items, this works both when swapping items between inventories of container and player, or when reordering the inventory of just a container or player. ( A player should also always be able to call up their own inventory UI and do this )&lt;br /&gt;
&lt;br /&gt;
A player cannot add a new item to their inventory while all inventory slots are filled with an item already.&lt;br /&gt;
&lt;br /&gt;
=== Dropping Items ===&lt;br /&gt;
Players can drop items out of their inventory by placing them into other containers or by directly placing them into the world. Placing it in the world is done with the '''drop key'''.&lt;br /&gt;
The drop key can be pressed once, or held. Each has a different behaviour.&lt;br /&gt;
Pressing the drop key ( press / release in short order ) quickly drops the selected item in the nearest available position based on where the player is looking right now ( cursor position )&lt;br /&gt;
Holding the drop key triggers the placement system, in which the items representation ( 3D mesh ) hovers in front of the player and snaps to the ship geometry if the player moves close enough to it.&lt;br /&gt;
&lt;br /&gt;
The ship has dead zones where no items may be placed and areas in which placing items is allowed. if the player is targeting ( hovering the item over ) a dead zone, the items mesh should be tinted red to indicate that it cannot be placed there. ( in terms of coding, dead zones should be the default of &amp;quot;no zone declared&amp;quot;. Allowed areas need to be specifically declared as such and anything not an allowed area is a dead zone automatically )&lt;br /&gt;
When hovering over an allowed area, the player can press the left mouse button to place the item in that spot, removing it from the inventory and spawning it as a mesh object in that spot on the ship. Left clicking in a disallowed area should give some form of audio feedback to indicate that this cannot be done. If the quick drop is employed ( single press instead of holding ) then the same happens, but there is no visual feedback as no item hovers in front of the player, the game simply checks if the cursor is currently pointing at an allowed zone, and if it is, place the item at the nearest approximate space to the cursor.&lt;br /&gt;
Some components ( conveyor belts for instance ) can have special interactions if items are placed on them. Their placeable areas that trigger the interaction are called '''reception zone'''. When targeting a reception zone ( standing close enough and looking at it, zone should be highlighted with an outline for the player ) and pressing instead of hovering the drop key automatically places the item onto the reception zone.&lt;br /&gt;
&lt;br /&gt;
=== Action Bar ===&lt;br /&gt;
The bottom center of the screen displays the players action bar. The action bar consists of 5 empty slots ( changeable, up to 10 ). Players can drag items from their inventory into these slots, this does not change the position of the item in their inventory but merely acts as a quick link to that item. Pressing the number keys 1 through 5 ( 1 through 0 if it goes up to 10 ) when an item is in the corresponding slot selects the item for quick use.&lt;br /&gt;
( Consideration for later, it is planned for players to gain abilities that can be used to perform specific functions in the game, these would also be placed into the action bar by the player, so inventory quick access is not the full scope of the action bar in the long run )&lt;br /&gt;
When an item is selected in the action bar, pressing the '''use key''' or '''drop key''' ( F and G respectively for now ) uses or drops the item.&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=18</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=18"/>
		<updated>2021-05-13T17:59:28Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Player Avatar''' is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each P'''layer Avatar''' has 3 '''Inventory Slots'''. [[Items]] can be placed into one of these slots by using the '''Interact Key''' on them, which places them in the next available '''Inventory Slot''' (1 through 3). A player cannot interact with these items while they already have an object in each inventory slot. Players may drop items from their inventory at any time ( Key [[TBD]] , Behaviour [[TBD]])&lt;br /&gt;
When interacting with [[Containers]] that have their own inventory, the player can drag and drop objects between the two inventories in the inventory UI. &lt;br /&gt;
When dragging an item onto a slot already occupied by another item, the position of the two items is swapped, this can also be used to reorder the players own inventory ( swapping slot 1 for slot 3 for instance )&lt;br /&gt;
&lt;br /&gt;
=== Action Bar ===&lt;br /&gt;
The 3 inventory slots are displayed on screen as an action bar&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=17</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=17"/>
		<updated>2021-05-13T17:52:46Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Player Avatar is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each Player Avatar has 3 inventory slots. [[Items]] can be placed into one of these slots by using the Interact Key on them, which places them in the next available Inventory Slot (1 through 3). A player cannot interact with these items while they already have an object in each inventory slot. Players may drop items from their inventory at any time ( Key [[TBD]] )&lt;br /&gt;
When interacting with containers that have their own inventory, the player can drag and drop objects between the two inventories, provided there is enough free slots in the receiving container. When dragging an object onto a slot already occupied by another&lt;br /&gt;
&lt;br /&gt;
[[w:Special:Whatlinkshere/TBD]]&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=15</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=15"/>
		<updated>2021-05-13T17:50:48Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Player Avatar is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each Player Avatar has 3 inventory slots. [[Items]] can be placed into one of these slots by using the Interact Key on them, which places them in the next available Inventory Slot (1 through 3). A player cannot interact with these items while they already have an object in each inventory slot. Players may drop items from their inventory at any time ( Key [[TBD]] )&lt;br /&gt;
When interacting with containers that have their own inventory, the player can drag and drop objects between the two inventories, provided there is enough free slots in the receiving container. When dragging an object onto a slot already occupied by another&lt;br /&gt;
&lt;br /&gt;
[[w:Special:Whatlinkshere/TBD|w:Special:Whatlinkshere/TBD]]&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=14</id>
		<title>Player Avatar</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Player_Avatar&amp;diff=14"/>
		<updated>2021-05-13T17:49:44Z</updated>

