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		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=17134</id>
		<title>FAQ:Feature Requests</title>
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				<updated>2009-09-08T18:33:43Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: Added link to discussion thread&lt;/p&gt;
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----&lt;br /&gt;
This article is an attempt to compile all feature requests for ''Vega Strike'', and give some indication as to their development status. &lt;br /&gt;
This is ''not'' a To-Do list. Rather, it is intended to serve as a place to track feature requests, as well as serve as a source of ideas for the developers.&lt;br /&gt;
&lt;br /&gt;
==Requests &amp;amp; Suggestions==&lt;br /&gt;
&lt;br /&gt;
===About this page===&lt;br /&gt;
&lt;br /&gt;
Fairly regularly, we get a new player who gets the game, downloads it, and sees, &amp;quot;Oh wow, a board to make feature requests, I'll give them all my cool ideas and I'll get to see it in a future version!&amp;quot; However, many cool ideas have already been brought to the attention of the various developers and collaborators of the project, including most of the ideas we see people write down when they show up on the forums and list all their ideas. Indeed, some ideas have been discussed back and forth for months, as people reexamine the code, and borrow (steal) ideas from different inspiration sources. This has significantly to do with the facts of development: It takes a long time to see new versions of non-CVS releases, and even with the rapid development cycle of open source, not everything that is planned has made it into the game yet. - ''V4X3N''&lt;br /&gt;
&lt;br /&gt;
This page tries to synthesize the feature requests and ideas that have been mentioned in the forum (well, most of them anyway). I have split the page in several subsections representing the different aspects of the game to make it easier to read and find your area of interest. Ultimately this is intended as an inspirational repository for the developers. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Status of proposals===&lt;br /&gt;
&lt;br /&gt;
To be able to find out what status an idea or proposal is in, I have added a status marker ([]) to each. These are the meanings of the markers I used:&lt;br /&gt;
&lt;br /&gt;
* [X] This request has been implemented&lt;br /&gt;
* [Y] This request is being implemented in some form&lt;br /&gt;
* [P] This request has or is being partially implemented&lt;br /&gt;
* [W] This request is under constrution&lt;br /&gt;
* [R] This request has been rejected&lt;br /&gt;
* [] This request is pending&lt;br /&gt;
&lt;br /&gt;
===Updating this page===&lt;br /&gt;
&lt;br /&gt;
Feel free to edit this page to add your ideas if they are not listed here; just make sure you follow the general structure of the page so it stays readable. Also try to list discussion threads in chronological order.&lt;br /&gt;
&lt;br /&gt;
==World mechanics==&lt;br /&gt;
&lt;br /&gt;
===Open world...===&lt;br /&gt;
&lt;br /&gt;
====Seamless planetary/atmospheric flight []====&lt;br /&gt;
The obligatory suggestion - be able to fly from space seamlessly to a planet's surface and land.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2161 planetary flight brainstorming, take 2]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6193 Atmospheric and planetary raid missions?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9645 A silly question about the theoretical planetside mode]&lt;br /&gt;
&lt;br /&gt;
====Walkable planets and bases []====&lt;br /&gt;
3D bases and planets that can be traveled in first person, which may include the following:&lt;br /&gt;
*In-base fps-style missions (assasinations, package deliveries, etc.)&lt;br /&gt;
*Planetside RPG-like missions&lt;br /&gt;
*Highly detailed, procedurally generated planets/cities&lt;br /&gt;
&lt;br /&gt;
This is one of the most commonly requested features. The new [[Development:Ogre|OGRE port]] will make this possible, but a lot of additional work will need to be done in order to implement it.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
&lt;br /&gt;
====Blending walkable (or flyable) planet and explorer []====&lt;br /&gt;
Once planets are walkable, you could pretty easily add the explorer function (which is a GREAT idea) by allowing one to purchase different types of scanners (differing in power/range and what they can scan for (radiation/age/foreign tech) for the ship, then scanning as you go around. Maps could be used to guide one to a specific planet, or location, or type of tech there. Maybe scanned areas could be mapped in the Library. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
==== Walkable ship interior []====&lt;br /&gt;
&lt;br /&gt;
In a perfect implementation this might be like this: &lt;br /&gt;
&lt;br /&gt;
You are able to detach from your pilots seat by a hotkey. You suddenly find yourself in a FPS like environment standing next to your pilot seat. Now you can walk around and explore the ship.&lt;br /&gt;
&lt;br /&gt;
Every ship has it's own interior. A small fighter probably has no more than an engineering panel behind the pilots seat, and a small living area with a bunk, small galley and most likely a plumbing unit. An airlock which might be functional if you have landed on a planet? (see &amp;quot;walkable planets and bases&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If the vessel becomes bigger and bigger, there is obviously more and more to explore. Living room for a small crew, sick bay, hallways to different sections like engineering, hangar bays, gun turrets, cryo chambers, prison, elevators to other levels and huge cargo compartments. For bigger ships the pilots seat might be placed at a bridge containing big screens displaying data about the ship and the environment. They could seriously help to make strategic descisions.&lt;br /&gt;
&lt;br /&gt;
It's important that the interior fits to the exterior appearance of the ship, it has to  be believable. This would greatly add to the perception of the size and type of your ship.&lt;br /&gt;
&lt;br /&gt;
You can go to damaged sections and repair them. You could visit captured pilots in the prison and talk to them, they might have important information. You could fight intruders. You could go to your hangar bay and select one of your small vessels for a quick interception while your ship remains where it is. [[User:Pirx|Pirx]] 18:42, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=15012 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
====Multiple bases per planet []====&lt;br /&gt;
Each planet has multiple locations where you can dock/trade.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13209 one planet, many bases]&lt;br /&gt;
&lt;br /&gt;
===Ship traffic...===&lt;br /&gt;
&lt;br /&gt;
====Crowded docking stations []====&lt;br /&gt;
We've got all of these ships flying around in a bustling, living galaxy. When you go to dock at a small base, you can see it has 3-4 docking points. Put these two together, and you see that there should be a parking problem, at times. So why not have the base send the player back a message like, 'sorry, we're full. please enter holding pattern zeta while we clear things up. - ''CoffeeBot''&lt;br /&gt;
&lt;br /&gt;
I think, bases would claim the monopoly of force inside their weapon range. So any unauthorized fight in this area would be stopped through the base quickly. The base would first transmit a message like 'This territory is controlled by &amp;lt;basename&amp;gt;, please stop fighting and disable your weapons while staying.' If the ships continue their fight, the base would give a warning like: 'STOP fighting NOW or we will shoot you down' If the opponents still continue their fight, the base would shoot them down, launch it's fighters or place a bounty on the ships. - ''caotic''&lt;br /&gt;
&lt;br /&gt;
I would like to see parking lots or piers and jetties. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Visible docked ships []====&lt;br /&gt;
I think it'd be nice if you could see capital ships that are docked to the base. - ''cshank4''&lt;br /&gt;
&lt;br /&gt;
====Restrictions on transporting ships []====&lt;br /&gt;
Transporting player-owned ships from base to base should take time and cost money.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10814 Additional restriction on ship switching]&lt;br /&gt;
&lt;br /&gt;
===Additional playroles...===&lt;br /&gt;
(a.k.a. vocations and mission types)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10340 False ID's, bribes and other illegal stuff]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10499 Ideas for further minor missions]&lt;br /&gt;
&lt;br /&gt;
====Explorer/Archeologist []====&lt;br /&gt;
I think it would be easy to add a third &amp;quot;role&amp;quot; in Vegastrike, besides 'trader' and 'hunter': 'Explorer'. If you specialize your ship and equipment for exploration, you'd probably be interested in &amp;quot;treasure maps&amp;quot; with full awareness of their NOT being treasure maps, but because of their potential for good finds in terms of habitable planets and resource-rich asteroids. - ''chuck_starchaser''&lt;br /&gt;
:This would require that at least some of the systems are left unexplored. Currently, I think all systems in VS have some level of faction presence. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11068&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=45 Super-features of future releases]&lt;br /&gt;
&lt;br /&gt;
====Reporter []====&lt;br /&gt;
There should be GNN missions, to, say, take pictures of a battle or a fleet or some millionaire, or famous privateer in action, whatever. Started as a joke about Papparazzi. Also, if you happen to see some unusual fight, say confeds and insys fighting each other due to some friendly fire escalation, you could snap pictures of it and then bargain with a GNN representative over how much they are worth...&lt;br /&gt;
&lt;br /&gt;
I don't know whether he's planning to do something about it or not, or whether he's forgotten about it. The possibilities are multiplicative there: You could get a reputation faster, or avoid a reputation; you could have a fight with a fleet of a faction and avoid the impact of it on your standing with that faction as long as you a) destroy all the ships, b) kill all the ejected pilots, and c) make sure there was no gnn snapping pictures around. If you know someone is a double agent, and you have pictures to prove it, you can blackmail him.&lt;br /&gt;
&lt;br /&gt;
If you get too much of a reputation, you might get paparazzi following you around; but not too many factions hate them, so if you kill them it may get you in trouble. You'd wind up trying to predict and affect the presence or absence of news media depending on the mission you're doing; and in the overall, trying to avoid excessive notoriety. One strategy would be to become, oneself, a reliable gnn contributor, so as to make it a redundant option for them to send reporters to wherever you're going... - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
====Tour guide or passenger liner []====&lt;br /&gt;
Ferry tourists between scenic locations. Tours begin and end at the same location.  &lt;br /&gt;
* Passengers and passenger space could be a special kind of cargo (it requires extra life support).  &lt;br /&gt;
* Negotiate escorts to risky systems.  Advertise traveling to try and get more passengers, and buy commercial time.  Schedule flights in other systems ahead of you, or cancel them.&lt;br /&gt;
&lt;br /&gt;
====Station operator []====&lt;br /&gt;
Operate a station efficiently to increase trade throughput/production, and fend off pirates.   Run an efficient shipyard, competitively buy/sell/repair/build ships using raw materials or supplies.  Screen refugees for spies (requires buying citizen databases from merchant ships).  Refuse docking clearance for jerks and scum.  Prevent or foster trading of contraband and slaves while keeping the authorities happy.  Upgrade number of dock points, defenses, power, cloaking of contraband, mining drills, etc.  Set/Collect tariffs, fees and taxes, route or cover up news (or propaganda).  Set up escorts for people.  Sell employees and citizens enough food and supplies to be entertained and healthy but don't drive them out by charging too much.  Request supplies from merchants via news bulletins.  Choose which supplies to accept/reject, and rates for selling them (compete with other stations in and out system).  Scout for new jump points and set up jump fees.  Take bounties, try to catch pirates docking here but avoid pissing off their factions since you are a stationary target.  Attempt to contract patrols to explore or protect the system (thus encouraging merchants to come), while keeping your overlords appeased about how much you're spending and how you're spending it.   Secretly subcontract privateers and pirates (become a covert pirate base while maintaining a cover as a mining or medical base).  Safely perform evacuations before any overwhelming forces arrive.  Put down any uprisings from citizens.   Add modules onto the base to increase capacity for all the business you're drawing in, but organize the construction for optimal defense.  Specialize in a specific type of resource production using raw materials.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====Bounty hunter []====&lt;br /&gt;
Eliminate named individuals for a bounty.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11486 Bounty Hunting]&lt;br /&gt;
&lt;br /&gt;
====Treasure hunter []====&lt;br /&gt;
Be able to buy treasure maps from guys in bars (pirates! anyone?), which would mark special spots on your starcharts where a shipwreck could be or a special kind of anomaly or whatever. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
At pirate bases one should be able to buy treasure maps, but that they'd be ancient documents written on PAPER! and using alphanumeric star designations from way back in the third millenium. So you have to figure out what's what. But the thing is, any such piece of paper from back in the 3rd millenium is automatically assumed to mean &amp;quot;treasure&amp;quot;, but more often than not, the papers are about anything but &amp;quot;treasures&amp;quot;, but rather about curious planets or moons, or, occasionally, about potential spots for inducing the formation of jump-points, or about the presence of archeological finds, or resources. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
====Unattended mining operations []====&lt;br /&gt;
Set up an unattended mining operations on asteroids. This requires the purchase of a mining droid that drills through the asteroid and deposits unprocessed ore in a repository that you can dock to with your ship. I envision this droid to look soething like a modern-day oil rig. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2155 Digging on Asteroids]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6160 Mining?]&lt;br /&gt;
&lt;br /&gt;
===Inflight events...===&lt;br /&gt;
* [] Having distress calls. - ''chuck_starchaser''&lt;br /&gt;
* [] Ability to communicate with other ships to ask for help or to offer them pay for escorting you or being your wing for a mission. - ''chuck_starchaser''&lt;br /&gt;
* [] NPC's that approach you in space to ask for help or to offer you money for a quick job. - ''chuck_starchaser''&lt;br /&gt;
* [] Things that break sometimes and you have to fix in flight. - ''chuck_starchaser''&lt;br /&gt;
* [] Mysterious ships one encounters once in a blue moon. - ''chuck_starchaser''&lt;br /&gt;
* [] Getting info about events in your vicinity that can have an effect on trade, like a drought on planet X in system X. - ''AeonOfTime''&lt;br /&gt;
* [] Mini-missions like a mercenary challenging you to a little race or dogfight simulation for money... Or even merchants asking you to trade directly in space. - ''AeonOfTime''&lt;br /&gt;
* [] Space anomalies cropping up accross space, and which you could choose to investigate if you have the right scientific equipment on board. These could then either give you technology or scientific material to trade and even contain precious artefacts that you can use to enhance your ship. - ''AeonOfTime''&lt;br /&gt;
* [] Shipwrecks! Be able to track down and find ancient ships that can be salvaged entirely or only parts of. You could track them through still functioning beacons on the ship or energy signatures (star trek anyone?). - ''AeonOfTime''&lt;br /&gt;
* [] Shipwrecks on planet surfaces that are infested with dangerous alien monsters. Before you can get all the valuable items in the shipwreck you have to fight them with weapons like you do in a 3d shooter. This might be an interesting feature with the new ogre engine which should allow such walking inside ships and space stations - ''Cordess''&lt;br /&gt;
* [] A means of hailing a planet/station/anything you can dock with so that you can ask them to send a list of what they've got in stock, and what their current market prices are for all goods (even those which they don't have in stock, for the purposes of selling). I believe Elite Frontier had this mechanism, and it streamlined trading greatly. - ''Stevie D. Discussion in [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7621 this thread].&lt;br /&gt;
**Appropriate time delays should apply.  If the station is 8 light seconds away, it should take 16 or more seconds for the reply to come (unless you've purchased an FTL communications array).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
**This ability could be a purchasable ship upgrade (eg, a software upgrade or some kind of merchant-service-membership).  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7621 Coupla suggestions]&lt;br /&gt;
&lt;br /&gt;
===Dynamic universe...===&lt;br /&gt;
All events are AI-driven. Pre-scripted sequences, with canned dialogue, are possible--but should be triggered by the AI. Imagine a behind-the-scenes RTS, with multiple independent factions, where the player assumes the role of a single unit. ''-[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Dynamic campaign []====&lt;br /&gt;
Plot events and/or NPC interactions should be triggered by the Dynamic Universe and real AI/faction interests (and ''not'' be pre-written). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Economy petri-net []====&lt;br /&gt;
All items are consumed (except for consumer products) and/or produced (except for natural resources) during the production of other items. -''[[User:Shark|Shark]], but suggested previously in the forums''&lt;br /&gt;
&lt;br /&gt;
====Procedural mission generation [] ====&lt;br /&gt;
Missions are assembled dynamically out of component parts using a ''mission grammar''. -''Shark''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13212 Looking for suggestion for newbie]&lt;br /&gt;
&lt;br /&gt;
===Other economy discussions...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10828 Defining a new economic system for future versions]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10605 Collective Economic Niggles]&lt;br /&gt;
&lt;br /&gt;
====Black market [P]====&lt;br /&gt;
Add a few rare planets, bases or maybe a roving capship to do black market mods to your ships (i.e. mounting a heavy capship weapon or torpedeo on a llama).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=7444 &amp;quot;BlackMarket Hot Rod Shop&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Time and its benefits []====&lt;br /&gt;
Time would be a great feature to add. You could then add a Bank (First Interstellar Bank - Where the Stars bank!), so that players could borrow money or open a savings account, or even buy stocks. This would add a whole new strategy to the game. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
==== Self-replenishing resources [] ====&lt;br /&gt;
If you buy out gems from a mining base, there should be some more by the time you come back&lt;br /&gt;
&lt;br /&gt;
====Banks and credit []====&lt;br /&gt;
Add banks and other institutions that issue loans to players.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9091 BANKING, SHIPYARD ORDERING SYSTEM]&lt;br /&gt;
&lt;br /&gt;
====Resource Usage and Production []====&lt;br /&gt;
Make bases use up resources to produce their goods.  Supply and demand could be tied into this, as a mining station about to run out of breathable oxygen or mining tools, would pay more to obtain it than a station with a massive amount in reserve. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Real Shipyards []====&lt;br /&gt;
Make shipyards with production.  Remove 'Milspec' from non-shipyard bases.  Used ships at normal bases.  Perhaps tie in resources to ship production as well.  A race or faction would pay more to obtain resources if the race/faction ship count is low, and they need to produce more. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Property Market/Owning Space Stations []====&lt;br /&gt;
Add an option to buy or sell and maintain ownership of Space Stations or mining bases and the like. Perhaps owning planets would take it a step too far. ''oddeyed''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=37&amp;amp;t=14826 Property Market]&lt;br /&gt;
&lt;br /&gt;
===RPG characteristics...===&lt;br /&gt;
&lt;br /&gt;
====Stats and skills [R]====&lt;br /&gt;
Stat and skill-based experience system, ala the game ''[http://www.taleworlds.com/ Mount&amp;amp;Blade]''. -''[[User:Shark|Shark]]''&lt;br /&gt;
