Beletgeuse wrote:You could use it to change into yourself and wonder around friendly stations. This would be a good way of introducing lore and atmosphere. You could also do covert missions such as getting needed info on a warlord.
I thought about doing that for a dockable planets mod. I'm not sure if we have the tools to paint a human-scale environment yet. Using stations to hold the environment images (unless we get some huge changes to spaceEnvironments) might be an option if the movement speed was kept below 10.
Your primary weapon could be an "interact" action with some fancy scripting in onFire and the launcher slot an equipped weapon(s).
The ship change ability would make this much more appealing. Eliminating power usage and fuel consumption (or freezing them and not showing it in the hud). Changing armor to a human-scale equivalent. Only 1 plate of armor, shields could remain. Cargo capacity and 'slot' requirements would be altered.
Betelgeuse wrote:What if the AI did ship changing to. You could have pirates that took over other ships.
I was actually doing this tonight!

Actually, nothing very spectacular (changing sov and ordering the ship to gate).
Having one ship inherit the AI settings of another wouldn't be such a bad thing if it were limited to certain ships or an all new class of ships. I would love to see a super-evolved version of the Luminous that would infect any and all non-organic ships that ventured too close to their mainframe.
As for dying, <OnInsuranceClaim> might hold some promise, with the help of some new functions. I was just talking to Digdug about Battlestar Galactica's Cylon Resurrection ship last night too! If the player could amass an armada, presumably with the higher tech of the ancients, cloning could be made available on a ship. Perhaps the player Uploads their consciousness into the ship and you don't truly die until every one of your ships are dead but the player could instantly switch control from one to any other ship in the same system.
alterecco wrote:I would much prefer to have a function that returned a list of the keys set on an object, say: (objGetDataElements obj) -> list of keys
I really like this idea, even before the ship change. It could help in so many situations.