		<summary type="html">&lt;p&gt;Sylias: Die Seite wurde neu angelegt: „The Player Avatar is the body that a player inhabits while playing the game.  == Inventory == Each Player Avatar has 3 inventory slots. Items can be placed…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Player Avatar is the body that a player inhabits while playing the game.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Each Player Avatar has 3 inventory slots. [[Items]] can be placed into one of these slots by using the Interact Key on them, which places them in the next available Inventory Slot (1 through 3). A player cannot interact with these items while they already have an object in each inventory slot. Players may drop items from their inventory at any time ( Key [[TBD]] )&lt;br /&gt;
When interacting with containers that have their own inventory, the player can drag and drop objects between the two inventories, provided there is enough free slots in the receiving container. When dragging an object onto a slot already occupied by another&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Category:Resources&amp;diff=13</id>
		<title>Category:Resources</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Category:Resources&amp;diff=13"/>
		<updated>2021-05-13T17:40:42Z</updated>

		<summary type="html">&lt;p&gt;Sylias: Leere Seite erstellt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=12</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=12"/>
		<updated>2021-05-13T17:37:57Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power''' is the system by which ship components are supplied with electricity to function.&lt;br /&gt;
&lt;br /&gt;
== Generator ==&lt;br /&gt;
The '''Power Generator''' is a key component of the ship. It perpetually produces power so long as it is supplied with sufficient [[Resources:Coolant|Coolant]].&lt;br /&gt;
Players can manually set the power output value of the Generator. The final measurement used is to be determined ( kWh, MJ, etc ) but internally we'll just use a flat integer for now.&lt;br /&gt;
&lt;br /&gt;
Consumption of '''Coolant''' is static below a specific '''Production Threshold'''. This means that, if the threshold is at 600, producing 600 or producing 450 units of power requires the same amount of '''Coolant''' per second.&lt;br /&gt;
Going above this threshold will start increasing the amount of '''Coolant''' required per unit of power produced, becoming less and less efficient the higher the reactor is set.&lt;br /&gt;
The reactor will have a maximum power output beyond which it cannot be set. We do however plan on having different kinds of reactors and upgrades eventually, so this value is not fixed.&lt;br /&gt;
&lt;br /&gt;
The '''Production Threshold''' is also subject to change, and will do so as the reactor accumulates [[Decay]]. This means a reactor set to the threshold output will start requiring more '''Coolant''' per second once decay has reduced the threshold.&lt;br /&gt;
&lt;br /&gt;
The '''Generator''' slowly builds up '''Decay''' as it is running.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
Production can be set between 0 and 4000 units.&lt;br /&gt;
'''Production Threshold''' is at 2000 units.&lt;br /&gt;
Accumulates 1 point of '''Decay Rating''' every 2 seconds.&lt;br /&gt;
Every '''Decay Level''' reduces the '''Production Threshold''' by 150.&lt;br /&gt;
Coolant use is 0.5/s per power unit produced while below or at the '''Production Threshold'''.&lt;br /&gt;
For every power unit above the '''Production Threshold''', increase Coolant/s rate by 0.002%. ( This is a linear increase, we really want a rising increase, but I need to go into the math for that and I don't have the math right now )&lt;br /&gt;
&lt;br /&gt;
== Batteries ==&lt;br /&gt;
The ship comes equipped with a number of Batteries (specific amount TBD and supposed to be modular for the player). Batteries store excess power produced by the Generator.&lt;br /&gt;
If the Generator fails to meet the power demands of the ship, the batteries try to supply the required deficit.&lt;br /&gt;
&lt;br /&gt;
Batteries accumulate Decay as they are discharged, but not while they are charging. For each Decay Level they gain, their max charge capacity is reduced.&lt;br /&gt;
Batteries will automatically discharge their stored power when a shortage occurs, but players can manually disable this behaviour for individual batteries.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
A Battery can store up to 30.000 power units, this is it's '''Charge Capacity'''.&lt;br /&gt;
A Batteries '''Maximum Output''' is 500 units per second. A fully charged battery lasts for 1 minute when outputting it's maximum amount of charge for the full duration.&lt;br /&gt;
Each '''Decay Level''' reduces the batteries '''Charge Capacity''' by 1500.&lt;br /&gt;
The ship has 6 Batteries.&lt;br /&gt;
&lt;br /&gt;
== Junctions ==&lt;br /&gt;
Each ship section has it's own Junction at which power can be regulated. Players can freely set the amount of power the Junction draws from the Generator. Each Junction will attempt to draw the specified amount of power, irregardless of the Generators supply.&lt;br /&gt;
Ship components behind each Junction can only draw the amount of power the Junction dictates.&lt;br /&gt;
If components behind the Junction draw more power than the Junction provides, the component is disabled. Any time this happens, the Junction accumulates Decay.&lt;br /&gt;
&lt;br /&gt;
=== Cables ===&lt;br /&gt;
Each Junctions power throughput is limited by it's Cable component. Cables have a maximum throughput that is safe. A Junction pulling more power than the Cables throughput allows will accumulate Decay on the Cables.&lt;br /&gt;
Each Decay Level on the Cables further reduces their maximum throughput. Fully Decayed Cables stop working, leading to a full power outage in that area of the ship. Later plans include cable fires and other such complications.&lt;br /&gt;
&lt;br /&gt;
== Insufficient Power ==&lt;br /&gt;
If the Junctions of the ship try to draw a combined total of power that exceeds the current production of the Generator, they will attempt to draw from the ships Batteries to make up the difference. If the power demand is still not met, the ship component with the highest current power demand will be shut down automatically. When a component shuts down like this, it decays the associated Junction. This continues until enough components are shut down that the current power output is higher than the remaining demand.&lt;br /&gt;
[[Life Support]] systems are the exception to this, as they are always the last components to be shut down, even if other components draw less power.&lt;br /&gt;
&lt;br /&gt;
== Power Excess ==&lt;br /&gt;
When the Generator produces more power than is currently being drawn by the Junctions, the excess is stored in Batteries. If all available Batteries are fully charged, the excess builds up Decay in the Cable components.&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=11</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=11"/>
		<updated>2021-05-12T21:25:04Z</updated>