* [] '''strength stat''': can withstand more Gs or personal damage before succumbing.&lt;br /&gt;
* [] '''intelligence stat''': increases the rate at which one can improve skills.&lt;br /&gt;
* [] '''weapon-accuracy skill''': increases the size of the hit-box surrounding a target.&lt;br /&gt;
* [] '''hacking skill''': increases one's ability to break into docked ships or sabotage subsystems.&lt;br /&gt;
* [] '''gambling skill''': reaps additional credits in bars.&lt;br /&gt;
* [] '''diplomacy skill''': increases influence with NPCs/factions.&lt;br /&gt;
* [] '''leadership skill''': increases influence with wingmen.&lt;br /&gt;
how about also a:&lt;br /&gt;
* [] '''merchant stat''': increases the price you can sell items for and decreases the price you can buy things for -''Jesse_The_Midget''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6123 Make vegastrike more rpg]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7189 RPG Characteristics]&lt;br /&gt;
&lt;br /&gt;
====NPC pilots with varying ranks/skill levels []====&lt;br /&gt;
NPC pilots have varying skill levels and ranks. &amp;quot;Special&amp;quot; NPCs (i.e. wingmen) can gain in skill/rank as they acquire experience. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12841 Elite, veteran and green versions of NPC pilots]&lt;br /&gt;
&lt;br /&gt;
====Improve faction behaviors and add faction tasks/incentives []====&lt;br /&gt;
Aside from the storyline, I've found the races and factions to all be pointless because of how easy it is to make enemies and switch sides. Eventually, you feel like youre own group instead of a part of the story. -''hacked''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11612 Faction level AI : functions, api etc.]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12194 faction alliegance, bounty]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11724 Self-defense shouldn't piss off factions.]&lt;br /&gt;
&lt;br /&gt;
==Object appearance &amp;amp; properties==&lt;br /&gt;
&lt;br /&gt;
===Parcelling cargo based upon scale []===&lt;br /&gt;
Bulk goods should go in larger containers.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10822 Standardised cargo sizes]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6807 Cargo from destroyed ships]&lt;br /&gt;
&lt;br /&gt;
===Auto-transfer equipment between ships []===&lt;br /&gt;
Quickly transfer all installed equipment between ships docked at the same station.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11652 Transfer upgrades from one ship to another at same base]&lt;br /&gt;
&lt;br /&gt;
===Balancing...===&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11808 Mule warp capacitor ( VS 0.5.0 )]&lt;br /&gt;
&lt;br /&gt;
===Ship decoration []===&lt;br /&gt;
Customize the appearance of ships with custom textures/decals/etc..&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11420 Faction Colors]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11500 Hull ID, Decals, Paint, and Customization]&lt;br /&gt;
&lt;br /&gt;
===Handle different types of cargo separately []===&lt;br /&gt;
Separate cargo, upgrades and ammunition into different types of cargo. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11448 Upgrades, cargo and expendable resources]&lt;br /&gt;
&lt;br /&gt;
===Improve quality of special effects []===&lt;br /&gt;
The special effects are dated and of low quality.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11370 The Guns]&lt;br /&gt;
Spelling fix ''Aacron''&lt;br /&gt;
&lt;br /&gt;
===Animated ship models []===&lt;br /&gt;
Make it possible for ship/station models to have animated parts (i.e., parts that open/close/rotate/etc.).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11755 Moving parts and other unreasonable requests :)]&lt;br /&gt;
&lt;br /&gt;
===3D models of merchandise instead of sprites []===&lt;br /&gt;
Rotatable 3D models for all cargo/ships/upgrades instead of 2D sprites. -[[User:Shark|Shark]]&lt;br /&gt;
&lt;br /&gt;
===Multiple locations for single mount []===&lt;br /&gt;
Missiles etc. could fire from several locations yet count as a single mount so refilling would be easier. See forum for details.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=73092#73092 multiple locations for single mount -for missiles]&lt;br /&gt;
&lt;br /&gt;
===Improved bar graphics []===&lt;br /&gt;
Make the bars look better.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11371 Better Bar Character Graphics]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Unique&amp;quot; items []===&lt;br /&gt;
Make it possible for there to be &amp;quot;unique&amp;quot; items/ships/installations that appear only once in the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11191 VS Game: Custom Systems]&lt;br /&gt;
&lt;br /&gt;
===Nebula appearance []===&lt;br /&gt;
Change the appearance of nebulae.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=936&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight=nebula&amp;amp;start=75 Hyperspace in a different way.] (starting on page 6)&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10853 what can we do about nebulas]&lt;br /&gt;
&lt;br /&gt;
===Ship/equipment prices based on stats []===&lt;br /&gt;
The price of ships and equipment should be calculated from its statistics&amp;amp;mdash;not fixed at a set price by the author. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2302 Ship Stats]&lt;br /&gt;
&lt;br /&gt;
===Armor type and thickness []===&lt;br /&gt;
Armor should have two separate parameters that affect its effectiveness: thickness and type.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10861 Armor type and thickness]&lt;br /&gt;
&lt;br /&gt;
===Missiles smoke []===&lt;br /&gt;
Missiles and torpedoes should have some kind of smoke trails, allowing to see them arriving/hitting your target.&lt;br /&gt;
&lt;br /&gt;
===Fix planet lighting []===&lt;br /&gt;
Currently, exploding ships cause the planets to light up. This is unrealistic.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=38&amp;amp;t=10794 Planet lighting]&lt;br /&gt;
&lt;br /&gt;
===Purchase used as well as new items []===&lt;br /&gt;
Add the option for players to purchase used items that are slightly damaged or inferior.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10564 New ships and used ships]&lt;br /&gt;
&lt;br /&gt;
===Customize more ship components []===&lt;br /&gt;
Too many ship components are hard-coded and cannot be swapped out.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10162 More ship customisability]&lt;br /&gt;
&lt;br /&gt;
==Flight/combat mechanics==&lt;br /&gt;
&lt;br /&gt;
===Auto-docking feature [P]===&lt;br /&gt;
An autopilot specially designed for docking ships.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10483 Docking distance needs to be just a little further out.]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12047 Docks (and Scoop)]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13198 Auto Docking Maneuver Request]&lt;br /&gt;
&lt;br /&gt;
===Heat/shield/power/stealth management [P]===&lt;br /&gt;
The game really needs to implement some system of heat and temperature. I believe this had already been discussed in the effectors thread, but I don't think it needs to be that complex. [...] When the temperature of your armor approaches their heat-shielding rating, your armor will start to take damage. Until your ship blows up. There would be an indicator on your hud for external temperature, armor temperature, and hull temperature. - ''pifactorial''&lt;br /&gt;
&lt;br /&gt;
Similar to Heat Management, except you manage your shield distribution, power-plant output, and sensors profile. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11009 power system manipulation]&lt;br /&gt;
&lt;br /&gt;
===SPEC interdiction devices []===&lt;br /&gt;
SPEC intediction devices, either in the form of equipment,  missiles or mines. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6952 A SOLUTION TO SPEC-PROBLEMS]&lt;br /&gt;
&lt;br /&gt;
===Gravity []===&lt;br /&gt;
Gravitational fields surrounding spatial bodies. They should determine the maximum SPEC speeds, as well as influence trajectories. These should not pose a real danger to the player (normally, given VS's large acceleration rates), but should merely serve to add tactical flavor (interception, etc., as well as some real dangers during tense fights!). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5492 Gravity]&lt;br /&gt;
&lt;br /&gt;
===Minefields []===&lt;br /&gt;
A drone weapon with projectiles that automatically deploy themselves into grids (spherical or rectangular?). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Defense for mining bases []===&lt;br /&gt;
Give mining bases turrets! My god, I've seen Aera patrols whipe those things out because the things have no defense. - ''cshank4''&lt;br /&gt;
:Rather than giving the mining bases turrets, I think that independantly controlled turrets should surround the mining bases. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Regions of space that cause different status effects []===&lt;br /&gt;
Regions of space that affect sensors, disable shields, or cause radiation damage. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Devices required for contraband scan []===&lt;br /&gt;
Only ships with the required hardware should be able to initiate contraband scans.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7108 contraband checking/handling could be more detailed]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10776 Limit contraband scanning ability]&lt;br /&gt;
&lt;br /&gt;
===More intelligent NPC tactics []===&lt;br /&gt;
NPC pilots should know when to run or hide, or when they're not having any effect.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7120 NPC personality]&lt;br /&gt;
&lt;br /&gt;
===Requiring crews for larger ships []===&lt;br /&gt;
Large ships, like capital ships, have stations that need to be manned.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6595 Require crews for larger ships]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10215 Cap ship idea]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11401 Crew]&lt;br /&gt;
&lt;br /&gt;
===Modification to SPEC dynamics []===&lt;br /&gt;
One problem with the current SPEC drive system is that if you are anywhere near a ship, you lose your SPEC ability, as if you had approached a planet. This, in most cases, removes any possibility of bugging out of combat with a ship, and if you're flying something like a Plowshare, you don't stand a chance against a Pacifier and 2 Hyenas anyway, but you can't get away and may as well press the self destruct button. Basically I'm just asking if you could make it so you can still SPEC in the presence of ships. If you want to maintain some form of SPEC interference caused by ships, you could make it so your SPEC speed slows down to about 200 or so, but it doesn't deactivate. 200 is still a reasonable speed to escape from a firefight.&lt;br /&gt;
&lt;br /&gt;
:COMMENT: SPEC system actually seems not to be affected by presence of ships(v0.5 beta), and I think it actually should, because now its not possible to dock on a larger ship if its specing. (Request docking clearance to make a friendly ship stop so you can get close and dock). And I would expect you should not be able to run away with SPEC, in contrary your options should be ( when meeting a superior opponent ):fight, give up, call for help.&lt;br /&gt;
&lt;br /&gt;
===Missile turrets [P]===&lt;br /&gt;
Add turrets that can fire missiles.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11986 a really good idea!...plz check this...]&lt;br /&gt;
&lt;br /&gt;
===Ability to control several ships directly []===&lt;br /&gt;
A commander mode (most likely third-person) to facilitate the control of multiple units, simultaneously. I would recommend this in a seperate branch of VegaStrike (an RTS, perhaps), as this would give players an unfair advantage over others. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9711 Better wingman control]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11572 Tactical game]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12060 Controling a fleet of ships?]&lt;br /&gt;
&lt;br /&gt;
===Add limitations on weapon auto-tracking []===&lt;br /&gt;
Weapons should be limited in the distance they are able to track moving objects.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10919 Suggestion: per-weapon autotracking limits]&lt;br /&gt;
&lt;br /&gt;
===Improve the way docking/launching is handled []===&lt;br /&gt;
The manner in which ships are launched and docked with other ships should be overhauled.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11403 Redesign of Launching and Recovering]&lt;br /&gt;
&lt;br /&gt;
===Changes to how damage is calculated []===&lt;br /&gt;
There should be different types of damage depending on the class of weapon, and damage should be calculated differently.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10836 A new schema for weapon damage]&lt;br /&gt;
&lt;br /&gt;
===Auto- or burst-fire for rockets []===&lt;br /&gt;
One should be able to hold the &amp;quot;fire&amp;quot; button and launch rockets repeatedly.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10781 Suggestion: make rocket pods act like guns]&lt;br /&gt;
&lt;br /&gt;
===Capital ships are too hard to pilot []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10299 Making Capital Ships fun to fly]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
&lt;br /&gt;
==In-flight UI==&lt;br /&gt;
&lt;br /&gt;
===Keyboard/mouse/joystick controls...===&lt;br /&gt;
&lt;br /&gt;
====Nearest hostile key [X]====&lt;br /&gt;
It would be great to have a nearest hostile key in addition to the next hostile key - this would always switch to the nearest hostile target to avoid flipping through them with H until you find out the one just 1000 metres to your left. - ''AeonOfTime''&lt;br /&gt;
:Done in SVN: r and R.  also check out other nearest* keys: k, K, ctrl-k.  - ''peter''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11845 targeting hostiles]&lt;br /&gt;
&lt;br /&gt;
====Target last ship to hail you []====&lt;br /&gt;
Like nearest hostile, except it targets the ships which have established communications with the player in order of least time elapsed to greatest. - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
====Scope/area targeting []====&lt;br /&gt;
The &amp;quot;P&amp;quot; (point targeting) could be based on the area immediately around the mouse cursor (assuming one is shown) as well as the crosshair.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====In-game keyboard command chart/mapping []====&lt;br /&gt;
Add a menu to display and/or modify the keyboard commands.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9061 Revise Control setup]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10212 Key Binding]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13206 Feature request: Layout Help for Noobs like me.]&lt;br /&gt;
&lt;br /&gt;
====Targeting improvements []====&lt;br /&gt;
When a target type is selected, other targets of the same type could have a blue/gray dotted &amp;quot;X&amp;quot; crosshair rather than a box (or a blurry dot on the edge of the HUD for offscreen unselected objects).  For example, anytime you select a hostile unit, you can still see where other hostiles are.  Perhaps a small number beside each unselected target could indicate the target ordering (it tells you how many times should you press &amp;quot;H&amp;quot; for that target). -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)  Also, provide for an alternate (easier to learn) targeting method, key1 for selecting target types and key2 for selecting individual targets.  The old way of targeting should of course be left in place, or at least quickly available via some option.&lt;br /&gt;
&lt;br /&gt;
====Intelligent autopilot []====&lt;br /&gt;
Autopilot should be able to navigate the quickest or most economical route between two or more bodies, taking into account the gravitational forces emitted by them.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7428 autopilot]&lt;br /&gt;
&lt;br /&gt;
====Trajectory heading autopilot []====&lt;br /&gt;
Functions to automatically orient the player's ship in the direction of travel, or opposite it, would truly make flying cargo and capships (e.g. Ox, Clyde) reasonable. Since these ships only have any significant thrust (in comparison to their mass, that is) in the forward and maybe reverse direction you need to be able to point them back along your vector in order to stop. Given that the SPEC autopilot is already capable of figuring all this out and then some, the code must be in there somewhere :) Even with a trajectory indicator (above - and also sorely needed for flying capships) this function is needed so that you can initiate a stop and then jump into a turret and do some firing while your gigantic, ponderous vessel comes about. - ''drinkypoo''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10047 Current Vector Slash Antivector Matching Autopilot option]&lt;br /&gt;
&lt;br /&gt;
====Improvements to mouse controls []====&lt;br /&gt;
The mouse flight controls need improvement.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11340 Controlling the ship]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11848 better mouse control mode?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11149 Crosshair (feature?)]&lt;br /&gt;
&lt;br /&gt;
====Add support for the wiimote []====&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10525 wiimote for vegastrike!]&lt;br /&gt;
&lt;br /&gt;
===HUD improvements...===&lt;br /&gt;
&lt;br /&gt;
====Turrets status display []====&lt;br /&gt;
In the HUD, have additional indicators near the current weapons summary that display information about any turrets installed on your ship: whether the turret AI is active, and what their current state is (damaged 50%, destroyed etc...)  - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
====Make HUD radar display proportional to mass []====&lt;br /&gt;
It would be cool if you could tell from your radar screen which contacts are planet-sized.  - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
:I think differently-classed objects should receive different icons in the UI. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Trajectory indicator []====&lt;br /&gt;
Some kind of hud lines or something that would tell me which direction I'm travelling would be good. It could be something as simple as a box or a cross or something that shows the direction my ship is travelling in. I don't expect gravity plays much of a role in bending trajectories (or that the planets move around the star, for that matter) but adding a little &amp;quot;reality physics&amp;quot; like using gravity as a slingshot, etc. might be kind of fun too. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
Something like this would be really helpful so you could know if you're actually heading towards the destination when you engage SPEC. There are a couple ways this could be implemented. Perhaps a circle (just large enough to contain the cross hairs) could appear designating the current direction. &lt;br /&gt;
Also it might be nice if the trajectory showed up as a special symbol on radar. This way you would have a better idea of your direction in relation to other ships.&lt;br /&gt;
- ''shadow_slicer''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12160 I need visual trajectory systems and more mouse functions]&lt;br /&gt;
&lt;br /&gt;
====Better tracking/warning for enemy missiles/torpedoes []====&lt;br /&gt;
BTW the torpedo launchers on the cap ships are quite annoying as you often just blow up out of thin air. Maybe you could introduce some better warning system that at least gives us the opportunity to effectivly dodge those things. - ''Zel''&lt;br /&gt;
&lt;br /&gt;
====Visual effects when SPEC is enabled []====&lt;br /&gt;
SPEC should affect the display in various ways.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11588 light shift]&lt;br /&gt;
&lt;br /&gt;
====Aural queues for in-flight events []====&lt;br /&gt;
Things like missile locks, detection of new enemies, etc., should trigger audio files to be played.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11638 Aural hint for Lock]&lt;br /&gt;
&lt;br /&gt;
====Date/time display []====&lt;br /&gt;
Show the current date and time.  Makes time dilation mode (F9) and other effects more visible to the player and gives a better sense of time for when news updates are checked. -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
* A flight log might be helpful too: show the date and time of the last 5-10 battles/docks insystem, and the dates you entered your last 3-5 systems. -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
&lt;br /&gt;
====Point-and-click interface []====&lt;br /&gt;
To help with the learning curve, a point and click interface for most functions would help with discoverability of features and to remind users of any keybindings they've forgotten. Right now learning the controls is very difficult and not fun -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)  &lt;br /&gt;
* To avoid clutter, and since the mouse is already used, the interface is only active when a meta key (ctrl or shift) is held down; at all other times there is just a message like &amp;quot;Hold Shift for menus&amp;quot;; shortcuts could be shown beside relevant menu items wherever possible.&lt;br /&gt;
