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License: Apache License 2.0
The 70s Super Star Trek command line game revived as an HTML 5 app
License: Apache License 2.0
Klingon raiders should also implement a damage model:
The core reactor's energy output reactor should dictate "rounds" instead of a fixed amount of moves. The way to do it:
Some implications are:
It shouldn't be possible to dock with a star base while enemies are present and docking manoeuvrers would overtax the reactor.
Work out a new responsive UI
Crew should be another scalar property which suffers damage from enemy fire. Low values impede the ship's operations. Crew can be replenished at star bases. When shields are low (eg. < 10%), Klingons should beam over from nearby raiders, killing crew.
Raiders should suffer penalties when losing crew due to failed boarding attempts.
When docking at a federation starbase options should be given to:
which require an appropriate number of turns
even with the pwa primed, there is a noticeable flicker when icons are viewed for the first time.
Upon destruction of the last raider the game should terminate with a winning message
srs doesn't colour Klingon quadrants correctly of they have just been explored
Most sectors are boring; make sure sectors have personalities:
Implement changes to starbase:
Figure out whether torpedoes can be fired while shields are up. Player might need to drop shields (how much?) if firing torpedoes.
App menu should include "check for updates". Disable auto update check
Sometimes raiders seem to fly through stars
About & credits screen:
steps: LRS, click on a sector title (e.g. capella) instead of a sector. This will show a blank page with hash #undefined.
Should manual phaser fire weaken when the tactical computer is broken?
Current behavior:
When navigating inside a quadrant it is possible to move over or onto sector which contains already an object (star, starbase, enemy ship).
Expected behavior:
Movement should cease in front of the object obstructing movement in the direction of movement
Implement near range scan that shows overview (enemy raiders / federation starbases / stars) of neighboring quadrants
currently Klingons are placed randomly into a quadrant. the generator should create swarms of defined strength and composition.
#42 reduced base consumption, which leaves enough reactor output to always warp and travel at full speed, even when phasers were fired.
A long range scan should reveal raiders only in quadrants that:
animate explosion on vessel destruction
Ask whether to leave page; unintentional refresh in mobile common cause.
Status should prominently warn when antimatter reaches threshold required to go to nearest starbase
Implement AI for enemy raiders:
Implement damage system for our starship. Damage is caused:
Afflicted damage affects:
Use a TOS colour scheme
Compute a score out of klingons neutralised divided by time.
The local cache competes with regular resource loading, often downloading resources twice (once for the app and once into the cache). This ticket implements a conditional sequence:
the game correctly detects a game over condition when the reactor drops below 20pc but the game doesn't restart after that
During warp travel and navigation (even in battle), minor repairs could take place. These repairs don't reduce score.
When the browser is closed, the current state should be saved. When the web page is opened again, the saved state should be restored.
Focus makes sense only for devices with physical keyboards
star date, score, Klingons in quadrant inactive, explored quadrants
Current behavior: when shooting a raider out of immediate vicinity with low-intensity phasers the raider blows up.
Expected behavior: since low-intensity phasers are 25 energy units and a raider has 100 HP, only light damage should be inflicted
currently the game progress is saved at the beginning of each turn. saving should be offloaded to a timer that checks flags and saves only when the game is idle
LRS should show only quadrants that are reachable with the current reactor budget
A round indicator for rounds (stardays) that have passed and the remaining amount of rounds. The following actions consume rounds:
The status report button currently shows remaining antimatter. It should show a composite "health score", consisting of antimatter reserves, engine health and reactor capacity.
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