		<summary type="html">&lt;p&gt;Sylias: /* Insufficient Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power''' is the system by which ship components are supplied with electricity to function.&lt;br /&gt;
&lt;br /&gt;
== Generator ==&lt;br /&gt;
The '''Power Generator''' is a key component of the ship. It perpetually produces power so long as it is supplied with sufficient [[Resources:Coolant|Coolant]].&lt;br /&gt;
Players can manually set the power output value of the Generator. The final measurement used is to be determined ( kWh, MJ, etc ) but internally we'll just use a flat integer for now.&lt;br /&gt;
&lt;br /&gt;
Consumption of '''Coolant''' is static below a specific '''Production Threshold'''. This means that, if the threshold is at 600, producing 600 or producing 450 units of power requires the same amount of '''Coolant''' per second.&lt;br /&gt;
Going above this threshold will start increasing the amount of '''Coolant''' required per unit of power produced, becoming less and less efficient the higher the reactor is set.&lt;br /&gt;
The reactor will have a maximum power output beyond which it cannot be set. We do however plan on having different kinds of reactors and upgrades eventually, so this value is not fixed.&lt;br /&gt;
&lt;br /&gt;
The '''Production Threshold''' is also subject to change, and will do so as the reactor accumulates [[Decay]]. This means a reactor set to the threshold output will start requiring more '''Coolant''' per second once decay has reduced the threshold.&lt;br /&gt;
&lt;br /&gt;
The '''Generator''' slowly builds up '''Decay''' as it is running.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
Production can be set between 0 and 4000 units.&lt;br /&gt;
'''Production Threshold''' is at 2000 units.&lt;br /&gt;
Accumulates 1 point of '''Decay Rating''' every 2 seconds.&lt;br /&gt;
Every '''Decay Level''' reduces the '''Production Threshold''' by 150.&lt;br /&gt;
Coolant use is 0.5/s per power unit produced while below or at the '''Production Threshold'''.&lt;br /&gt;
For every power unit above the '''Production Threshold''', increase Coolant/s rate by 0.002%. ( This is a linear increase, we really want a rising increase, but I need to go into the math for that and I don't have the math right now )&lt;br /&gt;
&lt;br /&gt;
== Batteries ==&lt;br /&gt;
The ship comes equipped with a number of Batteries (specific amount TBD and supposed to be modular for the player). Batteries store excess power produced by the Generator.&lt;br /&gt;
If the Generator fails to meet the power demands of the ship, the batteries try to supply the required deficit.&lt;br /&gt;
&lt;br /&gt;
Batteries accumulate Decay as they are discharged, but not while they are charging. For each Decay Level they gain, their max charge capacity is reduced.&lt;br /&gt;
Batteries will automatically discharge their stored power when a shortage occurs, but players can manually disable this behaviour for individual batteries.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
A Battery can store up to 30.000 power units, this is it's '''Charge Capacity'''.&lt;br /&gt;
A Batteries '''Maximum Output''' is 500 units per second. A fully charged battery lasts for 1 minute when outputting it's maximum amount of charge for the full duration.&lt;br /&gt;
Each '''Decay Level''' reduces the batteries '''Charge Capacity''' by 1500.&lt;br /&gt;
The ship has 6 Batteries.&lt;br /&gt;
&lt;br /&gt;
== Junctions ==&lt;br /&gt;
Each ship section has it's own Junction at which power can be regulated. Players can freely set the amount of power the Junction draws from the Generator. Each Junction will attempt to draw the specified amount of power, irregardless of the Generators supply.&lt;br /&gt;
Ship components behind each Junction can only draw the amount of power the Junction dictates.&lt;br /&gt;
If components behind the Junction draw more power than the Junction provides, the component is disabled. Any time this happens, the Junction accumulates Decay.&lt;br /&gt;
&lt;br /&gt;
=== Cables ===&lt;br /&gt;
Each Junctions power throughput is limited by it's Cable component. Cables have a maximum throughput that is safe. A Junction pulling more power than the Cables throughput allows will accumulate Decay on the Cables.&lt;br /&gt;
Each Decay Level on the Cables further reduces their maximum throughput. Fully Decayed Cables stop working, leading to a full power outage in that area of the ship. Later plans include cable fires and other such complications.&lt;br /&gt;
&lt;br /&gt;
== Insufficient Power ==&lt;br /&gt;
If the Junctions of the ship try to draw a combined total of power that exceeds the current production of the Generator, they will attempt to draw from the ships Batteries to make up the difference. If the power demand is still not met, the ship component with the highest current power demand will be shut down automatically. When a component shuts down like this, it decays the associated Junction. This continues until enough components are shut down that the current power output is higher than the remaining demand.&lt;br /&gt;
[[Life Support]] systems are the exception to this, as they are always the last components to be shut down, even if other components draw less power.&lt;br /&gt;
&lt;br /&gt;
== Power Excess ==&lt;br /&gt;
When the Generator produces more power than is currently being drawn by the Junctions, the excess is stored in Batteries. If all available Batteries are fully charged, the excess builds up Decay in the Cable components.&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=10</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=10"/>
		<updated>2021-05-12T21:24:33Z</updated>

		<summary type="html">&lt;p&gt;Sylias: /* Junctions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power''' is the system by which ship components are supplied with electricity to function.&lt;br /&gt;
&lt;br /&gt;
== Generator ==&lt;br /&gt;
The '''Power Generator''' is a key component of the ship. It perpetually produces power so long as it is supplied with sufficient [[Resources:Coolant|Coolant]].&lt;br /&gt;
Players can manually set the power output value of the Generator. The final measurement used is to be determined ( kWh, MJ, etc ) but internally we'll just use a flat integer for now.&lt;br /&gt;
&lt;br /&gt;
Consumption of '''Coolant''' is static below a specific '''Production Threshold'''. This means that, if the threshold is at 600, producing 600 or producing 450 units of power requires the same amount of '''Coolant''' per second.&lt;br /&gt;
Going above this threshold will start increasing the amount of '''Coolant''' required per unit of power produced, becoming less and less efficient the higher the reactor is set.&lt;br /&gt;
The reactor will have a maximum power output beyond which it cannot be set. We do however plan on having different kinds of reactors and upgrades eventually, so this value is not fixed.&lt;br /&gt;
&lt;br /&gt;
The '''Production Threshold''' is also subject to change, and will do so as the reactor accumulates [[Decay]]. This means a reactor set to the threshold output will start requiring more '''Coolant''' per second once decay has reduced the threshold.&lt;br /&gt;