* Click on HUD to select nearest target (nearest visually) to cursor.&lt;br /&gt;
* Click on the subscreens to cycle through them (manifests/guns; target/communications); click on a help button or a menu for access to everything else. Subscreens should have a title bar when menus are active with either a dropdown or instructions on how to click to change the view.&lt;br /&gt;
* List or dropdown for different view modes (and their shortcuts, F1-F8).&lt;br /&gt;
* To fly to a target, click on it and select &amp;quot;set course for target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Create the HUD/UI using SVG [R]====&lt;br /&gt;
Use SVG to display all in-game UI elements. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Improve representation of scale and motion []====&lt;br /&gt;
Improve how the size and motion of objects are conveyed to the player. Currently, big ships don't really seem &amp;quot;big&amp;quot; because fighters are so fast.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9164 Tiny bases!]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11349 HUD simulates &amp;quot;Space debris&amp;quot;]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11992 How to imply size a disscustion on scale]&lt;br /&gt;
&lt;br /&gt;
====HUD redesigns...====&lt;br /&gt;
Proposals for modifying the appearance of the in-game HUD.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=4&amp;amp;t=2366 My HUD Redesign]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=91835#91835 Ideas for the HUD]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11189 VS Game: HUD Layout with comm animation]&lt;br /&gt;
&lt;br /&gt;
====Cargo space indicator []====&lt;br /&gt;
Add an indicator that reports the empty cargo space remaining.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9715 Mission computer/HUD: Inflight glance into ship's cargo room]&lt;br /&gt;
&lt;br /&gt;
===Additional in-flight interfaces...===&lt;br /&gt;
&lt;br /&gt;
====Intersystem inflight economic database []====&lt;br /&gt;
How about having the ability to browse commodity prices, news and missions in nearby systems while flying? That way you could really plan ahead. Even place your orders in advance. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
A mission computer that displays the missions and trade goods prices of your target from your spaceship. Even have it where you can accept bounty and patrol missions remotely. Cargo you would obviously need to dock for. (Or you could have larger bases send the cargo out to you on a ship that would transfer in midspace. Tractor beam for example.) -''Roth''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11568 communication]&lt;br /&gt;
&lt;br /&gt;
====In-flight web-browser []====&lt;br /&gt;
I play now a fiew month eve online And fiew idea's think a can use in the mmo version of vegastrike.&lt;br /&gt;
And one of my idea's is a in flight web browser. -''www2''&lt;br /&gt;
&lt;br /&gt;
:I would have to vote 'No', unless the internet in question is fictional, as well--in which case I would vote 'Yes'. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Could be to do with the library mentioned earlier. A user could 'buy' a book from one station and read it on the way to other places. Would make the game more interesting, and the player would be more immersed in the world. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4459 Web browser]&lt;br /&gt;
&lt;br /&gt;
====Personal logbook/diary []====&lt;br /&gt;
A personal databook for storing notes or quest data.&lt;br /&gt;
&lt;br /&gt;
It would be nice to have some place in the GUI menu to write down some (personal) notes that are saved with the game when saving the game. This is a very handy feature in a RPG game, because you will no more need real paper to write down some small things like what you want to do next, what you have planned or what you did in the past etc.. - '' Cordess '' &lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6823 Personal logbook]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6390 personal PDA]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5727 I want have a diary function to write down some notes]&lt;br /&gt;
&lt;br /&gt;
====Unify the in-flight and base UIs []====&lt;br /&gt;
Use the same UI for in-flight and base operations. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11459 Unified data screens (in-flight and on base)]&lt;br /&gt;
&lt;br /&gt;
===Cameras...===&lt;br /&gt;
&lt;br /&gt;
====Ability to use the camera controls while paused [X]====&lt;br /&gt;
This makes it easier for screenshot-takers to find the perfect angles for action shots -''[[User:Halleck|Halleck]]''&lt;br /&gt;
&lt;br /&gt;
''(Edited to include all camera controls. -[[User:Shark|Shark]])''&lt;br /&gt;
&lt;br /&gt;
====Translate or &amp;quot;free&amp;quot; cam []====&lt;br /&gt;
Camera which can be moved independently of the ship, even while paused. This would be useful for capturing screenshots and gameplay footage, as well as &amp;quot;system browsing&amp;quot;. -''[[User:Halleck|Halleck]]'' and ''[[User:ace123|ace123]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4501 Feature Request: Free Cam]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2404 A Call for Screenshots]&lt;br /&gt;
&lt;br /&gt;
====Third-person view w/ ship control []====&lt;br /&gt;
A third-person, behind-the-ship view (kind of like the chase cam), complete with custom HUD and controls, like in the game WarHawk. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sniper&amp;quot; cam []====&lt;br /&gt;
A zoom lense for weapons that can take advantage of this, as well as decreased control sensitivity when in use. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sensors&amp;quot; view []====&lt;br /&gt;
A third-person view that is automatically zoomed-out to the limits of a ship's secondary sensors. Ships smaller than stations should be represented using dots instead of meshes. Orbital paths/gravitational fields should also be visible in this mode. One should be able to set autopilot waypoints or select targets using the mouse. -''[[User:Shark|Shark]]''&lt;br /&gt;
:See ''Homeworld'' for an actual example. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
==Starmap []==&lt;br /&gt;
&lt;br /&gt;
===Show dockable targets and factions in starmap []===&lt;br /&gt;
It would be useful for the map screen to show you what dockable planets and stations are present and what faction is in control in the system you have selected. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===In-base starmap []===&lt;br /&gt;
It would be great to have a starmap you could consult while at a station. That way, you could make intelligent choices about hauling cargo. Having this accessable from a Station Library would be the way to go.&lt;br /&gt;
The other solution would be to add such functionality to the mission computer. E.g. except the Accept button for a chosen mission there could be a Map button that would, when pressed, show the route to the target star system of the mission.&lt;br /&gt;
Or the map could be accessible from the info screen. E.g. except the Pilot and Ship buttons there could be a Map button. Red circle with an arrow and 'YOU ARE HERE' text would be informative thing too. -''unknown''&lt;br /&gt;
&lt;br /&gt;
===Larger starmap window []===&lt;br /&gt;
Make the window/map as large as possible to increase its usefulness as a summary of in-system objects.  The starmap should not have such a thick frame, for example.  Currently it's trying to show more than the HUD in less space than the HUD.  While the player needs to be reminded the game isn't paused, this could be accomplished by providing a slight transparency to the starmap (such as 5% or 7% transparent, mostly opaque).  The transparency effect would be more fun for players. -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Separate nav/info buttons []===&lt;br /&gt;
They're not related, so they should be separate buttons.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Modal buttons should show current mode []===&lt;br /&gt;
Move multifunction buttons that affect the view (Nav, Info, Map) away from buttons that affect how the view is represented (2D, 3D, Ortho); use color, position, size/shape, or distance to separate these button groups.  Anytime a button cycles between multiple modes (eg with 2d/3d/ortho), some visual cue should *show* the users which mode is the current one (bold/color/lighting). &lt;br /&gt;
*This menu has its virtues.  It's not entirely keyboard based, for example.&lt;br /&gt;
*One possible approach: &lt;br /&gt;
***use tabs for the different views, and buttons that light up for view-options. (Tabs should be stylized for the theme--green glowing outlines for example, or side tabs styled like gmail.com inbox/archive/trash/spam/... tabs).  &lt;br /&gt;
***Only show view options when they're applicable.  &lt;br /&gt;
***Make every view option a separate button (2d is its own button).   They should be separate controls because a modal button doesn't communicate which mode is selected.  A single button shouldn't do 3 things instead of 1 - it's not normal or expected, so it will confuse people.  &lt;br /&gt;
***Don't use tabs for 2d/3d/ortho, since changing the view in one affects the view in the others, and tabs usually indicate independence from each other.   While I don't suggest making them a radio list (this isn't a form to fill out), this is essentially what they are.  &lt;br /&gt;
***For efficiency, consider making it so users can glance at another view option without clicking on it: hovering over &amp;quot;2d&amp;quot; should make it 2d temporarily; Clicking 2d should make it stick.  This has the disadvantage that users may get confused: they might not think the buttons can be clicked, and will never actually switch to another view to manipulate the map.  For this reason, the buttons should clearly show their state, and their relationship should be obvious.   Perhaps something like a line should connect the three items, and the selected item should be depressed with glowing letters, while the others are raised.  Hovering doesn't raise a button, but it makes its text glow.  Even if this takes work, it will make the game a lot easier to understand and thus fun to play.  Even users who catch on quickly should feel like it's very smooth and obvious--smooth so focus stays on the game instead of the menu, and obvious so it's easier to remember where things are later.  Flashy so things are more memorable and satisfying to click (and thus discover).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Rename &amp;quot;Up/Down&amp;quot; []===&lt;br /&gt;
The labeling for Up/Down doesn't really tell what it does. The up/down button should be relabeled as &amp;quot;View - System/Sector&amp;quot; -- or separated into two buttons -- or toggle between saying &amp;quot;View System&amp;quot; and &amp;quot;View Sector&amp;quot; when the user clicks it.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Changes to planet/base icons []=== &lt;br /&gt;
It's hard to click on specific items.  Planets and bases don't need huge icons around them as with VS 0.4.3.  It makes it hard to read anything, and harder to select things that are close.  Just have the item whose center is closest to the cursor be selected.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
Geometric shapes should not be reused excessively. Try to reserve each shape for a particular class of object in order to prevent overlap and confusion. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2194&amp;amp;p=18146#p18146 In-Game Map]&lt;br /&gt;
&lt;br /&gt;
===Crowded areas []===&lt;br /&gt;
It's impossible to click on really closely spaced items.  When an area is crowded, selecting it should cause the map to temporarily zoom in to select the actual target, then zoom out again.  (Alternately, instead of zoom use a subwindow or popup menu of items to select near the cursor).    -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Preview target (on hover) []===&lt;br /&gt;
Hovering over any item should show its image as with the HUD view in bottom right.  This will help users to recognize what they're looking for. Also, consider showing distance to target and other details on hover (faction, friendliness rating number, estimated value, time in-system, favorite color, ...) -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
* While a target is hovered over, shift_1 through shift_9 should set it as a remembered target.  This fact should be advertised when the cursor is over the item.  If already assigned, the current number it is assigned to should be displayed;  Displaying key assignments immediately will show the user the assignment was successful, and keep them from forgetting if a target has already been assigned a number.  It will also remind a user if it was important.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** Pressing a number 1-9 should jump the cursor to a remembered target.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** While Shift is pressed but before a number is pressed, all the target assignments should be shown in a layover text.  Consider doing this for the HUD display too (although Ctrl and Shift do a lot more on the HUD, so it might not make sense there).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;You are here&amp;quot; indicator []===&lt;br /&gt;
Instead of another inconsequential dot showing &amp;quot;llama.begin&amp;quot; or something, highlight the current location (base computer) or ship (in-flight) using color, font, fontsize, thickness, icon, and/or pulsing color.  A crosshair won't work well in 3d, but it's worth considering.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Color saturation indicates distance from camera []===&lt;br /&gt;
While color should still show what an item is, the color's saturation could be less saturated and smaller if the item is supposed to be further inside the map.  While rotating the 3d view, as items move closer to the camera, their colors should get more vibrant, the icons slightly larger.   To provide reference on saturation, the polar grid in 3d mode could be more vibrant in the front, and less so in back.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Upgrades []===&lt;br /&gt;
Sensor and Software upgrades could let the user toggle viewing of:&lt;br /&gt;
* SPEC gravity field interference (in grayscale or cloud/alpha gradients), &lt;br /&gt;
* commonly used flight paths &amp;amp; pirated zones (past battle locations per down-map system, or up-map color coding of dangerous sectors/stars)&lt;br /&gt;
* visited: stations &amp;amp; systems  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
Navigation software upgrades could let the user:&lt;br /&gt;
* plot direct courses for autopilot&lt;br /&gt;
* plot least-time courses for autopilot&lt;br /&gt;
* plot multi-stage courses (over several jumps), with auto-targeting of each consecutive jump point upon entering the system.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===News &amp;amp; mission view []===&lt;br /&gt;
This layer would only be available on stations/planets.&lt;br /&gt;
* Show news based on regions/stars.  A number beside each star could show how many relevant news items are from there.  Hovering and clicking on a star would show news for that star.&lt;br /&gt;
* Show star and route to star based on news.&lt;br /&gt;
* Also, search for and accept missions from the starmap.&lt;br /&gt;
* Transparency of the background could allow for skinning the news/mission/pilot views of the map screen, so that it seems different depending on where it's accessed.  Eg, in a news kiosk, it might have the GNN logo in the background and a reflection of the hangar or mall.  In the pilot seat, it could be semitransparent like a glass tactical screen, with a slight/blurred pilot helmet reflection and the HUD actively moving behind it.  Mission views could look like a Microsoft Surface(R) bar table.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Relevant details on hover []===&lt;br /&gt;
* Sector View: on hover, Highlight jump routes connecting this star.  Keep highlighting jump routes if clicked?&lt;br /&gt;
* System View: on hover, Show object preview, with distance-to/name/faction/friendliness and other data, when mouse hovers over a ship or planet.  For jump points, list known(visited) places at the destination (planets, stations, etc).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Other suggested improvements...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9816 system map/hud radar]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11169 A Beeter Nav computer]&lt;br /&gt;
&lt;br /&gt;
==Base UI==&lt;br /&gt;
&lt;br /&gt;
===Station library []===&lt;br /&gt;
A Station library / encyclipedia would provide a useful repository for background documents written by jackS and others, as well as providing a logical place to access the Map-screen. History articles and Race/Faction descriptions could be available from the library. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:How about a Library Station? T'would be more scholarly. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
:Maybe Research Stations and University Planets should have the best libraries?  And other places have varying collections: military stuff at military stations (except that the player is a civilian so the military is the last place you'll find out anything about the military...).  - ''peter''&lt;br /&gt;
&lt;br /&gt;
::No, the military could have a lot of information on the history of some aircraft, and heaps of propaganda. Different factions could invent their own versions of the history of certain events. That way, you could have a heap of different articles available at different places. It would add a lot more depth to the world. You could also use it as a form of credits for some of the developers. Many games there days are going for a 'hidden credits within the game' approach. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
===Trade subscriptions []===&lt;br /&gt;
Subscriptions to publications that give news of trade opportunities or happenings in industry. Should be limited in scope to a particular industry or faction, but should cover a larger astronomical area than &amp;quot;General News&amp;quot;, be more thorough in its coverage, as well as/or be more explicit in how it can benifit the player. -''[[User:Shark|Shark]] and others''&lt;br /&gt;
&lt;br /&gt;
===Describe why upgrade X cannot be installed []===&lt;br /&gt;
In the ship upgrades screen, display a short note describing why you cannot install upgrade x (already installed/higher version installed/ship not capable etc.) - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Specialized repair console []===&lt;br /&gt;
In the ship upgrades screen, have one section specialized in repairs that lists all damaged components and makes it easy to select which ones to repair without having to click on all upgrade sections to check if there are damaged components hiding somewhere. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Expand/collapse all buttons []===&lt;br /&gt;
In the computer screens with expandable lists, have buttons 'expand all' and 'collapse all' to be able to expand or collapse the tree of all available items without clicking on the individual sections. &lt;br /&gt;
 &lt;br /&gt;
===Multiple-choice conversations [X]===&lt;br /&gt;
multiple choice dialogs (at the bottom at the screen, or as a pop-up, I don't know) that'd give writers a lot of flexibility. Besides empowering writers with the ability to do actual dialogs, it gives player the ability to negotiate, to investigate, to strike special deals, to add fine points to a mission--everything you can think of. And of course, multiple choice still can do the 'yes' and 'no'. - ''CubOfJudahsLion''&lt;br /&gt;
&lt;br /&gt;
===Cargo/ship/upgrade/weapon compare screen []===&lt;br /&gt;
As the title already states a screen where it is possible to compare the various items. Maybe having the seperations '''cargos, ships, upgrades, weapons''' as they all have their special attributes and more important infos. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===Sort mission list by destination []===&lt;br /&gt;
In the mission screen, add a button that sorts the missions by destination. Or at least sort the missions by destination rather than alphabetically within their categories. that way users can accept multiple missions which go to the same target system. -''Thawn''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=93927 sort missions by destination.]&lt;br /&gt;
&lt;br /&gt;
===Economic index []===&lt;br /&gt;
It would be nice if there was some kind of economic index, so you could tell what the buying and selling prices are for a given commodity. That way, when you are on a base that seems to have a lot of seafood, you can tell whether or not you're being ripped off. Maybe it should also just show the prices of the last time / 3 last times, otherwise it would be just too predictable. Being a newbie in space usually also means you have to find out about goods. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:Maybe require some sort of a subscription-based service to provide the necessary database (see the Trade Subscriptions request). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Ship hardpoint display []===&lt;br /&gt;