&lt;br /&gt;
The '''Generator''' slowly builds up '''Decay''' as it is running.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
Production can be set between 0 and 4000 units.&lt;br /&gt;
'''Production Threshold''' is at 2000 units.&lt;br /&gt;
Accumulates 1 point of '''Decay Rating''' every 2 seconds.&lt;br /&gt;
Every '''Decay Level''' reduces the '''Production Threshold''' by 150.&lt;br /&gt;
Coolant use is 0.5/s per power unit produced while below or at the '''Production Threshold'''.&lt;br /&gt;
For every power unit above the '''Production Threshold''', increase Coolant/s rate by 0.002%. ( This is a linear increase, we really want a rising increase, but I need to go into the math for that and I don't have the math right now )&lt;br /&gt;
&lt;br /&gt;
== Batteries ==&lt;br /&gt;
The ship comes equipped with a number of Batteries (specific amount TBD and supposed to be modular for the player). Batteries store excess power produced by the Generator.&lt;br /&gt;
If the Generator fails to meet the power demands of the ship, the batteries try to supply the required deficit.&lt;br /&gt;
&lt;br /&gt;
Batteries accumulate Decay as they are discharged, but not while they are charging. For each Decay Level they gain, their max charge capacity is reduced.&lt;br /&gt;
Batteries will automatically discharge their stored power when a shortage occurs, but players can manually disable this behaviour for individual batteries.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
A Battery can store up to 30.000 power units, this is it's '''Charge Capacity'''.&lt;br /&gt;
A Batteries '''Maximum Output''' is 500 units per second. A fully charged battery lasts for 1 minute when outputting it's maximum amount of charge for the full duration.&lt;br /&gt;
Each '''Decay Level''' reduces the batteries '''Charge Capacity''' by 1500.&lt;br /&gt;
The ship has 6 Batteries.&lt;br /&gt;
&lt;br /&gt;
== Junctions ==&lt;br /&gt;
Each ship section has it's own Junction at which power can be regulated. Players can freely set the amount of power the Junction draws from the Generator. Each Junction will attempt to draw the specified amount of power, irregardless of the Generators supply.&lt;br /&gt;
Ship components behind each Junction can only draw the amount of power the Junction dictates.&lt;br /&gt;
If components behind the Junction draw more power than the Junction provides, the component is disabled. Any time this happens, the Junction accumulates Decay.&lt;br /&gt;
&lt;br /&gt;
=== Cables ===&lt;br /&gt;
Each Junctions power throughput is limited by it's Cable component. Cables have a maximum throughput that is safe. A Junction pulling more power than the Cables throughput allows will accumulate Decay on the Cables.&lt;br /&gt;
Each Decay Level on the Cables further reduces their maximum throughput. Fully Decayed Cables stop working, leading to a full power outage in that area of the ship. Later plans include cable fires and other such complications.&lt;br /&gt;
&lt;br /&gt;
== Insufficient Power ==&lt;br /&gt;
If the Junctions of the ship try to draw a combined total of power that exceeds the current production of the Generator, they will attempt to draw from the ships Batteries to make up the difference. If the power demand is still not met, the ship component with the highest current power demand will be shut down automatically. This continues until enough components are shut down that the current power output is higher than the remaining demand.&lt;br /&gt;
[[Life Support]] systems are the exception to this, as they are always the last components to be shut down, even if other components draw less power.&lt;br /&gt;
&lt;br /&gt;
== Power Excess ==&lt;br /&gt;
When the Generator produces more power than is currently being drawn by the Junctions, the excess is stored in Batteries. If all available Batteries are fully charged, the excess builds up Decay in the Cable components.&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=9</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Power&amp;diff=9"/>
		<updated>2021-05-12T16:17:56Z</updated>

		<summary type="html">&lt;p&gt;Sylias: Die Seite wurde neu angelegt: „'''Power''' is the system by which ship components are supplied with electricity to function.  == Generator == The '''Power Generator''' is a key component of…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power''' is the system by which ship components are supplied with electricity to function.&lt;br /&gt;
&lt;br /&gt;
== Generator ==&lt;br /&gt;
The '''Power Generator''' is a key component of the ship. It perpetually produces power so long as it is supplied with sufficient [[Resources:Coolant|Coolant]].&lt;br /&gt;
Players can manually set the power output value of the Generator. The final measurement used is to be determined ( kWh, MJ, etc ) but internally we'll just use a flat integer for now.&lt;br /&gt;
&lt;br /&gt;
Consumption of '''Coolant''' is static below a specific '''Production Threshold'''. This means that, if the threshold is at 600, producing 600 or producing 450 units of power requires the same amount of '''Coolant''' per second.&lt;br /&gt;
Going above this threshold will start increasing the amount of '''Coolant''' required per unit of power produced, becoming less and less efficient the higher the reactor is set.&lt;br /&gt;
The reactor will have a maximum power output beyond which it cannot be set. We do however plan on having different kinds of reactors and upgrades eventually, so this value is not fixed.&lt;br /&gt;
&lt;br /&gt;
The '''Production Threshold''' is also subject to change, and will do so as the reactor accumulates [[Decay]]. This means a reactor set to the threshold output will start requiring more '''Coolant''' per second once decay has reduced the threshold.&lt;br /&gt;
&lt;br /&gt;
The '''Generator''' slowly builds up '''Decay''' as it is running.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
Production can be set between 0 and 4000 units.&lt;br /&gt;
'''Production Threshold''' is at 2000 units.&lt;br /&gt;
Accumulates 1 point of '''Decay Rating''' every 2 seconds.&lt;br /&gt;
Every '''Decay Level''' reduces the '''Production Threshold''' by 150.&lt;br /&gt;
Coolant use is 0.5/s per power unit produced while below or at the '''Production Threshold'''.&lt;br /&gt;
For every power unit above the '''Production Threshold''', increase Coolant/s rate by 0.002%. ( This is a linear increase, we really want a rising increase, but I need to go into the math for that and I don't have the math right now )&lt;br /&gt;
&lt;br /&gt;
== Batteries ==&lt;br /&gt;
The ship comes equipped with a number of Batteries (specific amount TBD and supposed to be modular for the player). Batteries store excess power produced by the Generator.&lt;br /&gt;
If the Generator fails to meet the power demands of the ship, the batteries try to supply the required deficit.&lt;br /&gt;
&lt;br /&gt;
Batteries accumulate Decay as they are discharged, but not while they are charging. For each Decay Level they gain, their max charge capacity is reduced.&lt;br /&gt;
Batteries will automatically discharge their stored power when a shortage occurs, but players can manually disable this behaviour for individual batteries.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Test Values ===&lt;br /&gt;
A Battery can store up to 30.000 power units, this is it's '''Charge Capacity'''.&lt;br /&gt;
A Batteries '''Maximum Output''' is 500 units per second. A fully charged battery lasts for 1 minute when outputting it's maximum amount of charge for the full duration.&lt;br /&gt;
Each '''Decay Level''' reduces the batteries '''Charge Capacity''' by 1500.&lt;br /&gt;
The ship has 6 Batteries.&lt;br /&gt;
&lt;br /&gt;
== Junctions ==&lt;br /&gt;
Each ship section has it's own Junction at which power can be regulated. Players can freely set the amount of power the Junction draws from the Generator. Each Junction will attempt to draw the specified amount of power, irregardless of the Generators supply.&lt;br /&gt;
Ship components behind each Junction can only draw the amount of power the Junction dictates.&lt;br /&gt;
&lt;br /&gt;
=== Cables ===&lt;br /&gt;
Each Junctions power throughput is limited by it's Cable component. Cables have a maximum throughput that is safe. A Junction pulling more power than the Cables throughput allows will accumulate Decay on the Cables.&lt;br /&gt;
Each Decay Level on the Cables further reduces their maximum throughput. Fully Decayed Cables stop working, leading to a full power outage in that area of the ship. Later plans include cable fires and other such complications.&lt;br /&gt;
&lt;br /&gt;
== Insufficient Power ==&lt;br /&gt;
If the Junctions of the ship try to draw a combined total of power that exceeds the current production of the Generator, they will attempt to draw from the ships Batteries to make up the difference. If the power demand is still not met, the ship component with the highest current power demand will be shut down automatically. This continues until enough components are shut down that the current power output is higher than the remaining demand.&lt;br /&gt;
[[Life Support]] systems are the exception to this, as they are always the last components to be shut down, even if other components draw less power.&lt;br /&gt;
&lt;br /&gt;
== Power Excess ==&lt;br /&gt;
When the Generator produces more power than is currently being drawn by the Junctions, the excess is stored in Batteries. If all available Batteries are fully charged, the excess builds up Decay in the Cable components.&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=8</id>
		<title>Decay</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=8"/>
		<updated>2021-05-12T15:31:14Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Decay''' is the system by which ship components break down over time. Decay has to be counteracted with [[Repair|Repairs]].&lt;br /&gt;
&lt;br /&gt;
=== Global Functionality ===&lt;br /&gt;
Every component that can decay has a '''Decay Rating''' that goes from 0 to 1000. As components decay with use, this rating increases. The rate at which this happens is determined by the individual component.&lt;br /&gt;
&lt;br /&gt;
==== Thresholds ====&lt;br /&gt;
When repairing a component, the '''Decay Threshold''' is important to determine cost and speed of repairs.&lt;br /&gt;
A full repair action will reduce the '''Decay Rating''' of a component back to 0, restoring it to pristine condition.&lt;br /&gt;
A partial repair however will only reduce the '''Decay Rating''' back to the nearest Threshold.&lt;br /&gt;
Thresholds are set at 200, 400, 600 and 800 '''Decay Rating'''. So a component with a '''Decay Rating''' of 245 will be repaired only back to 200 with a partial repair.&lt;br /&gt;
&lt;br /&gt;
==== Decay Level ====&lt;br /&gt;
Thresholds are used to set a '''Decay Level''' for any given component. The level is equal to the current amount of thresholds passed.&lt;br /&gt;
A component at 236 '''Decay Rating''' is considered at '''Decay Level 1'''. At 82 '''Decay Rating''' it is at '''Decay Level 0''' and 844 is '''Decay Level 4''' and so forth.&lt;br /&gt;
&lt;br /&gt;
Decay Levels are a simplified way of representing the amount of decay that has accumulated on the component and are mainly used to quickly display information to the player and make things more readable.&lt;br /&gt;
&lt;br /&gt;
=== Individual Components ===&lt;br /&gt;
Each component has a different reaction to decay and accumulated '''Decay Rating'''. Before the first threshold is reached, the component functions normally. Each threshold crossed will diminish the functionality of the component in some way. A component that has reached a '''Decay Rating''' of 1000 stops functioning entirely. Final values are to be determined by playtesting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Decay Effects Overview&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Type of Use !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Prolonged Use || Fuel Efficiency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Stop and Go Flight || Max Thrust is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Regular Use || TBD&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Front Scanner || Power Consumption increases&lt;br /&gt;
|-&lt;br /&gt;
| Drone Drill Head || Minding Asteroid Resources || Mining Frequency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Power Generator || Regular Use || Minimum production reduced&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=7</id>
		<title>Decay</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=7"/>
		<updated>2021-05-12T15:29:56Z</updated>

		<summary type="html">&lt;p&gt;Sylias: Die Seite wurde neu angelegt: „'''Decay''' is the system by which ship components break down over time. Decay has to be counteracted with Repairs.  === Global Functionality === Ev…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Decay''' is the system by which ship components break down over time. Decay has to be counteracted with [[Repair|Repairs]].&lt;br /&gt;
&lt;br /&gt;
=== Global Functionality ===&lt;br /&gt;
Every component that can decay has a '''Decay Rating''' that goes from 0 to 1000. As components decay with use, this rating increases. The rate at which this happens is determined by the individual component.&lt;br /&gt;
&lt;br /&gt;
==== Thresholds ====&lt;br /&gt;
When repairing a component, the '''Decay Threshold''' is important to determine cost and speed of repairs.&lt;br /&gt;
A full repair action will reduce the '''Decay Rating''' of a component back to 0, restoring it to pristine condition.&lt;br /&gt;
A partial repair however will only reduce the '''Decay Rating''' back to the nearest Threshold.&lt;br /&gt;
Thresholds are set at 200, 400, 600 and 800 '''Decay Rating'''. So a component with a '''Decay Rating''' of 245 will be repaired only back to 200 with a partial repair.&lt;br /&gt;
&lt;br /&gt;
==== Decay Level ====&lt;br /&gt;
Thresholds are used to set a '''Decay Level''' for any given component. The level is equal to the current amount of thresholds passed.&lt;br /&gt;