Some sort of a display showing a model of your ship, as well as all hardpoints/device slots and the equipment installed on them. Applies to the in-flight UI, as well. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Gambling mini-game []===&lt;br /&gt;
Gambling for credits in bars. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Separate repair and refuel options []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10542 Fuel use causes damage?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11013 Repair in Upgrade Computer]&lt;br /&gt;
&lt;br /&gt;
===Base UI redesigns...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2063 Pictures for Cargo Items &amp;amp; ships]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10916 Add drop shadow or bg to menu text]&lt;br /&gt;
&lt;br /&gt;
===Other base UI issues...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9350 basecomputer UI]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9598 Problem with the UI]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
===Game trailer []===&lt;br /&gt;
Create a short trailer for the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13192 How about a Vega Strike trailer?]&lt;br /&gt;
&lt;br /&gt;
===Voice acting [w]===&lt;br /&gt;
Record some human voices.&lt;br /&gt;
&lt;br /&gt;
''Initial Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10762 Vega Strike Voice Acting]&lt;br /&gt;
&lt;br /&gt;
Voice work has begun and you can hear it in SVN.  &lt;br /&gt;
&lt;br /&gt;
Ongoing work is discussed here: http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Guidelines and a list of voice acting projects is here: http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#Voice_Acting&lt;br /&gt;
&lt;br /&gt;
===In-game tutorial []===&lt;br /&gt;
Provide players with some hands-on instruction.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11314 In-game tutorial]&lt;br /&gt;
&lt;br /&gt;
===Racetrack []===&lt;br /&gt;
Create a racetrack where ships can compete for money.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10867 Raceship spacetrack + concept art &amp;gt; good for multiplayer]&lt;br /&gt;
&lt;br /&gt;
==Network and multiplay==&lt;br /&gt;
===Network play [Y]===&lt;br /&gt;
The second most commonly requested feature is network play. Most people seem to want a massively multiplayer online game (MMO), and one day in the distant future this may become a reality. However, rudimentary network support is being actively developed. A &amp;quot;quake in space&amp;quot; deathmatch gametype should be available in the near future, possibly the next release.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=37&amp;amp;t=9305 Online multiplayer is now working.]&lt;br /&gt;
&lt;br /&gt;
===Clan-owned stations []===&lt;br /&gt;
* clan/squad system&lt;br /&gt;
* clan/squad owned starbase(how hard is that to do?)&lt;br /&gt;
&lt;br /&gt;
And of course, theres got to be a limited numbers of systems(25-40) on the game universe so you will not end up with 99% unexplored areas with everyone getting lost in the long run.[[user:Paslowo|Paslowo]]&lt;br /&gt;
&lt;br /&gt;
===Make VS an MMORPG [W]===&lt;br /&gt;
Turn VS into an MMORPG.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10743 VS an MMORPG?]&lt;br /&gt;
&lt;br /&gt;
===Network lag meter and admin controls []===&lt;br /&gt;
*''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10991 [network]Network lag meter and server admin controls]&lt;br /&gt;
&lt;br /&gt;
===Escape pods and insurance []===&lt;br /&gt;
Modifications to how players deaths are implemented.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9166 Online gameplay ideas]&lt;br /&gt;
&lt;br /&gt;
==Under the hood==&lt;br /&gt;
&lt;br /&gt;
===Unlock display and minimize game []===&lt;br /&gt;
Define a key (such as Alt_Tab) that will release the mouse cursor, pause the game, and minimize the window/switch back to the x-server in linux or the regular display in Windows. --[User:Bugeyedllama|Bugeyedllama]&lt;br /&gt;
* Alternative: Confine the mouse to the vegastrike window, and let the window switch away from fullscreen.  &amp;quot;X&amp;quot; could pause the game and release the mouse.&lt;br /&gt;
&lt;br /&gt;
===Serial port communications for custom controls and displays []===&lt;br /&gt;
Send ship information such as shield strength, the status of upgraded components, allied and enemy ship lock, etc., across a serial connection to a microcontroller such as the [http://www.arduino.cc/ Arduino] to be displayed via LCD screen(s) and LEDs.  In addition, make Vega Strike able to receive information back from the microcontroller across the same serial connection so that toggle and rotary switches, keypads, potentiometers, pressure sensors, buttons, etc., could be used to control certain ship functions, such as weapon selection, pilot ejection, communications, etc. -''scienceguy8''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=102641#102641 HUD Instruments - move to other screens/machines?]&lt;br /&gt;
&lt;br /&gt;
===Switch to Lua instead of Python [R]===&lt;br /&gt;
Translate all Python code to the Lua scripting language. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6739 Scripting Languages]&lt;br /&gt;
&lt;br /&gt;
===In-game configuration console []===&lt;br /&gt;
An configuration interface accessible from within the game (and thus platform independent as well).&lt;br /&gt;
&lt;br /&gt;
What one should be able to configure:&lt;br /&gt;
* Key bindings (by pressing them, not writing something code-like)&lt;br /&gt;
* Joystick and mouse configuration&lt;br /&gt;
* Basic graphic settings&lt;br /&gt;
* ....&lt;br /&gt;
* &amp;quot;Data Reload&amp;quot; button, so you could modify things in the units.csv and hit 'reload' to see changes without having to reopen the game. -''Jesse_the_Midget''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3826 Question: UI for binding config?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13201 Ingame setup]&lt;br /&gt;
&lt;br /&gt;
===Mission editor []===&lt;br /&gt;
Create a dedicated tool to make it easier for people to script missions.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11738 Feature Request: Mission editor.]&lt;br /&gt;
&lt;br /&gt;
===Use sqlite for managing data []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11269 Any thoughts of using sqlite?]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Lite&amp;quot; version of VS []===&lt;br /&gt;
Create a &amp;quot;light&amp;quot; version of the game that takes up less disk space and can be distributed more easily.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11276 lighter version of vegastrike]&lt;br /&gt;
&lt;br /&gt;
===Support 64-bit Windows []===&lt;br /&gt;
Add support for 64-bit versions of Windows.&lt;br /&gt;
&lt;br /&gt;
''Discussion topics:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12189 64 bit windows versions]&lt;br /&gt;
&lt;br /&gt;
===VS as benchmark program []===&lt;br /&gt;
VS can be used to benchmark video card performance.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11796 The Vegastrike Benchmark TM]&lt;br /&gt;
&lt;br /&gt;
==Lists of requests/suggestions==&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2198 random discussion]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9934 RFC on some Good ideas(maybe)]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10714 A few Ideas]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10902 Lots of feature wishes...]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10929 Big bin of feedback]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Development:Roadmap]] - ''Discussion:'' [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=8844]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/phpwiki/index.php/VsFaqFeatureRequests VsFaqFeatureRequests] in the [http://vegastrike.sourceforge.net/phpwiki/ old wiki]&lt;br /&gt;
* [http://c2.com/cgi/wiki?CreepingFeaturitis] - Please be aware when adding feature requests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=17133</id>
		<title>FAQ:Feature Requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=17133"/>
				<updated>2009-09-06T18:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: Added Walkable ship interior&lt;/p&gt;
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This article is an attempt to compile all feature requests for ''Vega Strike'', and give some indication as to their development status. &lt;br /&gt;
This is ''not'' a To-Do list. Rather, it is intended to serve as a place to track feature requests, as well as serve as a source of ideas for the developers.&lt;br /&gt;
&lt;br /&gt;
==Requests &amp;amp; Suggestions==&lt;br /&gt;
&lt;br /&gt;
===About this page===&lt;br /&gt;
&lt;br /&gt;
Fairly regularly, we get a new player who gets the game, downloads it, and sees, &amp;quot;Oh wow, a board to make feature requests, I'll give them all my cool ideas and I'll get to see it in a future version!&amp;quot; However, many cool ideas have already been brought to the attention of the various developers and collaborators of the project, including most of the ideas we see people write down when they show up on the forums and list all their ideas. Indeed, some ideas have been discussed back and forth for months, as people reexamine the code, and borrow (steal) ideas from different inspiration sources. This has significantly to do with the facts of development: It takes a long time to see new versions of non-CVS releases, and even with the rapid development cycle of open source, not everything that is planned has made it into the game yet. - ''V4X3N''&lt;br /&gt;
&lt;br /&gt;
This page tries to synthesize the feature requests and ideas that have been mentioned in the forum (well, most of them anyway). I have split the page in several subsections representing the different aspects of the game to make it easier to read and find your area of interest. Ultimately this is intended as an inspirational repository for the developers. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Status of proposals===&lt;br /&gt;
&lt;br /&gt;
To be able to find out what status an idea or proposal is in, I have added a status marker ([]) to each. These are the meanings of the markers I used:&lt;br /&gt;
&lt;br /&gt;
* [X] This request has been implemented&lt;br /&gt;
* [Y] This request is being implemented in some form&lt;br /&gt;
* [P] This request has or is being partially implemented&lt;br /&gt;
* [W] This request is under constrution&lt;br /&gt;
* [R] This request has been rejected&lt;br /&gt;
* [] This request is pending&lt;br /&gt;
&lt;br /&gt;
===Updating this page===&lt;br /&gt;
&lt;br /&gt;
Feel free to edit this page to add your ideas if they are not listed here; just make sure you follow the general structure of the page so it stays readable. Also try to list discussion threads in chronological order.&lt;br /&gt;
&lt;br /&gt;
==World mechanics==&lt;br /&gt;
&lt;br /&gt;
===Open world...===&lt;br /&gt;
&lt;br /&gt;
====Seamless planetary/atmospheric flight []====&lt;br /&gt;
The obligatory suggestion - be able to fly from space seamlessly to a planet's surface and land.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2161 planetary flight brainstorming, take 2]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6193 Atmospheric and planetary raid missions?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9645 A silly question about the theoretical planetside mode]&lt;br /&gt;
&lt;br /&gt;
====Walkable planets and bases []====&lt;br /&gt;
3D bases and planets that can be traveled in first person, which may include the following:&lt;br /&gt;
*In-base fps-style missions (assasinations, package deliveries, etc.)&lt;br /&gt;
*Planetside RPG-like missions&lt;br /&gt;
*Highly detailed, procedurally generated planets/cities&lt;br /&gt;
&lt;br /&gt;
This is one of the most commonly requested features. The new [[Development:Ogre|OGRE port]] will make this possible, but a lot of additional work will need to be done in order to implement it.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
&lt;br /&gt;
====Blending walkable (or flyable) planet and explorer []====&lt;br /&gt;
Once planets are walkable, you could pretty easily add the explorer function (which is a GREAT idea) by allowing one to purchase different types of scanners (differing in power/range and what they can scan for (radiation/age/foreign tech) for the ship, then scanning as you go around. Maps could be used to guide one to a specific planet, or location, or type of tech there. Maybe scanned areas could be mapped in the Library. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
==== Walkable ship interior []====&lt;br /&gt;
&lt;br /&gt;
In a perfect implementation this might be like this: &lt;br /&gt;
&lt;br /&gt;
You are able to detach from your pilots seat by a hotkey. You suddenly find yourself in a FPS like environment standing next to your pilot seat. Now you can walk around and explore the ship.&lt;br /&gt;
&lt;br /&gt;
Every ship has it's own interior. A small fighter probably has no more than an engineering panel behind the pilots seat, and a small living area with a bunk, small galley and most likely a plumbing unit. An airlock which might be functional if you have landed on a planet? (see &amp;quot;walkable planets and bases&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If the vessel becomes bigger and bigger, there is obviously more and more to explore. Living room for a small crew, sick bay, hallways to different sections like engineering, hangar bays, gun turrets, cryo chambers, prison, elevators to other levels and huge cargo compartments. For bigger ships the pilots seat might be placed at a bridge containing big screens displaying data about the ship and the environment. They could seriously help to make strategic descisions.&lt;br /&gt;
&lt;br /&gt;
It's important that the interior fits to the exterior appearance of the ship, it has to  be believable. This would greatly add to the perception of the size and type of your ship.&lt;br /&gt;
&lt;br /&gt;
You can go to damaged sections and repair them. You could visit captured pilots in the prison and talk to them, they might have important information. You could fight intruders. You could go to your hangar bay and select one of your small vessels for a quick interception while your ship remains where it is. [[User:Pirx|Pirx]] 18:42, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Multiple bases per planet []====&lt;br /&gt;
Each planet has multiple locations where you can dock/trade.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13209 one planet, many bases]&lt;br /&gt;
&lt;br /&gt;
===Ship traffic...===&lt;br /&gt;
&lt;br /&gt;
====Crowded docking stations []====&lt;br /&gt;
We've got all of these ships flying around in a bustling, living galaxy. When you go to dock at a small base, you can see it has 3-4 docking points. Put these two together, and you see that there should be a parking problem, at times. So why not have the base send the player back a message like, 'sorry, we're full. please enter holding pattern zeta while we clear things up. - ''CoffeeBot''&lt;br /&gt;
&lt;br /&gt;
I think, bases would claim the monopoly of force inside their weapon range. So any unauthorized fight in this area would be stopped through the base quickly. The base would first transmit a message like 'This territory is controlled by &amp;lt;basename&amp;gt;, please stop fighting and disable your weapons while staying.' If the ships continue their fight, the base would give a warning like: 'STOP fighting NOW or we will shoot you down' If the opponents still continue their fight, the base would shoot them down, launch it's fighters or place a bounty on the ships. - ''caotic''&lt;br /&gt;
&lt;br /&gt;
I would like to see parking lots or piers and jetties. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Visible docked ships []====&lt;br /&gt;
I think it'd be nice if you could see capital ships that are docked to the base. - ''cshank4''&lt;br /&gt;
&lt;br /&gt;
====Restrictions on transporting ships []====&lt;br /&gt;
Transporting player-owned ships from base to base should take time and cost money.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10814 Additional restriction on ship switching]&lt;br /&gt;
&lt;br /&gt;
===Additional playroles...===&lt;br /&gt;
(a.k.a. vocations and mission types)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10340 False ID's, bribes and other illegal stuff]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10499 Ideas for further minor missions]&lt;br /&gt;
&lt;br /&gt;
====Explorer/Archeologist []====&lt;br /&gt;
I think it would be easy to add a third &amp;quot;role&amp;quot; in Vegastrike, besides 'trader' and 'hunter': 'Explorer'. If you specialize your ship and equipment for exploration, you'd probably be interested in &amp;quot;treasure maps&amp;quot; with full awareness of their NOT being treasure maps, but because of their potential for good finds in terms of habitable planets and resource-rich asteroids. - ''chuck_starchaser''&lt;br /&gt;
:This would require that at least some of the systems are left unexplored. Currently, I think all systems in VS have some level of faction presence. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11068&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=45 Super-features of future releases]&lt;br /&gt;
&lt;br /&gt;
====Reporter []====&lt;br /&gt;
There should be GNN missions, to, say, take pictures of a battle or a fleet or some millionaire, or famous privateer in action, whatever. Started as a joke about Papparazzi. Also, if you happen to see some unusual fight, say confeds and insys fighting each other due to some friendly fire escalation, you could snap pictures of it and then bargain with a GNN representative over how much they are worth...&lt;br /&gt;
&lt;br /&gt;
I don't know whether he's planning to do something about it or not, or whether he's forgotten about it. The possibilities are multiplicative there: You could get a reputation faster, or avoid a reputation; you could have a fight with a fleet of a faction and avoid the impact of it on your standing with that faction as long as you a) destroy all the ships, b) kill all the ejected pilots, and c) make sure there was no gnn snapping pictures around. If you know someone is a double agent, and you have pictures to prove it, you can blackmail him.&lt;br /&gt;
&lt;br /&gt;
If you get too much of a reputation, you might get paparazzi following you around; but not too many factions hate them, so if you kill them it may get you in trouble. You'd wind up trying to predict and affect the presence or absence of news media depending on the mission you're doing; and in the overall, trying to avoid excessive notoriety. One strategy would be to become, oneself, a reliable gnn contributor, so as to make it a redundant option for them to send reporters to wherever you're going... - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
====Tour guide or passenger liner []====&lt;br /&gt;
Ferry tourists between scenic locations. Tours begin and end at the same location.  &lt;br /&gt;
* Passengers and passenger space could be a special kind of cargo (it requires extra life support).  &lt;br /&gt;
* Negotiate escorts to risky systems.  Advertise traveling to try and get more passengers, and buy commercial time.  Schedule flights in other systems ahead of you, or cancel them.&lt;br /&gt;
&lt;br /&gt;
====Station operator []====&lt;br /&gt;
Operate a station efficiently to increase trade throughput/production, and fend off pirates.   Run an efficient shipyard, competitively buy/sell/repair/build ships using raw materials or supplies.  Screen refugees for spies (requires buying citizen databases from merchant ships).  Refuse docking clearance for jerks and scum.  Prevent or foster trading of contraband and slaves while keeping the authorities happy.  Upgrade number of dock points, defenses, power, cloaking of contraband, mining drills, etc.  Set/Collect tariffs, fees and taxes, route or cover up news (or propaganda).  Set up escorts for people.  Sell employees and citizens enough food and supplies to be entertained and healthy but don't drive them out by charging too much.  Request supplies from merchants via news bulletins.  Choose which supplies to accept/reject, and rates for selling them (compete with other stations in and out system).  Scout for new jump points and set up jump fees.  Take bounties, try to catch pirates docking here but avoid pissing off their factions since you are a stationary target.  Attempt to contract patrols to explore or protect the system (thus encouraging merchants to come), while keeping your overlords appeased about how much you're spending and how you're spending it.   Secretly subcontract privateers and pirates (become a covert pirate base while maintaining a cover as a mining or medical base).  Safely perform evacuations before any overwhelming forces arrive.  Put down any uprisings from citizens.   Add modules onto the base to increase capacity for all the business you're drawing in, but organize the construction for optimal defense.  Specialize in a specific type of resource production using raw materials.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====Bounty hunter []====&lt;br /&gt;
Eliminate named individuals for a bounty.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11486 Bounty Hunting]&lt;br /&gt;
&lt;br /&gt;
====Treasure hunter []====&lt;br /&gt;
Be able to buy treasure maps from guys in bars (pirates! anyone?), which would mark special spots on your starcharts where a shipwreck could be or a special kind of anomaly or whatever. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
At pirate bases one should be able to buy treasure maps, but that they'd be ancient documents written on PAPER! and using alphanumeric star designations from way back in the third millenium. So you have to figure out what's what. But the thing is, any such piece of paper from back in the 3rd millenium is automatically assumed to mean &amp;quot;treasure&amp;quot;, but more often than not, the papers are about anything but &amp;quot;treasures&amp;quot;, but rather about curious planets or moons, or, occasionally, about potential spots for inducing the formation of jump-points, or about the presence of archeological finds, or resources. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
====Unattended mining operations []====&lt;br /&gt;
Set up an unattended mining operations on asteroids. This requires the purchase of a mining droid that drills through the asteroid and deposits unprocessed ore in a repository that you can dock to with your ship. I envision this droid to look soething like a modern-day oil rig. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2155 Digging on Asteroids]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6160 Mining?]&lt;br /&gt;
&lt;br /&gt;
===Inflight events...===&lt;br /&gt;
* [] Having distress calls. - ''chuck_starchaser''&lt;br /&gt;
* [] Ability to communicate with other ships to ask for help or to offer them pay for escorting you or being your wing for a mission. - ''chuck_starchaser''&lt;br /&gt;
* [] NPC's that approach you in space to ask for help or to offer you money for a quick job. - ''chuck_starchaser''&lt;br /&gt;
* [] Things that break sometimes and you have to fix in flight. - ''chuck_starchaser''&lt;br /&gt;
* [] Mysterious ships one encounters once in a blue moon. - ''chuck_starchaser''&lt;br /&gt;
* [] Getting info about events in your vicinity that can have an effect on trade, like a drought on planet X in system X. - ''AeonOfTime''&lt;br /&gt;
* [] Mini-missions like a mercenary challenging you to a little race or dogfight simulation for money... Or even merchants asking you to trade directly in space. - ''AeonOfTime''&lt;br /&gt;
* [] Space anomalies cropping up accross space, and which you could choose to investigate if you have the right scientific equipment on board. These could then either give you technology or scientific material to trade and even contain precious artefacts that you can use to enhance your ship. - ''AeonOfTime''&lt;br /&gt;
* [] Shipwrecks! Be able to track down and find ancient ships that can be salvaged entirely or only parts of. You could track them through still functioning beacons on the ship or energy signatures (star trek anyone?). - ''AeonOfTime''&lt;br /&gt;
* [] Shipwrecks on planet surfaces that are infested with dangerous alien monsters. Before you can get all the valuable items in the shipwreck you have to fight them with weapons like you do in a 3d shooter. This might be an interesting feature with the new ogre engine which should allow such walking inside ships and space stations - ''Cordess''&lt;br /&gt;
* [] A means of hailing a planet/station/anything you can dock with so that you can ask them to send a list of what they've got in stock, and what their current market prices are for all goods (even those which they don't have in stock, for the purposes of selling). I believe Elite Frontier had this mechanism, and it streamlined trading greatly. - ''Stevie D. Discussion in [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7621 this thread].&lt;br /&gt;
**Appropriate time delays should apply.  If the station is 8 light seconds away, it should take 16 or more seconds for the reply to come (unless you've purchased an FTL communications array).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
**This ability could be a purchasable ship upgrade (eg, a software upgrade or some kind of merchant-service-membership).  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7621 Coupla suggestions]&lt;br /&gt;
&lt;br /&gt;
===Dynamic universe...===&lt;br /&gt;
All events are AI-driven. Pre-scripted sequences, with canned dialogue, are possible--but should be triggered by the AI. Imagine a behind-the-scenes RTS, with multiple independent factions, where the player assumes the role of a single unit. ''-[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Dynamic campaign []====&lt;br /&gt;
Plot events and/or NPC interactions should be triggered by the Dynamic Universe and real AI/faction interests (and ''not'' be pre-written). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Economy petri-net []====&lt;br /&gt;
All items are consumed (except for consumer products) and/or produced (except for natural resources) during the production of other items. -''[[User:Shark|Shark]], but suggested previously in the forums''&lt;br /&gt;
&lt;br /&gt;
====Procedural mission generation [] ====&lt;br /&gt;
Missions are assembled dynamically out of component parts using a ''mission grammar''. -''Shark''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13212 Looking for suggestion for newbie]&lt;br /&gt;
&lt;br /&gt;
===Other economy discussions...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10828 Defining a new economic system for future versions]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10605 Collective Economic Niggles]&lt;br /&gt;
&lt;br /&gt;
====Black market [P]====&lt;br /&gt;
Add a few rare planets, bases or maybe a roving capship to do black market mods to your ships (i.e. mounting a heavy capship weapon or torpedeo on a llama).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=7444 &amp;quot;BlackMarket Hot Rod Shop&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Time and its benefits []====&lt;br /&gt;
Time would be a great feature to add. You could then add a Bank (First Interstellar Bank - Where the Stars bank!), so that players could borrow money or open a savings account, or even buy stocks. This would add a whole new strategy to the game. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
==== Self-replenishing resources [] ====&lt;br /&gt;
If you buy out gems from a mining base, there should be some more by the time you come back&lt;br /&gt;
&lt;br /&gt;
====Banks and credit []====&lt;br /&gt;
Add banks and other institutions that issue loans to players.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9091 BANKING, SHIPYARD ORDERING SYSTEM]&lt;br /&gt;
&lt;br /&gt;
====Resource Usage and Production []====&lt;br /&gt;
Make bases use up resources to produce their goods.  Supply and demand could be tied into this, as a mining station about to run out of breathable oxygen or mining tools, would pay more to obtain it than a station with a massive amount in reserve. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Real Shipyards []====&lt;br /&gt;
Make shipyards with production.  Remove 'Milspec' from non-shipyard bases.  Used ships at normal bases.  Perhaps tie in resources to ship production as well.  A race or faction would pay more to obtain resources if the race/faction ship count is low, and they need to produce more. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Property Market/Owning Space Stations []====&lt;br /&gt;
Add an option to buy or sell and maintain ownership of Space Stations or mining bases and the like. Perhaps owning planets would take it a step too far. ''oddeyed''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=37&amp;amp;t=14826 Property Market]&lt;br /&gt;
&lt;br /&gt;
===RPG characteristics...===&lt;br /&gt;
&lt;br /&gt;
====Stats and skills [R]====&lt;br /&gt;
Stat and skill-based experience system, ala the game ''[http://www.taleworlds.com/ Mount&amp;amp;Blade]''. -''[[User:Shark|Shark]]''&lt;br /&gt;
* [] '''strength stat''': can withstand more Gs or personal damage before succumbing.&lt;br /&gt;
* [] '''intelligence stat''': increases the rate at which one can improve skills.&lt;br /&gt;
* [] '''weapon-accuracy skill''': increases the size of the hit-box surrounding a target.&lt;br /&gt;
* [] '''hacking skill''': increases one's ability to break into docked ships or sabotage subsystems.&lt;br /&gt;
* [] '''gambling skill''': reaps additional credits in bars.&lt;br /&gt;
* [] '''diplomacy skill''': increases influence with NPCs/factions.&lt;br /&gt;
* [] '''leadership skill''': increases influence with wingmen.&lt;br /&gt;
how about also a:&lt;br /&gt;
* [] '''merchant stat''': increases the price you can sell items for and decreases the price you can buy things for -''Jesse_The_Midget''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6123 Make vegastrike more rpg]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7189 RPG Characteristics]&lt;br /&gt;
&lt;br /&gt;
====NPC pilots with varying ranks/skill levels []====&lt;br /&gt;
NPC pilots have varying skill levels and ranks. &amp;quot;Special&amp;quot; NPCs (i.e. wingmen) can gain in skill/rank as they acquire experience. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12841 Elite, veteran and green versions of NPC pilots]&lt;br /&gt;
&lt;br /&gt;
====Improve faction behaviors and add faction tasks/incentives []====&lt;br /&gt;
Aside from the storyline, I've found the races and factions to all be pointless because of how easy it is to make enemies and switch sides. Eventually, you feel like youre own group instead of a part of the story. -''hacked''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11612 Faction level AI : functions, api etc.]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12194 faction alliegance, bounty]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11724 Self-defense shouldn't piss off factions.]&lt;br /&gt;
&lt;br /&gt;
==Object appearance &amp;amp; properties==&lt;br /&gt;
&lt;br /&gt;
===Parcelling cargo based upon scale []===&lt;br /&gt;
Bulk goods should go in larger containers.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10822 Standardised cargo sizes]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6807 Cargo from destroyed ships]&lt;br /&gt;
&lt;br /&gt;
===Auto-transfer equipment between ships []===&lt;br /&gt;
Quickly transfer all installed equipment between ships docked at the same station.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11652 Transfer upgrades from one ship to another at same base]&lt;br /&gt;
&lt;br /&gt;
===Balancing...===&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11808 Mule warp capacitor ( VS 0.5.0 )]&lt;br /&gt;
&lt;br /&gt;
===Ship decoration []===&lt;br /&gt;
Customize the appearance of ships with custom textures/decals/etc..&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11420 Faction Colors]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11500 Hull ID, Decals, Paint, and Customization]&lt;br /&gt;
&lt;br /&gt;
===Handle different types of cargo separately []===&lt;br /&gt;
Separate cargo, upgrades and ammunition into different types of cargo. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11448 Upgrades, cargo and expendable resources]&lt;br /&gt;
&lt;br /&gt;
===Improve quality of special effects []===&lt;br /&gt;
The special effects are dated and of low quality.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11370 The Guns]&lt;br /&gt;
Spelling fix ''Aacron''&lt;br /&gt;
&lt;br /&gt;
===Animated ship models []===&lt;br /&gt;
Make it possible for ship/station models to have animated parts (i.e., parts that open/close/rotate/etc.).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11755 Moving parts and other unreasonable requests :)]&lt;br /&gt;
&lt;br /&gt;
===3D models of merchandise instead of sprites []===&lt;br /&gt;
Rotatable 3D models for all cargo/ships/upgrades instead of 2D sprites. -[[User:Shark|Shark]]&lt;br /&gt;
&lt;br /&gt;
===Multiple locations for single mount []===&lt;br /&gt;
Missiles etc. could fire from several locations yet count as a single mount so refilling would be easier. See forum for details.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=73092#73092 multiple locations for single mount -for missiles]&lt;br /&gt;
&lt;br /&gt;
===Improved bar graphics []===&lt;br /&gt;
Make the bars look better.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11371 Better Bar Character Graphics]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Unique&amp;quot; items []===&lt;br /&gt;
Make it possible for there to be &amp;quot;unique&amp;quot; items/ships/installations that appear only once in the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11191 VS Game: Custom Systems]&lt;br /&gt;
&lt;br /&gt;
===Nebula appearance []===&lt;br /&gt;
Change the appearance of nebulae.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=936&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight=nebula&amp;amp;start=75 Hyperspace in a different way.] (starting on page 6)&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10853 what can we do about nebulas]&lt;br /&gt;
&lt;br /&gt;
===Ship/equipment prices based on stats []===&lt;br /&gt;
The price of ships and equipment should be calculated from its statistics&amp;amp;mdash;not fixed at a set price by the author. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2302 Ship Stats]&lt;br /&gt;
&lt;br /&gt;
===Armor type and thickness []===&lt;br /&gt;
Armor should have two separate parameters that affect its effectiveness: thickness and type.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10861 Armor type and thickness]&lt;br /&gt;
&lt;br /&gt;
===Missiles smoke []===&lt;br /&gt;
Missiles and torpedoes should have some kind of smoke trails, allowing to see them arriving/hitting your target.&lt;br /&gt;
&lt;br /&gt;
===Fix planet lighting []===&lt;br /&gt;
Currently, exploding ships cause the planets to light up. This is unrealistic.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=38&amp;amp;t=10794 Planet lighting]&lt;br /&gt;
&lt;br /&gt;
===Purchase used as well as new items []===&lt;br /&gt;
Add the option for players to purchase used items that are slightly damaged or inferior.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10564 New ships and used ships]&lt;br /&gt;
&lt;br /&gt;
===Customize more ship components []===&lt;br /&gt;
Too many ship components are hard-coded and cannot be swapped out.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10162 More ship customisability]&lt;br /&gt;
&lt;br /&gt;
==Flight/combat mechanics==&lt;br /&gt;
&lt;br /&gt;
===Auto-docking feature [P]===&lt;br /&gt;
An autopilot specially designed for docking ships.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10483 Docking distance needs to be just a little further out.]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12047 Docks (and Scoop)]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13198 Auto Docking Maneuver Request]&lt;br /&gt;
&lt;br /&gt;
===Heat/shield/power/stealth management [P]===&lt;br /&gt;
The game really needs to implement some system of heat and temperature. I believe this had already been discussed in the effectors thread, but I don't think it needs to be that complex. [...] When the temperature of your armor approaches their heat-shielding rating, your armor will start to take damage. Until your ship blows up. There would be an indicator on your hud for external temperature, armor temperature, and hull temperature. - ''pifactorial''&lt;br /&gt;
&lt;br /&gt;
Similar to Heat Management, except you manage your shield distribution, power-plant output, and sensors profile. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11009 power system manipulation]&lt;br /&gt;
&lt;br /&gt;
===SPEC interdiction devices []===&lt;br /&gt;
SPEC intediction devices, either in the form of equipment,  missiles or mines. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6952 A SOLUTION TO SPEC-PROBLEMS]&lt;br /&gt;
&lt;br /&gt;
===Gravity []===&lt;br /&gt;
Gravitational fields surrounding spatial bodies. They should determine the maximum SPEC speeds, as well as influence trajectories. These should not pose a real danger to the player (normally, given VS's large acceleration rates), but should merely serve to add tactical flavor (interception, etc., as well as some real dangers during tense fights!). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5492 Gravity]&lt;br /&gt;
&lt;br /&gt;
===Minefields []===&lt;br /&gt;
A drone weapon with projectiles that automatically deploy themselves into grids (spherical or rectangular?). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Defense for mining bases []===&lt;br /&gt;
Give mining bases turrets! My god, I've seen Aera patrols whipe those things out because the things have no defense. - ''cshank4''&lt;br /&gt;
:Rather than giving the mining bases turrets, I think that independantly controlled turrets should surround the mining bases. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Regions of space that cause different status effects []===&lt;br /&gt;
Regions of space that affect sensors, disable shields, or cause radiation damage. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Devices required for contraband scan []===&lt;br /&gt;
Only ships with the required hardware should be able to initiate contraband scans.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7108 contraband checking/handling could be more detailed]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10776 Limit contraband scanning ability]&lt;br /&gt;
&lt;br /&gt;
===More intelligent NPC tactics []===&lt;br /&gt;
NPC pilots should know when to run or hide, or when they're not having any effect.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7120 NPC personality]&lt;br /&gt;
&lt;br /&gt;
===Requiring crews for larger ships []===&lt;br /&gt;
Large ships, like capital ships, have stations that need to be manned.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6595 Require crews for larger ships]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10215 Cap ship idea]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11401 Crew]&lt;br /&gt;
&lt;br /&gt;
===Modification to SPEC dynamics []===&lt;br /&gt;
One problem with the current SPEC drive system is that if you are anywhere near a ship, you lose your SPEC ability, as if you had approached a planet. This, in most cases, removes any possibility of bugging out of combat with a ship, and if you're flying something like a Plowshare, you don't stand a chance against a Pacifier and 2 Hyenas anyway, but you can't get away and may as well press the self destruct button. Basically I'm just asking if you could make it so you can still SPEC in the presence of ships. If you want to maintain some form of SPEC interference caused by ships, you could make it so your SPEC speed slows down to about 200 or so, but it doesn't deactivate. 200 is still a reasonable speed to escape from a firefight.&lt;br /&gt;
&lt;br /&gt;
:COMMENT: SPEC system actually seems not to be affected by presence of ships(v0.5 beta), and I think it actually should, because now its not possible to dock on a larger ship if its specing. (Request docking clearance to make a friendly ship stop so you can get close and dock). And I would expect you should not be able to run away with SPEC, in contrary your options should be ( when meeting a superior opponent ):fight, give up, call for help.&lt;br /&gt;
&lt;br /&gt;
===Missile turrets [P]===&lt;br /&gt;
Add turrets that can fire missiles.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11986 a really good idea!...plz check this...]&lt;br /&gt;
&lt;br /&gt;
===Ability to control several ships directly []===&lt;br /&gt;
A commander mode (most likely third-person) to facilitate the control of multiple units, simultaneously. I would recommend this in a seperate branch of VegaStrike (an RTS, perhaps), as this would give players an unfair advantage over others. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9711 Better wingman control]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11572 Tactical game]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12060 Controling a fleet of ships?]&lt;br /&gt;
&lt;br /&gt;
===Add limitations on weapon auto-tracking []===&lt;br /&gt;
Weapons should be limited in the distance they are able to track moving objects.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10919 Suggestion: per-weapon autotracking limits]&lt;br /&gt;
&lt;br /&gt;
===Improve the way docking/launching is handled []===&lt;br /&gt;
The manner in which ships are launched and docked with other ships should be overhauled.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11403 Redesign of Launching and Recovering]&lt;br /&gt;
&lt;br /&gt;
===Changes to how damage is calculated []===&lt;br /&gt;
There should be different types of damage depending on the class of weapon, and damage should be calculated differently.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10836 A new schema for weapon damage]&lt;br /&gt;
&lt;br /&gt;
===Auto- or burst-fire for rockets []===&lt;br /&gt;
One should be able to hold the &amp;quot;fire&amp;quot; button and launch rockets repeatedly.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10781 Suggestion: make rocket pods act like guns]&lt;br /&gt;
&lt;br /&gt;
===Capital ships are too hard to pilot []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10299 Making Capital Ships fun to fly]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
&lt;br /&gt;
==In-flight UI==&lt;br /&gt;
&lt;br /&gt;
===Keyboard/mouse/joystick controls...===&lt;br /&gt;
&lt;br /&gt;