A component at 236 '''Decay Rating''' is considered at '''Decay Level 1'''. At 82 '''Decay Rating''' it is at '''Decay Level 0''' and 844 is '''Decay Level 4''' and so forth.&lt;br /&gt;
&lt;br /&gt;
Decay Levels are a simplified way of representing the amount of decay that has accumulated on the component and are mainly used to quickly display information to the player and make things more readable.&lt;br /&gt;
&lt;br /&gt;
=== Individual Components ===&lt;br /&gt;
Each component has a different reaction to decay and accumulated '''Decay Rating'''. Before the first threshold is reached, the component functions normally. Each threshold crossed will diminish the functionality of the component in some way. A component that has reached a '''Decay Rating''' of 1000 stops functioning entirely. Final values are to be determined by playtesting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Text der Überschrift&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Type of Use !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Prolonged Use || Fuel Efficiency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Stop and Go Flight || Max Thrust is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Regular Use || TBD&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Front Scanner || Power Consumption increases&lt;br /&gt;
|-&lt;br /&gt;
| Drone Drill Head || Minding Asteroid Resources || Mining Frequency is reduced&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=6</id>
		<title>Core Loop</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=6"/>
		<updated>2021-05-11T21:08:07Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The core gameplay loop is the task of keeping the ship running by working together as a team.&lt;br /&gt;
&lt;br /&gt;
The ship itself constantly consumes resources and suffers [[Decay]] of core functions. Players need to gather resources to keep the ship going and repair decaying systems.&lt;br /&gt;
To find resources, the players need to first scan their surrounding area and identify resource clusters that can be mined.&lt;br /&gt;
Once identified the players need to pilot the ship to the resource cluster and deploy a mining drone to gather the resources.&lt;br /&gt;
During all of this, the ship components used to complete these tasks degrade from use and need to be maintained.&lt;br /&gt;
&lt;br /&gt;
This results in a self perpetuating cycle of resource gathering and repair with the ultimate goal to gain a net profit in resources for future use and upgrades.&lt;br /&gt;
The goal is for the simple maintenance and operation of the ship itself to be fun and engaging, without being completely overwhelming to players.&lt;br /&gt;
The balance between having enough to do and having too much to do is one we aim to test and approach in a gameplay prototype that covers the basic gameplay loop.&lt;br /&gt;
Once this is established, additional events, complications and crisis can be layered into the game.&lt;br /&gt;
&lt;br /&gt;
The roles players fulfil are separated into roughly 4 areas. Each player will be able to perform any of these areas tasks, but we plan on specialisations and job specific skills to be implemented as development continues.&lt;br /&gt;
&lt;br /&gt;
=== [[Piloting]] ===&lt;br /&gt;
Pilots need to maneuver the ship through open space. The ship is always in motion and cannot be simply parked somewhere. The pilot is able to stop the ships momentum to a very slow crawl, but never outright stop it's movement altogether.&lt;br /&gt;
Adjusting speed and direction uses the ships [[Thrusters]], decaying them over time. The decay rate is based on how the ship is operated, with elegant flying being the most efficient.&lt;br /&gt;
Pilots primarily interact with the [[Fuel]] resource, as they control how much of it is used per second to operate the ship.&lt;br /&gt;
Pilots may additionally be required to adjust the ships orientation to enable certain scanning maneuvers or mining drone deployment.&lt;br /&gt;
&lt;br /&gt;
=== [[Scanning]] ===&lt;br /&gt;
Scanning is the act of searching the space around the ship for objects. Identifying resource clusters and potential dangers to enable the crew to make plans and plot a course.&lt;br /&gt;
Scanners interact with the ships 3D map. From there they send pulses out to identify objects in an area or get a closer inspection of individual objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Resources]] ===&lt;br /&gt;
Gathering resources consists of configuring and sending out mining drones, followed by processing and refining of the collected resources to make them usable by the ship.&lt;br /&gt;
Drones are modular, consisting of an engine, a function slot (drill head) and inventory slots. They are remote controlled and consume fuel to fly.&lt;br /&gt;
The drill head is used to mine asteroids and deposit resulting resources into the drones inventory.&lt;br /&gt;
&lt;br /&gt;
=== [[Maintenance]] ===&lt;br /&gt;
All useable components of the ship decay and need to be maintained&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core Loop Overview&lt;br /&gt;
The core gameplay loop is the task of keeping the ship running. The ship itself constantly consumes resources and suffers decay of core functions that need to be maintained. In order for maintenance to be possible, resources need to be acquired via mining and refining of resource clusters found in space. To find these resources, players must scan the surrounding area to guide the pilot to where resources can be found.&lt;br /&gt;
Maneuvering the ship, scanning for resources and deployment of resource gathering drones also requires resources to be spend and all these parts decay with use, necessitating maintenance to keep them functional. &lt;br /&gt;
As a result, the gameplay loop is a careful balance of spending and acquiring resources and making decisions over which operation to prioritize to ensure long term success while dealing with short term resource shortages.&lt;br /&gt;
Piloting&lt;br /&gt;
Scanning&lt;br /&gt;
Mining / Refining&lt;br /&gt;
Refinery – Infinite Power dump&lt;br /&gt;
Maintenance&lt;br /&gt;
Game Setup&lt;br /&gt;
Slider Setup for resource amount, ship decay and area scanned&lt;br /&gt;
Resources&lt;br /&gt;
Types&lt;br /&gt;
Fuel / Super Fuel&lt;br /&gt;
Thrusters&lt;br /&gt;
Thruster decay when used. &lt;br /&gt;
Short bursts cause injector damage, reducing maximum fuel use&lt;br /&gt;
Long use of thrusters damage the burn chamber, reducing fuel efficiency&lt;br /&gt;
Drones&lt;br /&gt;
Drones have one engine, one head and three cargo slots that can be customized.&lt;br /&gt;
A drone needs at least one fuel tank in it’s cargo to operate properly.&lt;br /&gt;
Thruster decay same as ship thrusters&lt;br /&gt;
Mining head&lt;br /&gt;
Decays as mining is performed. Decay rate is based on asteroid composition / resistance.&lt;br /&gt;
As mining heads decay, the time in between resource ticks goes up.&lt;br /&gt;
Personal Backup Generator&lt;br /&gt;
Coolant / Super Coolant&lt;br /&gt;
&lt;br /&gt;
Metal / Super Metal&lt;br /&gt;
Power&lt;br /&gt;