====Nearest hostile key [X]====&lt;br /&gt;
It would be great to have a nearest hostile key in addition to the next hostile key - this would always switch to the nearest hostile target to avoid flipping through them with H until you find out the one just 1000 metres to your left. - ''AeonOfTime''&lt;br /&gt;
:Done in SVN: r and R.  also check out other nearest* keys: k, K, ctrl-k.  - ''peter''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11845 targeting hostiles]&lt;br /&gt;
&lt;br /&gt;
====Target last ship to hail you []====&lt;br /&gt;
Like nearest hostile, except it targets the ships which have established communications with the player in order of least time elapsed to greatest. - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
====Scope/area targeting []====&lt;br /&gt;
The &amp;quot;P&amp;quot; (point targeting) could be based on the area immediately around the mouse cursor (assuming one is shown) as well as the crosshair.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====In-game keyboard command chart/mapping []====&lt;br /&gt;
Add a menu to display and/or modify the keyboard commands.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9061 Revise Control setup]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10212 Key Binding]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13206 Feature request: Layout Help for Noobs like me.]&lt;br /&gt;
&lt;br /&gt;
====Targeting improvements []====&lt;br /&gt;
When a target type is selected, other targets of the same type could have a blue/gray dotted &amp;quot;X&amp;quot; crosshair rather than a box (or a blurry dot on the edge of the HUD for offscreen unselected objects).  For example, anytime you select a hostile unit, you can still see where other hostiles are.  Perhaps a small number beside each unselected target could indicate the target ordering (it tells you how many times should you press &amp;quot;H&amp;quot; for that target). -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)  Also, provide for an alternate (easier to learn) targeting method, key1 for selecting target types and key2 for selecting individual targets.  The old way of targeting should of course be left in place, or at least quickly available via some option.&lt;br /&gt;
&lt;br /&gt;
====Intelligent autopilot []====&lt;br /&gt;
Autopilot should be able to navigate the quickest or most economical route between two or more bodies, taking into account the gravitational forces emitted by them.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7428 autopilot]&lt;br /&gt;
&lt;br /&gt;
====Trajectory heading autopilot []====&lt;br /&gt;
Functions to automatically orient the player's ship in the direction of travel, or opposite it, would truly make flying cargo and capships (e.g. Ox, Clyde) reasonable. Since these ships only have any significant thrust (in comparison to their mass, that is) in the forward and maybe reverse direction you need to be able to point them back along your vector in order to stop. Given that the SPEC autopilot is already capable of figuring all this out and then some, the code must be in there somewhere :) Even with a trajectory indicator (above - and also sorely needed for flying capships) this function is needed so that you can initiate a stop and then jump into a turret and do some firing while your gigantic, ponderous vessel comes about. - ''drinkypoo''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10047 Current Vector Slash Antivector Matching Autopilot option]&lt;br /&gt;
&lt;br /&gt;
====Improvements to mouse controls []====&lt;br /&gt;
The mouse flight controls need improvement.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11340 Controlling the ship]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11848 better mouse control mode?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11149 Crosshair (feature?)]&lt;br /&gt;
&lt;br /&gt;
====Add support for the wiimote []====&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10525 wiimote for vegastrike!]&lt;br /&gt;
&lt;br /&gt;
===HUD improvements...===&lt;br /&gt;
&lt;br /&gt;
====Turrets status display []====&lt;br /&gt;
In the HUD, have additional indicators near the current weapons summary that display information about any turrets installed on your ship: whether the turret AI is active, and what their current state is (damaged 50%, destroyed etc...)  - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
====Make HUD radar display proportional to mass []====&lt;br /&gt;
It would be cool if you could tell from your radar screen which contacts are planet-sized.  - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
:I think differently-classed objects should receive different icons in the UI. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Trajectory indicator []====&lt;br /&gt;
Some kind of hud lines or something that would tell me which direction I'm travelling would be good. It could be something as simple as a box or a cross or something that shows the direction my ship is travelling in. I don't expect gravity plays much of a role in bending trajectories (or that the planets move around the star, for that matter) but adding a little &amp;quot;reality physics&amp;quot; like using gravity as a slingshot, etc. might be kind of fun too. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
Something like this would be really helpful so you could know if you're actually heading towards the destination when you engage SPEC. There are a couple ways this could be implemented. Perhaps a circle (just large enough to contain the cross hairs) could appear designating the current direction. &lt;br /&gt;
Also it might be nice if the trajectory showed up as a special symbol on radar. This way you would have a better idea of your direction in relation to other ships.&lt;br /&gt;
- ''shadow_slicer''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12160 I need visual trajectory systems and more mouse functions]&lt;br /&gt;
&lt;br /&gt;
====Better tracking/warning for enemy missiles/torpedoes []====&lt;br /&gt;
BTW the torpedo launchers on the cap ships are quite annoying as you often just blow up out of thin air. Maybe you could introduce some better warning system that at least gives us the opportunity to effectivly dodge those things. - ''Zel''&lt;br /&gt;
&lt;br /&gt;
====Visual effects when SPEC is enabled []====&lt;br /&gt;
SPEC should affect the display in various ways.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11588 light shift]&lt;br /&gt;
&lt;br /&gt;
====Aural queues for in-flight events []====&lt;br /&gt;
Things like missile locks, detection of new enemies, etc., should trigger audio files to be played.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11638 Aural hint for Lock]&lt;br /&gt;
&lt;br /&gt;
====Date/time display []====&lt;br /&gt;
Show the current date and time.  Makes time dilation mode (F9) and other effects more visible to the player and gives a better sense of time for when news updates are checked. -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
* A flight log might be helpful too: show the date and time of the last 5-10 battles/docks insystem, and the dates you entered your last 3-5 systems. -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
&lt;br /&gt;
====Point-and-click interface []====&lt;br /&gt;
To help with the learning curve, a point and click interface for most functions would help with discoverability of features and to remind users of any keybindings they've forgotten. Right now learning the controls is very difficult and not fun -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)  &lt;br /&gt;
* To avoid clutter, and since the mouse is already used, the interface is only active when a meta key (ctrl or shift) is held down; at all other times there is just a message like &amp;quot;Hold Shift for menus&amp;quot;; shortcuts could be shown beside relevant menu items wherever possible.&lt;br /&gt;
* Click on HUD to select nearest target (nearest visually) to cursor.&lt;br /&gt;
* Click on the subscreens to cycle through them (manifests/guns; target/communications); click on a help button or a menu for access to everything else. Subscreens should have a title bar when menus are active with either a dropdown or instructions on how to click to change the view.&lt;br /&gt;
* List or dropdown for different view modes (and their shortcuts, F1-F8).&lt;br /&gt;
* To fly to a target, click on it and select &amp;quot;set course for target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Create the HUD/UI using SVG [R]====&lt;br /&gt;
Use SVG to display all in-game UI elements. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Improve representation of scale and motion []====&lt;br /&gt;
Improve how the size and motion of objects are conveyed to the player. Currently, big ships don't really seem &amp;quot;big&amp;quot; because fighters are so fast.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9164 Tiny bases!]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11349 HUD simulates &amp;quot;Space debris&amp;quot;]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11992 How to imply size a disscustion on scale]&lt;br /&gt;
&lt;br /&gt;
====HUD redesigns...====&lt;br /&gt;
Proposals for modifying the appearance of the in-game HUD.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=4&amp;amp;t=2366 My HUD Redesign]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=91835#91835 Ideas for the HUD]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11189 VS Game: HUD Layout with comm animation]&lt;br /&gt;
&lt;br /&gt;
====Cargo space indicator []====&lt;br /&gt;
Add an indicator that reports the empty cargo space remaining.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9715 Mission computer/HUD: Inflight glance into ship's cargo room]&lt;br /&gt;
&lt;br /&gt;
===Additional in-flight interfaces...===&lt;br /&gt;
&lt;br /&gt;
====Intersystem inflight economic database []====&lt;br /&gt;
How about having the ability to browse commodity prices, news and missions in nearby systems while flying? That way you could really plan ahead. Even place your orders in advance. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
A mission computer that displays the missions and trade goods prices of your target from your spaceship. Even have it where you can accept bounty and patrol missions remotely. Cargo you would obviously need to dock for. (Or you could have larger bases send the cargo out to you on a ship that would transfer in midspace. Tractor beam for example.) -''Roth''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11568 communication]&lt;br /&gt;
&lt;br /&gt;
====In-flight web-browser []====&lt;br /&gt;
I play now a fiew month eve online And fiew idea's think a can use in the mmo version of vegastrike.&lt;br /&gt;
And one of my idea's is a in flight web browser. -''www2''&lt;br /&gt;
&lt;br /&gt;
:I would have to vote 'No', unless the internet in question is fictional, as well--in which case I would vote 'Yes'. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Could be to do with the library mentioned earlier. A user could 'buy' a book from one station and read it on the way to other places. Would make the game more interesting, and the player would be more immersed in the world. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4459 Web browser]&lt;br /&gt;
&lt;br /&gt;
====Personal logbook/diary []====&lt;br /&gt;
A personal databook for storing notes or quest data.&lt;br /&gt;
&lt;br /&gt;
It would be nice to have some place in the GUI menu to write down some (personal) notes that are saved with the game when saving the game. This is a very handy feature in a RPG game, because you will no more need real paper to write down some small things like what you want to do next, what you have planned or what you did in the past etc.. - '' Cordess '' &lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6823 Personal logbook]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6390 personal PDA]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5727 I want have a diary function to write down some notes]&lt;br /&gt;
&lt;br /&gt;
====Unify the in-flight and base UIs []====&lt;br /&gt;
Use the same UI for in-flight and base operations. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11459 Unified data screens (in-flight and on base)]&lt;br /&gt;
&lt;br /&gt;
===Cameras...===&lt;br /&gt;
&lt;br /&gt;
====Ability to use the camera controls while paused [X]====&lt;br /&gt;
This makes it easier for screenshot-takers to find the perfect angles for action shots -''[[User:Halleck|Halleck]]''&lt;br /&gt;
&lt;br /&gt;
''(Edited to include all camera controls. -[[User:Shark|Shark]])''&lt;br /&gt;
&lt;br /&gt;
====Translate or &amp;quot;free&amp;quot; cam []====&lt;br /&gt;
Camera which can be moved independently of the ship, even while paused. This would be useful for capturing screenshots and gameplay footage, as well as &amp;quot;system browsing&amp;quot;. -''[[User:Halleck|Halleck]]'' and ''[[User:ace123|ace123]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4501 Feature Request: Free Cam]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2404 A Call for Screenshots]&lt;br /&gt;
&lt;br /&gt;
====Third-person view w/ ship control []====&lt;br /&gt;
A third-person, behind-the-ship view (kind of like the chase cam), complete with custom HUD and controls, like in the game WarHawk. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sniper&amp;quot; cam []====&lt;br /&gt;
A zoom lense for weapons that can take advantage of this, as well as decreased control sensitivity when in use. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sensors&amp;quot; view []====&lt;br /&gt;
A third-person view that is automatically zoomed-out to the limits of a ship's secondary sensors. Ships smaller than stations should be represented using dots instead of meshes. Orbital paths/gravitational fields should also be visible in this mode. One should be able to set autopilot waypoints or select targets using the mouse. -''[[User:Shark|Shark]]''&lt;br /&gt;
:See ''Homeworld'' for an actual example. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
==Starmap []==&lt;br /&gt;
&lt;br /&gt;
===Show dockable targets and factions in starmap []===&lt;br /&gt;
It would be useful for the map screen to show you what dockable planets and stations are present and what faction is in control in the system you have selected. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===In-base starmap []===&lt;br /&gt;
It would be great to have a starmap you could consult while at a station. That way, you could make intelligent choices about hauling cargo. Having this accessable from a Station Library would be the way to go.&lt;br /&gt;
The other solution would be to add such functionality to the mission computer. E.g. except the Accept button for a chosen mission there could be a Map button that would, when pressed, show the route to the target star system of the mission.&lt;br /&gt;
Or the map could be accessible from the info screen. E.g. except the Pilot and Ship buttons there could be a Map button. Red circle with an arrow and 'YOU ARE HERE' text would be informative thing too. -''unknown''&lt;br /&gt;
&lt;br /&gt;
===Larger starmap window []===&lt;br /&gt;
Make the window/map as large as possible to increase its usefulness as a summary of in-system objects.  The starmap should not have such a thick frame, for example.  Currently it's trying to show more than the HUD in less space than the HUD.  While the player needs to be reminded the game isn't paused, this could be accomplished by providing a slight transparency to the starmap (such as 5% or 7% transparent, mostly opaque).  The transparency effect would be more fun for players. -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Separate nav/info buttons []===&lt;br /&gt;
They're not related, so they should be separate buttons.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Modal buttons should show current mode []===&lt;br /&gt;
Move multifunction buttons that affect the view (Nav, Info, Map) away from buttons that affect how the view is represented (2D, 3D, Ortho); use color, position, size/shape, or distance to separate these button groups.  Anytime a button cycles between multiple modes (eg with 2d/3d/ortho), some visual cue should *show* the users which mode is the current one (bold/color/lighting). &lt;br /&gt;
*This menu has its virtues.  It's not entirely keyboard based, for example.&lt;br /&gt;
*One possible approach: &lt;br /&gt;
***use tabs for the different views, and buttons that light up for view-options. (Tabs should be stylized for the theme--green glowing outlines for example, or side tabs styled like gmail.com inbox/archive/trash/spam/... tabs).  &lt;br /&gt;
***Only show view options when they're applicable.  &lt;br /&gt;
***Make every view option a separate button (2d is its own button).   They should be separate controls because a modal button doesn't communicate which mode is selected.  A single button shouldn't do 3 things instead of 1 - it's not normal or expected, so it will confuse people.  &lt;br /&gt;
***Don't use tabs for 2d/3d/ortho, since changing the view in one affects the view in the others, and tabs usually indicate independence from each other.   While I don't suggest making them a radio list (this isn't a form to fill out), this is essentially what they are.  &lt;br /&gt;
***For efficiency, consider making it so users can glance at another view option without clicking on it: hovering over &amp;quot;2d&amp;quot; should make it 2d temporarily; Clicking 2d should make it stick.  This has the disadvantage that users may get confused: they might not think the buttons can be clicked, and will never actually switch to another view to manipulate the map.  For this reason, the buttons should clearly show their state, and their relationship should be obvious.   Perhaps something like a line should connect the three items, and the selected item should be depressed with glowing letters, while the others are raised.  Hovering doesn't raise a button, but it makes its text glow.  Even if this takes work, it will make the game a lot easier to understand and thus fun to play.  Even users who catch on quickly should feel like it's very smooth and obvious--smooth so focus stays on the game instead of the menu, and obvious so it's easier to remember where things are later.  Flashy so things are more memorable and satisfying to click (and thus discover).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Rename &amp;quot;Up/Down&amp;quot; []===&lt;br /&gt;
The labeling for Up/Down doesn't really tell what it does. The up/down button should be relabeled as &amp;quot;View - System/Sector&amp;quot; -- or separated into two buttons -- or toggle between saying &amp;quot;View System&amp;quot; and &amp;quot;View Sector&amp;quot; when the user clicks it.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Changes to planet/base icons []=== &lt;br /&gt;
It's hard to click on specific items.  Planets and bases don't need huge icons around them as with VS 0.4.3.  It makes it hard to read anything, and harder to select things that are close.  Just have the item whose center is closest to the cursor be selected.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
Geometric shapes should not be reused excessively. Try to reserve each shape for a particular class of object in order to prevent overlap and confusion. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2194&amp;amp;p=18146#p18146 In-Game Map]&lt;br /&gt;
&lt;br /&gt;
===Crowded areas []===&lt;br /&gt;
It's impossible to click on really closely spaced items.  When an area is crowded, selecting it should cause the map to temporarily zoom in to select the actual target, then zoom out again.  (Alternately, instead of zoom use a subwindow or popup menu of items to select near the cursor).    -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Preview target (on hover) []===&lt;br /&gt;
Hovering over any item should show its image as with the HUD view in bottom right.  This will help users to recognize what they're looking for. Also, consider showing distance to target and other details on hover (faction, friendliness rating number, estimated value, time in-system, favorite color, ...) -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
* While a target is hovered over, shift_1 through shift_9 should set it as a remembered target.  This fact should be advertised when the cursor is over the item.  If already assigned, the current number it is assigned to should be displayed;  Displaying key assignments immediately will show the user the assignment was successful, and keep them from forgetting if a target has already been assigned a number.  It will also remind a user if it was important.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** Pressing a number 1-9 should jump the cursor to a remembered target.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** While Shift is pressed but before a number is pressed, all the target assignments should be shown in a layover text.  Consider doing this for the HUD display too (although Ctrl and Shift do a lot more on the HUD, so it might not make sense there).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;You are here&amp;quot; indicator []===&lt;br /&gt;
Instead of another inconsequential dot showing &amp;quot;llama.begin&amp;quot; or something, highlight the current location (base computer) or ship (in-flight) using color, font, fontsize, thickness, icon, and/or pulsing color.  A crosshair won't work well in 3d, but it's worth considering.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Color saturation indicates distance from camera []===&lt;br /&gt;
While color should still show what an item is, the color's saturation could be less saturated and smaller if the item is supposed to be further inside the map.  While rotating the 3d view, as items move closer to the camera, their colors should get more vibrant, the icons slightly larger.   To provide reference on saturation, the polar grid in 3d mode could be more vibrant in the front, and less so in back.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Upgrades []===&lt;br /&gt;
Sensor and Software upgrades could let the user toggle viewing of:&lt;br /&gt;
* SPEC gravity field interference (in grayscale or cloud/alpha gradients), &lt;br /&gt;
* commonly used flight paths &amp;amp; pirated zones (past battle locations per down-map system, or up-map color coding of dangerous sectors/stars)&lt;br /&gt;
* visited: stations &amp;amp; systems  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
Navigation software upgrades could let the user:&lt;br /&gt;
* plot direct courses for autopilot&lt;br /&gt;
* plot least-time courses for autopilot&lt;br /&gt;
* plot multi-stage courses (over several jumps), with auto-targeting of each consecutive jump point upon entering the system.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===News &amp;amp; mission view []===&lt;br /&gt;
This layer would only be available on stations/planets.&lt;br /&gt;
* Show news based on regions/stars.  A number beside each star could show how many relevant news items are from there.  Hovering and clicking on a star would show news for that star.&lt;br /&gt;
* Show star and route to star based on news.&lt;br /&gt;
* Also, search for and accept missions from the starmap.&lt;br /&gt;
* Transparency of the background could allow for skinning the news/mission/pilot views of the map screen, so that it seems different depending on where it's accessed.  Eg, in a news kiosk, it might have the GNN logo in the background and a reflection of the hangar or mall.  In the pilot seat, it could be semitransparent like a glass tactical screen, with a slight/blurred pilot helmet reflection and the HUD actively moving behind it.  Mission views could look like a Microsoft Surface(R) bar table.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Relevant details on hover []===&lt;br /&gt;
* Sector View: on hover, Highlight jump routes connecting this star.  Keep highlighting jump routes if clicked?&lt;br /&gt;
* System View: on hover, Show object preview, with distance-to/name/faction/friendliness and other data, when mouse hovers over a ship or planet.  For jump points, list known(visited) places at the destination (planets, stations, etc).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Other suggested improvements...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9816 system map/hud radar]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11169 A Beeter Nav computer]&lt;br /&gt;
&lt;br /&gt;
==Base UI==&lt;br /&gt;
&lt;br /&gt;
===Station library []===&lt;br /&gt;
A Station library / encyclipedia would provide a useful repository for background documents written by jackS and others, as well as providing a logical place to access the Map-screen. History articles and Race/Faction descriptions could be available from the library. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:How about a Library Station? T'would be more scholarly. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
:Maybe Research Stations and University Planets should have the best libraries?  And other places have varying collections: military stuff at military stations (except that the player is a civilian so the military is the last place you'll find out anything about the military...).  - ''peter''&lt;br /&gt;
&lt;br /&gt;
::No, the military could have a lot of information on the history of some aircraft, and heaps of propaganda. Different factions could invent their own versions of the history of certain events. That way, you could have a heap of different articles available at different places. It would add a lot more depth to the world. You could also use it as a form of credits for some of the developers. Many games there days are going for a 'hidden credits within the game' approach. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
===Trade subscriptions []===&lt;br /&gt;
Subscriptions to publications that give news of trade opportunities or happenings in industry. Should be limited in scope to a particular industry or faction, but should cover a larger astronomical area than &amp;quot;General News&amp;quot;, be more thorough in its coverage, as well as/or be more explicit in how it can benifit the player. -''[[User:Shark|Shark]] and others''&lt;br /&gt;
&lt;br /&gt;
===Describe why upgrade X cannot be installed []===&lt;br /&gt;
In the ship upgrades screen, display a short note describing why you cannot install upgrade x (already installed/higher version installed/ship not capable etc.) - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Specialized repair console []===&lt;br /&gt;
In the ship upgrades screen, have one section specialized in repairs that lists all damaged components and makes it easy to select which ones to repair without having to click on all upgrade sections to check if there are damaged components hiding somewhere. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Expand/collapse all buttons []===&lt;br /&gt;
In the computer screens with expandable lists, have buttons 'expand all' and 'collapse all' to be able to expand or collapse the tree of all available items without clicking on the individual sections. &lt;br /&gt;
 &lt;br /&gt;
===Multiple-choice conversations [X]===&lt;br /&gt;
multiple choice dialogs (at the bottom at the screen, or as a pop-up, I don't know) that'd give writers a lot of flexibility. Besides empowering writers with the ability to do actual dialogs, it gives player the ability to negotiate, to investigate, to strike special deals, to add fine points to a mission--everything you can think of. And of course, multiple choice still can do the 'yes' and 'no'. - ''CubOfJudahsLion''&lt;br /&gt;
&lt;br /&gt;
===Cargo/ship/upgrade/weapon compare screen []===&lt;br /&gt;
As the title already states a screen where it is possible to compare the various items. Maybe having the seperations '''cargos, ships, upgrades, weapons''' as they all have their special attributes and more important infos. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===Sort mission list by destination []===&lt;br /&gt;
In the mission screen, add a button that sorts the missions by destination. Or at least sort the missions by destination rather than alphabetically within their categories. that way users can accept multiple missions which go to the same target system. -''Thawn''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=93927 sort missions by destination.]&lt;br /&gt;
&lt;br /&gt;
===Economic index []===&lt;br /&gt;
It would be nice if there was some kind of economic index, so you could tell what the buying and selling prices are for a given commodity. That way, when you are on a base that seems to have a lot of seafood, you can tell whether or not you're being ripped off. Maybe it should also just show the prices of the last time / 3 last times, otherwise it would be just too predictable. Being a newbie in space usually also means you have to find out about goods. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:Maybe require some sort of a subscription-based service to provide the necessary database (see the Trade Subscriptions request). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Ship hardpoint display []===&lt;br /&gt;
Some sort of a display showing a model of your ship, as well as all hardpoints/device slots and the equipment installed on them. Applies to the in-flight UI, as well. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Gambling mini-game []===&lt;br /&gt;
Gambling for credits in bars. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Separate repair and refuel options []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10542 Fuel use causes damage?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11013 Repair in Upgrade Computer]&lt;br /&gt;
&lt;br /&gt;
===Base UI redesigns...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2063 Pictures for Cargo Items &amp;amp; ships]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10916 Add drop shadow or bg to menu text]&lt;br /&gt;
&lt;br /&gt;
===Other base UI issues...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9350 basecomputer UI]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9598 Problem with the UI]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
===Game trailer []===&lt;br /&gt;
Create a short trailer for the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13192 How about a Vega Strike trailer?]&lt;br /&gt;
&lt;br /&gt;
===Voice acting [w]===&lt;br /&gt;
Record some human voices.&lt;br /&gt;
&lt;br /&gt;
''Initial Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10762 Vega Strike Voice Acting]&lt;br /&gt;
&lt;br /&gt;
Voice work has begun and you can hear it in SVN.  &lt;br /&gt;
&lt;br /&gt;
Ongoing work is discussed here: http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Guidelines and a list of voice acting projects is here: http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#Voice_Acting&lt;br /&gt;
&lt;br /&gt;
===In-game tutorial []===&lt;br /&gt;
Provide players with some hands-on instruction.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11314 In-game tutorial]&lt;br /&gt;
&lt;br /&gt;
===Racetrack []===&lt;br /&gt;
Create a racetrack where ships can compete for money.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10867 Raceship spacetrack + concept art &amp;gt; good for multiplayer]&lt;br /&gt;
&lt;br /&gt;
==Network and multiplay==&lt;br /&gt;
===Network play [Y]===&lt;br /&gt;
The second most commonly requested feature is network play. Most people seem to want a massively multiplayer online game (MMO), and one day in the distant future this may become a reality. However, rudimentary network support is being actively developed. A &amp;quot;quake in space&amp;quot; deathmatch gametype should be available in the near future, possibly the next release.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=37&amp;amp;t=9305 Online multiplayer is now working.]&lt;br /&gt;
&lt;br /&gt;
===Clan-owned stations []===&lt;br /&gt;
* clan/squad system&lt;br /&gt;
* clan/squad owned starbase(how hard is that to do?)&lt;br /&gt;
&lt;br /&gt;
And of course, theres got to be a limited numbers of systems(25-40) on the game universe so you will not end up with 99% unexplored areas with everyone getting lost in the long run.[[user:Paslowo|Paslowo]]&lt;br /&gt;
&lt;br /&gt;
===Make VS an MMORPG [W]===&lt;br /&gt;
Turn VS into an MMORPG.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10743 VS an MMORPG?]&lt;br /&gt;
&lt;br /&gt;
===Network lag meter and admin controls []===&lt;br /&gt;
*''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10991 [network]Network lag meter and server admin controls]&lt;br /&gt;
&lt;br /&gt;
===Escape pods and insurance []===&lt;br /&gt;
Modifications to how players deaths are implemented.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9166 Online gameplay ideas]&lt;br /&gt;
&lt;br /&gt;
==Under the hood==&lt;br /&gt;
&lt;br /&gt;
===Unlock display and minimize game []===&lt;br /&gt;
Define a key (such as Alt_Tab) that will release the mouse cursor, pause the game, and minimize the window/switch back to the x-server in linux or the regular display in Windows. --[User:Bugeyedllama|Bugeyedllama]&lt;br /&gt;
* Alternative: Confine the mouse to the vegastrike window, and let the window switch away from fullscreen.  &amp;quot;X&amp;quot; could pause the game and release the mouse.&lt;br /&gt;
&lt;br /&gt;
===Serial port communications for custom controls and displays []===&lt;br /&gt;
Send ship information such as shield strength, the status of upgraded components, allied and enemy ship lock, etc., across a serial connection to a microcontroller such as the [http://www.arduino.cc/ Arduino] to be displayed via LCD screen(s) and LEDs.  In addition, make Vega Strike able to receive information back from the microcontroller across the same serial connection so that toggle and rotary switches, keypads, potentiometers, pressure sensors, buttons, etc., could be used to control certain ship functions, such as weapon selection, pilot ejection, communications, etc. -''scienceguy8''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=102641#102641 HUD Instruments - move to other screens/machines?]&lt;br /&gt;
&lt;br /&gt;
===Switch to Lua instead of Python [R]===&lt;br /&gt;
Translate all Python code to the Lua scripting language. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6739 Scripting Languages]&lt;br /&gt;
&lt;br /&gt;
===In-game configuration console []===&lt;br /&gt;
An configuration interface accessible from within the game (and thus platform independent as well).&lt;br /&gt;
&lt;br /&gt;
What one should be able to configure:&lt;br /&gt;
* Key bindings (by pressing them, not writing something code-like)&lt;br /&gt;
* Joystick and mouse configuration&lt;br /&gt;
* Basic graphic settings&lt;br /&gt;
* ....&lt;br /&gt;
* &amp;quot;Data Reload&amp;quot; button, so you could modify things in the units.csv and hit 'reload' to see changes without having to reopen the game. -''Jesse_the_Midget''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3826 Question: UI for binding config?]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=13201 Ingame setup]&lt;br /&gt;
&lt;br /&gt;
===Mission editor []===&lt;br /&gt;
Create a dedicated tool to make it easier for people to script missions.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11738 Feature Request: Mission editor.]&lt;br /&gt;
&lt;br /&gt;
===Use sqlite for managing data []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11269 Any thoughts of using sqlite?]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Lite&amp;quot; version of VS []===&lt;br /&gt;
Create a &amp;quot;light&amp;quot; version of the game that takes up less disk space and can be distributed more easily.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11276 lighter version of vegastrike]&lt;br /&gt;
&lt;br /&gt;
===Support 64-bit Windows []===&lt;br /&gt;
Add support for 64-bit versions of Windows.&lt;br /&gt;
&lt;br /&gt;
''Discussion topics:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=12189 64 bit windows versions]&lt;br /&gt;
&lt;br /&gt;
===VS as benchmark program []===&lt;br /&gt;
VS can be used to benchmark video card performance.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=11796 The Vegastrike Benchmark TM]&lt;br /&gt;
&lt;br /&gt;
==Lists of requests/suggestions==&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=2198 random discussion]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=9934 RFC on some Good ideas(maybe)]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10714 A few Ideas]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10902 Lots of feature wishes...]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=10929 Big bin of feedback]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Development:Roadmap]] - ''Discussion:'' [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=8844]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/phpwiki/index.php/VsFaqFeatureRequests VsFaqFeatureRequests] in the [http://vegastrike.sourceforge.net/phpwiki/ old wiki]&lt;br /&gt;
* [http://c2.com/cgi/wiki?CreepingFeaturitis] - Please be aware when adding feature requests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
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[[Category:FAQ]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Create_Ships_in_Wings3D&amp;diff=12883</id>
		<title>HowTo:Create Ships in Wings3D</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Create_Ships_in_Wings3D&amp;diff=12883"/>
				<updated>2007-04-27T17:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: small note on plugin&lt;/p&gt;
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&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Create Models|Create Models]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Unwrap|Unwrapping Models]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Sad Note =&lt;br /&gt;
&lt;br /&gt;
Since I'm wrapped up in real life for some time now I do not actively develop or maintain the plugin anymore ... chances are high that it will not work at all with a current version of Wings3D.&lt;br /&gt;
Not to speak from myself switching to blender just a few weeks after I stopped developing the plugin. &lt;br /&gt;
&lt;br /&gt;
So in order for people to still access the plugin (be it working or not) and/or usign the source code I've uploaded it here:&lt;br /&gt;
http://vegastrike.sourceforge.net/users/pontiac/xmesh/&lt;br /&gt;
&lt;br /&gt;
This file not only contains all versions of the plugin ever made, but also the latest nightly and the images used in this howto.&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Vega Strike has grown as an open source creation over time, and most contributors use other open source programs to produce models for the universe.  Where using the following guide, we recommend you have Wings3D and the (LINK BROKEN, See top of the page; Xmesh Export Plugin) installed to model using the following format; see [[HowTo:Install Wings3d]] for instructions on obtaining Wings3D and the Xmesh Export Plugin.&lt;br /&gt;
&lt;br /&gt;
'''This howto assumes that the version of the plugin you're using is 1.3b4 or newer'''.  If you want to stay with the old plugin look at [[Howto:Create Ships with xmesh plugin 1.3b3]]. The old format for lights is no longer used by the plugin script.&lt;br /&gt;
&lt;br /&gt;
Feel free to use a different modelling program, but it must be able to export models in .obj or .xmesh format (for later conversion to .bfxm format).&lt;br /&gt;
&lt;br /&gt;
Lastly, we recommend following the processes below in order, until you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
==Creating Your Model==&lt;br /&gt;
The first (and most enjoyable) job is to design and draw your model (the geometrical object) within your program.  The way to create geometry in Wings3D is fairly self-explanatory, but if you have problems refer to the [http://www.wings3d.com/ Wings3d homepage] (especially the [http://www.wings3d.com/tutorials.php tutorials page] or the [http://pub33.ezboard.com/fnendowingsmiraifrm3.showMessage?topicID=249.topic tutorials thread], and the [http://pub33.ezboard.com/fnendowingsmiraifrm12 manual section of the discussion board]).&lt;br /&gt;
&lt;br /&gt;
'''Rename the objects you create''' to something good sounding: [Window] -&amp;gt; [Object] -&amp;gt; {{RMB}} RMB on object -&amp;gt; [rename]&lt;br /&gt;
&lt;br /&gt;
'''ATTENTION:'''&lt;br /&gt;
* Don't give multiple objects the same name, they will all be written in the same xmesh file.&lt;br /&gt;
* Don't name an object like this: &amp;quot;tag_.....&amp;quot;&lt;br /&gt;
* Do not use materials (or vertex color or whatever this is called) in Wings3D (in combination with the plugin of course; especially not the ''hole'' material). The (correct) use of material colors is not yet supported. Normal 'textures' are supported fine though :)&lt;br /&gt;
&lt;br /&gt;
===Modeling tips===&lt;br /&gt;
* start with a simple cube&lt;br /&gt;
* stay with low polygon-count (no extreme round shapes, etc ...)&lt;br /&gt;
* Please mind the ''max. polycount'' values (it's not to prevent good looking ships, but to make Vega Strike run smoothly an slower computers; not everyone has a GeForce 8800 GTX Quad SLI system with a 5.2THz processor):&lt;br /&gt;
*''without LOD mesh(es)'':&lt;br /&gt;
** fighter 1024&lt;br /&gt;
** capship 2048&lt;br /&gt;
** station(part) 4096 ???&lt;br /&gt;
*''Only when using LOD mesh(es)'':&lt;br /&gt;
** fighter 2048&lt;br /&gt;
** capship 4096&lt;br /&gt;
** station(part) 8192 ???&lt;br /&gt;
&lt;br /&gt;
===Orientation of the objects===&lt;br /&gt;
*front= Z-axis = blue&lt;br /&gt;
*up= Y-axis = green&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See the zip file --&amp;gt;&lt;br /&gt;
http://vegastrike.sourceforge.net/users/pontiac/wings_plugin/doc/orientation.jpg&lt;br /&gt;
&lt;br /&gt;
==Additional points==&lt;br /&gt;
Once your basic design is complete, Vega Strike requires a few additional items created on your ship.&lt;br /&gt;
&lt;br /&gt;
===Creating weapon mounts===&lt;br /&gt;
These are the locations of the physical mount points for the weapon systems of your ship.  Vega Strike uses independant weapon models, and requires these mount points to know where to attach them.&lt;br /&gt;
&lt;br /&gt;
* {{RMB}} -&amp;gt; [Vegastrike Tags] -&amp;gt; [Mount (Weapon)]&lt;br /&gt;
*'''place it''' where you want to have the weapon (move/rotate/...);&lt;br /&gt;
** The point in the 90° angle is the base - attaching to the ship;&lt;br /&gt;
** The longer side of the triangle must point in the direction the weapon should point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See the zip file --&amp;gt;&lt;br /&gt;
http://vegastrike.sourceforge.net/users/pontiac/wings_plugin/doc/weapons_2.jpg&lt;br /&gt;
&lt;br /&gt;
===Creating turret mounts===&lt;br /&gt;