Power generator runs constantly, requiring coolant to produce power.&lt;br /&gt;
Players set the reactor to a specified output level. &lt;br /&gt;
Power below a certain threshold requires the same coolant per second rate to keep the generator running. Going higher increases the coolant consumption rate exponentially, making it inefficient.&lt;br /&gt;
The reactor decays over time, reducing the threshold at which more coolant is needed with each level of decay. &lt;br /&gt;
Junctions regulate power to specific areas. The players set a specific value on the junction, this value is the power deducted from the generator at that junction. Junctions have cable strength that dictates how much power can go through safely, they decay when more power goes through.&lt;br /&gt;
If a component tries to draw more power than the junction allows, that component is disabled and goes offline, this decays the junction.&lt;br /&gt;
If the power demand of junctions exceeds the reactor output, batteries are drained to make up the difference, this decays the batteries.&lt;br /&gt;
If there is not enough power, even after drawing from batteries, the highest draining component is disabled, again decaying the junctions. This goes on until power output exceeds power demand.&lt;br /&gt;
Life support is a special case that will only be disabled once everything else has been disabled.&lt;br /&gt;
Batteries – Store excess power, decays when drawn upon, can be filled up. If filled completely, cables decay. Decay causes storage to reduced. Power discharge is automatic but can be disabled.&lt;br /&gt;
Decay&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=5</id>
		<title>Core Loop</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=5"/>
		<updated>2021-05-11T21:07:48Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The core gameplay loop is the task of keeping the ship running by working together as a team.&lt;br /&gt;
&lt;br /&gt;
The ship itself constantly consumes resources and suffers [[Decay]] of core functions. Players need to gather resources to keep the ship going and repair decaying systems.&lt;br /&gt;
To find resources, the players need to first scan their surrounding area and identify resource clusters that can be mined.&lt;br /&gt;
Once identified the players need to pilot the ship to the resource cluster and deploy a mining drone to gather the resources.&lt;br /&gt;
During all of this, the ship components used to complete these tasks degrade from use and need to be maintained.&lt;br /&gt;
&lt;br /&gt;
This results in a self perpetuating cycle of resource gathering and repair with the ultimate goal to gain a net profit in resources for future use and upgrades.&lt;br /&gt;
The goal is for the simple maintenance and operation of the ship itself to be fun and engaging, without being completely overwhelming to players.&lt;br /&gt;
The balance between having enough to do and having too much to do is one we aim to test and approach in a gameplay prototype that covers the basic gameplay loop.&lt;br /&gt;
Once this is established, additional events, complications and crisis can be layered into the game.&lt;br /&gt;
&lt;br /&gt;
The roles players fulfil are separated into roughly 4 areas. Each player will be able to perform any of these areas tasks, but we plan on specialisations and job specific skills to be implemented as development continues.&lt;br /&gt;
&lt;br /&gt;
=== [[Piloting]] ===&lt;br /&gt;
Pilots need to maneuver the ship through open space. The ship is always in motion and cannot be simply parked somewhere. The pilot is able to stop the ships momentum to a very slow crawl, but never outright stop it's movement altogether.&lt;br /&gt;
Adjusting speed and direction uses the ships [[Thrusters]], decaying them over time. The decay rate is based on how the ship is operated, with elegant flying being the most efficient.&lt;br /&gt;
Pilots primarily interact with the [[Fuel]] resource, as they control how much of it is used per second to operate the ship.&lt;br /&gt;
Pilots may additionally be required to adjust the ships orientation to enable certain scanning maneuvers or mining drone deployment.&lt;br /&gt;
&lt;br /&gt;
=== [[Scanning]] ===&lt;br /&gt;
Scanning is the act of searching the space around the ship for objects. Identifying resource clusters and potential dangers to enable the crew to make plans and plot a course.&lt;br /&gt;
Scanners interact with the ships 3D map. From there they send pulses out to identify objects in an area or get a closer inspection of individual objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Resources]] ===&lt;br /&gt;
Gathering resources consists of configuring and sending out mining drones, followed by processing and refining of the collected resources to make them usable by the ship.&lt;br /&gt;
Drones are modular, consisting of an engine, a function slot (drill head) and inventory slots. They are remote controlled and consume fuel to fly.&lt;br /&gt;
The drill head is used to mine asteroids and deposit resulting resources into the drones inventory.&lt;br /&gt;
&lt;br /&gt;
=== [[Maintenance]] ===&lt;br /&gt;
All useable components of the ship decay and need to be maintained&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=4</id>
		<title>Core Loop</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=4"/>
		<updated>2021-05-11T20:43:49Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The core gameplay loop is the task of keeping the ship running by working together as a team.&lt;br /&gt;
&lt;br /&gt;
The ship itself constantly consumes resources and suffers [[Decay]] of core functions. Players need to gather resources to keep the ship going and repair decaying systems.&lt;br /&gt;
To find resources, the players need to first scan their surrounding area and identify resource clusters that can be mined.&lt;br /&gt;
Once identified the players need to pilot the ship to the resource cluster and deploy a mining drone to gather the resources.&lt;br /&gt;
During all of this, the ship components used to complete these tasks degrade from use and need to be maintained.&lt;br /&gt;
&lt;br /&gt;
This results in a self perpetuating cycle of resource gathering and repair with the ultimate goal to gain a net profit in resources for future use and upgrades.&lt;br /&gt;
The goal is for the simple maintenance and operation of the ship itself to be fun and engaging, without being completely overwhelming to players.&lt;br /&gt;
The balance between having enough to do and having too much to do is one we aim to test and approach in a gameplay prototype that covers the basic gameplay loop.&lt;br /&gt;
Once this is established, additional events, complications and crisis can be layered into the game.&lt;br /&gt;
&lt;br /&gt;
The roles players fulfil are separated into roughly 4 areas. Each player will be able to perform any of these areas tasks, but we plan on specialisations and job specific skills to be implemented as development continues.&lt;br /&gt;
&lt;br /&gt;
=== [[Piloting]] ===&lt;br /&gt;
Pilots need to maneuver the ship through open space. The ship is always in motion and cannot be simply parked somewhere. The pilot is able to stop the ships momentum to a very slow crawl, but never outright stop it's movement altogether.&lt;br /&gt;
Adjusting speed and direction uses the ships [[Thrusters]], decaying them over time. The decay rate is based on how the ship is operated, with elegant flying being the most efficient.&lt;br /&gt;
Pilots primarily interact with the [[Fuel]] resource, as they control how much of it is used per second to operate the ship.&lt;br /&gt;
Pilots may additionally be required to adjust the ships orientation to enable certain scanning maneuvers or mining drone deployment.&lt;br /&gt;
&lt;br /&gt;
=== [[Scanning]] ===&lt;br /&gt;
Scanning is the act of searching the space around the ship for objects. Identifying resource clusters and potential dangers to enable the crew to make plans and plot a course.&lt;br /&gt;
Scanners interact with the ships 3D map. From there they send pulses out to identify objects in an area or get a closer inspection of individual objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Resources]] ===&lt;br /&gt;
=== [[Maintenance]] ===&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=3</id>
		<title>Core Loop</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=3"/>
		<updated>2021-05-11T20:10:54Z</updated>

		<summary type="html">&lt;p&gt;Sylias: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The core gameplay loop is the task of keeping the ship running by working together as a team.&lt;br /&gt;
&lt;br /&gt;
The ship itself constantly consumes resources and suffers [[Decay]] of core functions. Players need to gather resources to keep the ship going and repair decaying systems.&lt;br /&gt;
To find resources, the players need to first scan their surrounding area and identify resource clusters that can be mined.&lt;br /&gt;
Once identified the players need to pilot the ship to the resource cluster and deploy a mining drone to gather the resources.&lt;br /&gt;
During all of this, the ship components used to complete these tasks degrade from use and need to be maintained.&lt;br /&gt;
&lt;br /&gt;
This results in a self perpetuating cycle of resource gathering and repair with the ultimate goal to gain a net profit in resources for future use and upgrades.&lt;br /&gt;
The goal is for the simple maintenance and operation of the ship itself to be fun and engaging, without being completely overwhelming to players.&lt;br /&gt;
The balance between having enough to do and having too much to do is one we aim to test and approach in a gameplay prototype that covers the basic gameplay loop.&lt;br /&gt;
Once this is established, additional events, complications and crisis can be layered into the game.&lt;br /&gt;
&lt;br /&gt;
The roles players fulfil are separated into roughly 4 areas. Each player will be able to perform any of these areas tasks, but we plan on specialisations and job specific skills to be implemented as development continues.&lt;br /&gt;
&lt;br /&gt;
=== [[Piloting]] ===&lt;br /&gt;
Pilots need to maneuver the ship through open space. The ship is always in motion and cannot be simply parked somewhere. The pilot is able to stop the ships momentum to a very slow crawl, but never outright stop it's movement altogether.&lt;br /&gt;
Adjusting speed and direction uses the ships [[Thrusters]], decaying them over time. The decay rate is based on how the ship is operated, with elegant flying being the most efficient.&lt;br /&gt;
Pilots primarily interact with the [[Fuel]] resource, as they control how much of it is used per second to operate the ship.&lt;br /&gt;
Pilots may additionally be required to adjust the ships orientation to enable certain scanning maneuvers or mining drone deployment.&lt;br /&gt;
&lt;br /&gt;
=== [[Scanning]] ===&lt;br /&gt;
Scanning is the act of searching the space around the ship for objects. Identifying resource clusters and potential dangers to enable the crew to make plans and plot a course.&lt;br /&gt;
&lt;br /&gt;
=== [[Resources]] ===&lt;br /&gt;
=== [[Maintenance]] ===&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=2</id>
		<title>Core Loop</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Core_Loop&amp;diff=2"/>
		<updated>2021-05-11T20:06:37Z</updated>

		<summary type="html">&lt;p&gt;Sylias: Die Seite wurde neu angelegt: „== Overview == The core gameplay loop is the task of keeping the ship running by working together as a team.  The ship itself constantly consumes resources and…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The core gameplay loop is the task of keeping the ship running by working together as a team.&lt;br /&gt;
&lt;br /&gt;
The ship itself constantly consumes resources and suffers [[Decay]] of core functions. Players need to gather resources to keep the ship going and repair decaying systems.&lt;br /&gt;
To find resources, the players need to first scan their surrounding area and identify resource clusters that can be mined.&lt;br /&gt;
Once identified the players need to pilot the ship to the resource cluster and deploy a mining drone to gather the resources.&lt;br /&gt;
During all of this, the ship components used to complete these tasks degrade from use and need to be maintained.&lt;br /&gt;
&lt;br /&gt;
This results in a self perpetuating cycle of resource gathering and repair with the ultimate goal to gain a net profit in resources for future use and upgrades.&lt;br /&gt;
The goal is for the simple maintenance and operation of the ship itself to be fun and engaging, without being completely overwhelming to players.&lt;br /&gt;
The balance between having enough to do and having too much to do is one we aim to test and approach in a gameplay prototype that covers the basic gameplay loop.&lt;br /&gt;
Once this is established, additional events, complications and crisis can be layered into the game.&lt;br /&gt;
&lt;br /&gt;
The roles players fulfil are separated into roughly 4 areas. Each player will be able to perform any of these areas tasks, but we plan on specialisations and job specific skills to be implemented as development continues.&lt;br /&gt;
&lt;br /&gt;
=== [[Piloting]] ===&lt;br /&gt;
Pilots need to maneuver the ship through open space. The ship is always in motion and cannot be simply parked somewhere. The pilot is able to stop the ships momentum to a very slow crawl, but never outright stop it's movement altogether.&lt;br /&gt;
Adjusting speed and direction uses the ships [[Thrusters]], decaying them over time. The decay rate is based on how the ship is operated, with elegant flying being the most efficient.&lt;br /&gt;
Pilots primarily interact with the [[Fuel]] resource, as they control how much of it is used per second to operate the ship.&lt;br /&gt;
Pilots may additionally be required to adjust the ships orientation to enable certain scanning maneuvers or mining drone deployment.&lt;br /&gt;
&lt;br /&gt;
=== [[Scanning]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Resources]] ===&lt;br /&gt;
=== [[Maintenance]] ===&lt;/div&gt;</summary>
		<author><name>Sylias</name></author>
	</entry>
</feed>