Similarly, if your ship is to mount turrets, these points must be recorded.&lt;br /&gt;
&lt;br /&gt;
* {{RMB}} -&amp;gt; [Vegastrike Tags] -&amp;gt; [Subunit]&lt;br /&gt;
* the type of the subunit is specified in the config.txt&lt;br /&gt;
* '''place it''' where you want to have the subunit (move/rotate/...);&lt;br /&gt;
** The point in the 90° angle is the base;&lt;br /&gt;
** The longer side of the triangle must point in the direction the top of the turret should point;&lt;br /&gt;
** The shorter side of the triangle must point in the forward direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See the zip file --&amp;gt;&lt;br /&gt;
http://vegastrike.sourceforge.net/users/pontiac/wings_plugin/doc/turrets_2.jpg&lt;br /&gt;
&lt;br /&gt;
===Creating docking ports===&lt;br /&gt;
If the ship is designed to be docked to (e.g. a capital ship or large cargo vessel), the docking points must also be recorded.&lt;br /&gt;
&lt;br /&gt;
* {{RMB}} -&amp;gt; [Vegastrike Tags] -&amp;gt; [Dock]&lt;br /&gt;
*'''place it''' where you want to have the dock (the point in the 90° angle is the base).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See the zip file --&amp;gt;&lt;br /&gt;
http://vegastrike.sourceforge.net/users/pontiac/wings_plugin/doc/docks_2.jpg&lt;br /&gt;
&lt;br /&gt;
===Creating engines===&lt;br /&gt;
Lastly, create the points for the engines.&lt;br /&gt;
&lt;br /&gt;
* {{RMB}} -&amp;gt; [Vegastrike Tags] -&amp;gt; [Light (Engine)]&lt;br /&gt;
* '''Place it''' where you want to have the engine.&lt;br /&gt;
** The point in the 90° angle is the base;&lt;br /&gt;
** The longer side of the triangle must point in the direction the engine should point (normally points back).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See the zip file --&amp;gt;&lt;br /&gt;
http://vegastrike.sourceforge.net/users/pontiac/wings_plugin/doc/engines_2.jpg&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Spot&amp;quot; lights should have another position than their aim point.'''&lt;br /&gt;
&lt;br /&gt;
==Assigning UV-maps==&lt;br /&gt;
* Go to [[HowTo:Texture in Wings3d]]&lt;br /&gt;
&lt;br /&gt;
'''You need the UV-data and a texture to display the ship correctly in VS.''' If you didn't do that you will get some scrambled geometry. In the worst case it won't even export.&lt;br /&gt;
&lt;br /&gt;
===Converting texture maps===&lt;br /&gt;
*Use an image manipulation program to convert the .tga files to a compressed (smaller) file format vegastrike can read like png or jpg;&lt;br /&gt;
*Edit the name of the image files in the .xmesh files&lt;br /&gt;
&lt;br /&gt;
Some image manipulation/convertion programs are at [[Links:Graphic Applications]].&lt;br /&gt;
&lt;br /&gt;
==Saving and exporting==&lt;br /&gt;
* Save your file as &amp;lt;code&amp;gt;.wings&amp;lt;/code&amp;gt;&lt;br /&gt;
* now you have two options:&lt;br /&gt;
** Select [File] -&amp;gt; [Export] -&amp;gt; [Vega Strike (.xunit/.xmesh) ...]&lt;br /&gt;
** Select [File] -&amp;gt; [Export] -&amp;gt; the grey square right of Vega Strike (.xunit/.xmesh) ...In this dialog you can set the export options. (they will be saved in your Wings3D-Preferences and '''not''' in the .wings file);&lt;br /&gt;
*** Export as cockpit - use BSP=binary space partition;&lt;br /&gt;
*** Ignore export-config - Ignores the conf files located in .../exportdir/config/*;&lt;br /&gt;
*** Export image maps (as TGA files) - check if you want to export the texture maps (as tga-files);&lt;br /&gt;
*** Use Scale for whole xunit -  Uncheck to scale single objects/xmeshes;&lt;br /&gt;
*** Export scale - the value which is written into the xunit/xmesh;&lt;br /&gt;
*If you are using the config-export method you must '''EDIT THE CONFIG.TXT''' to meet your idea of the ship;&lt;br /&gt;
**the sample config.txt included in the plugin has a editing-description in it;&lt;br /&gt;
**the sample data is located in the '''&amp;lt;code&amp;gt;xmesh_sample_data&amp;lt;/code&amp;gt;'''-directory in your Wings3D-dir (to be precise they are in '''&amp;lt;code&amp;gt;.../YourWings3dDirectory/lib/wings-0.xx.xx/plugins/xmesh/xmesh_sample_data&amp;lt;/code&amp;gt;''');&lt;br /&gt;
** some tips for [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=6376#6376 editing config.txt]:&lt;br /&gt;
* ''Note that you must enter a name with the extension .xunit in the export dialog, but it will be cut away by the plugin''&lt;br /&gt;
* The files are saved like this:&lt;br /&gt;
**Unit Files: like specified in the config.txt;&lt;br /&gt;
**Object/Mesh File(s): '''&amp;lt;code&amp;gt;yourmodelname_objectnameinwings.xmesh&amp;lt;/code&amp;gt;''';&lt;br /&gt;
**Texture Map(s): '''&amp;lt;code&amp;gt;yourmodelname_objectnameinwings_diffuse.tga&amp;lt;/code&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
to check the correctness of the files rename them into .xml and drag them into Mozilla, IE or another XML-understanding browser. They will show you an error if the syntax of the file is corrupt.&lt;br /&gt;
&lt;br /&gt;
==Creating logos (a workaround right now)==&lt;br /&gt;
* Search in Wings3D for a polygon you want to put the logo on;&lt;br /&gt;
* Switch to vertice-mode by pressing '''[v]''';&lt;br /&gt;
* Select all vertices of this poly one by one and write down the numbers displayed in the upper left corner of the screen;&lt;br /&gt;
* also remember the name of the object, the polygon is owned by;&lt;br /&gt;
* Edit the xmesh file of the object and insert this before the '''&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;\Mesh&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; line.&lt;br /&gt;
* See Definition of the Logo here: [[Howto:Edit Mesh Files]].&lt;br /&gt;
&lt;br /&gt;
'''TIP''': You can scale the tag-objects as much as you want. Also the length of the sides can vary (but they must not be the same length). Be sure it has an rectangular angle where the position Point is.&lt;br /&gt;
&lt;br /&gt;
'''TIP''': If you don't see the logo, make it very big to locate it.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/units/description.xunit Description of xunit]&lt;br /&gt;
&lt;br /&gt;
===Wings tips and tricks===&lt;br /&gt;
* [http://www.geocities.com/paulthepuzzles/aardvarks.html Wings 3D tutorials, notes and general information] - by PuzzledPaul from the Wings3D-forum&lt;br /&gt;
* Viewing the '''defined hotkeys''': &amp;lt;br&amp;gt;Menu [Help] -&amp;gt; [Defined Hotkeys]&lt;br /&gt;
* '''Defining your own Hotkeys''':&amp;lt;br&amp;gt;Menu [Help] -&amp;gt; [How To Define Hotkeys]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Create Models|Create Models]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Unwrap|Unwrapping Models]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Create Ships in Wings3D]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Install_Wings3d&amp;diff=12882</id>
		<title>HowTo:Install Wings3d</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Install_Wings3d&amp;diff=12882"/>
				<updated>2007-04-27T17:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: /* Get and install the Xmesh Export Plugin */ added new linkt to pllugin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=none&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[Links]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=Install Wings3D and the Wings Export Plugin=&lt;br /&gt;
&lt;br /&gt;
==Download Wings3D==&lt;br /&gt;
* Download the latest '''STABLE''' release of Wings 3D from the [http://www.wings3d.com/ website].&amp;lt;BR/&amp;gt;Unstable versions may work and may have more features, but they may also be more unstable (obviously);&lt;br /&gt;
* Follow the [http://pub33.ezboard.com/fnendowingsmiraifrm12.showMessage?topicID=79.topic installation instruction];&lt;br /&gt;
* For a downloadable manual see [http://pub33.ezboard.com/fnendowingsmiraifrm3.showMessage?topicID=258.topic here];&lt;br /&gt;
&lt;br /&gt;
*Mandrake users see [http://rpm.nyvalls.se/graphics9.1.html here]&lt;br /&gt;
&lt;br /&gt;
==Get and install the Xmesh Export Plugin==&lt;br /&gt;
===Stable Plugin===&lt;br /&gt;
New users use this.&lt;br /&gt;
&lt;br /&gt;
Download the latest stable release (1.5a) (located here: http://vegastrike.sourceforge.net/users/pontiac/xmesh)&lt;br /&gt;
&lt;br /&gt;
* For Wings3D before 0.98.16:&lt;br /&gt;
** Extract the compressed file into your Wings3D application directory;&lt;br /&gt;
** Check if all .beam-files have the right permissions (&amp;lt;code&amp;gt;chmod 644&amp;lt;/code&amp;gt;);&lt;br /&gt;
** Start Wings3D.&lt;br /&gt;
* For Wings3D 0.98.16 and following:&lt;br /&gt;
** Start Wings3D;&lt;br /&gt;
** Select the ['''Install Plug-In'''] option in the ['''File''']-menu and select the &amp;lt;code&amp;gt;.tgz&amp;lt;/code&amp;gt; file you downloaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===For Mac OSX version of Wings3d===&lt;br /&gt;
* Extract the two files &amp;lt;code&amp;gt;e3d_xmesh.beam&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;wpc_xmesh.beam&amp;lt;/code&amp;gt; either from the nightly download or from the expanded files in the stable &amp;lt;code&amp;gt;.zip&amp;lt;/code&amp;gt; package. &amp;lt;BR/&amp;gt;You'll need to right-click {{RMB}} on the Wings3d application and click ['''show package contents'''], then navigate to&amp;lt;BR/&amp;gt;&amp;lt;code&amp;gt;Wings3d.app/Contents/Resources/erlang/lib/wings-x.xx.xx/&amp;lt;/code&amp;gt;&amp;lt;BR/&amp;gt;(where the &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; stands for the version);&lt;br /&gt;
* Copy all of the &amp;lt;code&amp;gt;.beam&amp;lt;/code&amp;gt;-files into the directory&amp;lt;BR/&amp;gt;&amp;lt;code&amp;gt;Wings3d.app/Contents/Resources/erlang/lib/wings-x.xx.xx/lib/wings-x.xx.xx/plugins/xmesh&amp;lt;/code&amp;gt;&amp;lt;BR/&amp;gt;or wherever the &amp;lt;code&amp;gt;plugins&amp;lt;/code&amp;gt; directory is located;&lt;br /&gt;
* Start Wings3D.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=none&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[Links]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Install Wings3D and Plugin]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender&amp;diff=8854</id>
		<title>HowTo:Radiosity baking in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender&amp;diff=8854"/>
				<updated>2005-11-02T10:21:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: /* Links */ ideasman homepage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prelude==&lt;br /&gt;
I tried making it easy for non-blenderheads to use this guide too but a bit of know how of blender is good (look at [http://download.blender.org/documentation/htmlI/] if you need something to get you started). The method described here was developed and tested with Blender 2.37. Help the community by imporving upon this if you find anything incorrect or missing.&lt;br /&gt;
&lt;br /&gt;
==Our goal==&lt;br /&gt;
&lt;br /&gt;
There is no such thing as the ambient lighting most 3D applications and games use, period. An exposed part of the model will receive more ambient light than parts hidden deep beneath pipes and plates. Since we can't simulate this in real-time (at the moment, at least) putting this information in the texture is the way to go. How, you ask? One method is guessing and painting by hand, a very time consuming method which is also likely to render less than stunning results.&lt;br /&gt;
&lt;br /&gt;
Compare the following two pictures:&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though two slightly different meshes were used it should illustrate the difference, clearly the lighting on the latter picture looks more natural.&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio2.jpg&lt;br /&gt;
&lt;br /&gt;
Our weapon of choice for achieving the desired result is, as the title of the article ever so subtly suggests, radiosity ([[WikiPedia:Radiosity]]). Using radiosity no manual labour will be required as the computer will calculate the ambient intensities for us. In the end, this should slightly alleviate the texturing process and make for promising results.&lt;br /&gt;
&lt;br /&gt;
==A step by step guide==&lt;br /&gt;
As I mentioned above our goal is to calculate some kind of ambient light dependent on the geometry, which we'll use radiosity for. If you don't know what radiosity is, please look it up before proceeding.&lt;br /&gt;
All right! Just follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Load your UV-mapped object into Blender and put it on layer 1. Make sure it is UV-mapped! Also get rid of any lamps lingering in the scene.&lt;br /&gt;
## Select your model and in edit mode (press {{kbd|TAB}} do switch between edit and object modes) remove all duplicate vertices. You do this by selecting all vertices ({{kbd|A}}) and pressing {{kbd|W}}-&amp;gt;'''Remove Doubles'''.&lt;br /&gt;
## Add an icosphere with its center roughly in the middle of your model ({{kbd|SPACE}}-&amp;gt;'''Add'''-&amp;gt;'''Mesh'''-&amp;gt;'''Icosphere'''). This will be our ambient light source. Higher subdivision yeilds better results (you need a higher value for a mesh with many polygons, play around!) but longer calculation times, 4 should be sufficient.&lt;br /&gt;
## Scale up ({{kbd|S}}) the icosphere to encompass your entire model.&lt;br /&gt;
## In edit mode select all the faces ({{kbd|A}}) and flip the normals ({{kbd|W}},{{kbd|9}}). In edit mode, enable normal drawing (done in the editing context, {{kbd|F9}}) and make sure they're really pointing inward the sphere. (Note that you ''must'' be in edit mode to see or enable the drawing of normals.)&lt;br /&gt;
## Go to the material buttons ({{kbd|F5}}) and add a new material to the sphere. Choose the desired light color (white, normally) and give the material some emission, you have to experiment with the emit value but &amp;lt;code&amp;gt;0.02&amp;lt;/code&amp;gt; should be a good starting point.&lt;br /&gt;
# You're now ready to start calculating the radiosity. But before you start you might want to subdivide your mesh a few times, to get better results. Do it, say, twice ({{kbd|W}},{{kbd|1}} and repeat).&lt;br /&gt;
## Go to the shading context ({{kbd|F5}}) and then the radiosity buttons. Select both the meshes and click the '''Collect meshes'''-button. Switch from '''Solid''' to '''Gourad'''.&lt;br /&gt;
## {{info}} '''IMPORTANT''': Set &amp;lt;code&amp;gt;MaxEl&amp;lt;/code&amp;gt; (''not ElMax!'') to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;. This will ensure that Blender doesn't alter the mesh in any way.&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio_panel.jpg&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;&lt;br /&gt;
## Hit [Go] and lean back. Press {{kbd|ESC}} when you're happy with what you see or wait until it finishes. It shouldn't be all black, if it is something went wrong.&lt;br /&gt;
## This is optional but if the resulting mesh looks a little spotty or have artifacts you might want to perform '''Face filter''' or '''Element filter''', or both.&lt;br /&gt;
## Save the radiosity information in a new mesh by pressing '''Add new meshes'''. Move it to layer 2 ({{kbd|M}},{{kbd|2}}).&lt;br /&gt;
## Click '''Free Radio Data'''.&lt;br /&gt;
# Now it's time for a little cleaning up before we can bake the radiosity information to a texture. Remove the icosphere from the newly created mesh with the radiosity information. If you're not comfortable with blender, here's how you do it:&lt;br /&gt;
## Go to layer 2 ({{kbd|2}}). Select the mesh and enter edit mode ({{kbd|TAB}}). Remove double vertices with {{kbd|W}}-&amp;gt;'''Remove Doubles'''. Hover the sphere with the mouse cursor and press {{kbd|L}} to select it then delete it using {{kbd|X}}-&amp;gt;'''Vertices'''.&lt;br /&gt;
## Now, since using the radio tool erases all UV-information from the baked mesh we'll somehow need to transfer the vertex color information from the baked mesh to our original mesh. After trying various methods for doing this, none of which worked, I hacked together a small little script (see [[#Script]]) in python to do it.&amp;lt;BR/&amp;gt;Load it, change the mesh names at the top of the file, run it and voila! For the blender impaired here's what you do: &lt;br /&gt;
## Press {{kbd|Shift}}+{{kbd|F11}} to bring up the text editor, load the script from the menu or paste it and then press {{kbd|Alt}}+{{kbd|P}} to run it.&amp;lt;BR/&amp;gt;Your original, UV-mapped, mesh should now have all the shading information stored safely in the color of each vertex. You should be able to verify this if you set your viewport shading mode to '''Shaded''' (make sure ''VCol Light'' is enabled for your material).&lt;br /&gt;
# The final step is to bake the vertex color information to texture using your favorite texture baking script.&amp;lt;BR/&amp;gt;Enable '''VCol Paint''' and '''Shadeless'''.&amp;lt;BR/&amp;gt;Run '''Texture baker''' (found under '''Scripts'''-&amp;gt;'''UV''' and included with Blender). If it doesn't work the first time make sure your mesh is indeed on layer 1 and try again.&lt;br /&gt;
&lt;br /&gt;
That's it!&lt;br /&gt;
&lt;br /&gt;
==You can do even more==&lt;br /&gt;
&lt;br /&gt;
Using the same technique you can do even more nifty stuff, such as baking glowmaps:&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common troubles==&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' After calculating the radiosity and clicking '''Add new meshes''' the resulting mesh is split into several parts.&amp;lt;BR/&amp;gt;&lt;br /&gt;
'''Solution:''' I don't know why this happends but fixing it is easy. Select all of the parts and join them ({{kbd|Alt}}+{{kbd|J}}) then remove doubles in edit mode ({{kbd|W}},{{kbd|5}}). Someone on cgtalk suggested it might be caused by bad normals but I haven't been able to verify or reject this theory.&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' Man, it doesn't look pretty! It's spotty and ugly looking. Face and Element Filter doesn't do much good, either.&amp;lt;BR/&amp;gt;&lt;br /&gt;
'''Solution:''' The face ratio between your model and the light source isn't good. Either subdivide the sphere more or do fewer subdivisions on the model.&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' The '''Texture Baker''' doesn't render anything or the wrong things. What's up?&amp;lt;BR/&amp;gt;&lt;br /&gt;
'''Solution:''' The version of the Texture Baker currently bundled with blender (Blender 2.37a -&amp;gt; 0.2.6) is out of date and you can get the newest version of the script from the &amp;quot;Texture baker&amp;quot; homepage in the [[#Links]] &amp;lt;code&amp;gt;0.2.8 2005/7/20&amp;lt;/code&amp;gt;. See also the bug report [http://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=2824&amp;amp;group_id=9&amp;amp;atid=125 here].&lt;br /&gt;
&lt;br /&gt;
==Script==&lt;br /&gt;
Just save this link as &amp;lt;code&amp;gt;vccopy.py&amp;lt;/code&amp;gt;&lt;br /&gt;
[http://vegastrike.sourceforge.net/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender/vccopy.py&amp;amp;action=raw vccopy.py]&lt;br /&gt;
&lt;br /&gt;
(If it works better for you you can try using this link: [http://vegastrike.sourceforge.net/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender/vccopy.py&amp;amp;action=raw&amp;amp;ctype=text/css vccopy.py])&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Radiosity_baking_in_Blender/vccopy.py]] - The clutter you see on this page is intended. See the source by editing the page.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[WikiPedia:Radiosity]]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Baking Wikibook:Blender 3D: Noob to Pro: Baking Radiosity] (currently WIP)&lt;br /&gt;
* [http://www.blender3d.org/forum/viewtopic.php?t=4599 &amp;quot;Baking radio data into textures is here...&amp;quot;] thread in the [http://www.blender3d.org/forum/index.php blender3d.org forum] -&amp;gt; (&amp;quot;Bake Radio&amp;quot; script by ideasman)&lt;br /&gt;
** See also the [http://members.iinet.net.au/~cpbarton/ideasman/ homepage] ideasman.&lt;br /&gt;
* [http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d.htm Copie les coordonnées UV d'un mesh à la place de ses coordonnées 3D] (french) - The &amp;quot;Texture Baker&amp;quot; homepage and a tutorial similar to this one.&lt;br /&gt;
* [http://download.blender.org/documentation/htmlI/ Blender documentation - User guide]&lt;br /&gt;
* [http://download.blender.org/documentation/htmlII/ Blender documentation - Reference]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=48148#48148 Original tutorial] in the forum (by [[User:Tiny paintings|tiny paintings]])&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Radiosity baking in Blender]]&lt;br /&gt;
[[Category:Development|Radiosity baking in Blender]]&lt;br /&gt;
[[Category:Artwork|Radiosity baking in Blender]]&lt;br /&gt;
[[Category:Blender|Radiosity baking in Blender]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender&amp;diff=8853</id>
		<title>HowTo:Radiosity baking in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender&amp;diff=8853"/>
				<updated>2005-11-02T10:20:06Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: /* Links */ link to script by ideasman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prelude==&lt;br /&gt;
I tried making it easy for non-blenderheads to use this guide too but a bit of know how of blender is good (look at [http://download.blender.org/documentation/htmlI/] if you need something to get you started). The method described here was developed and tested with Blender 2.37. Help the community by imporving upon this if you find anything incorrect or missing.&lt;br /&gt;
&lt;br /&gt;
==Our goal==&lt;br /&gt;
&lt;br /&gt;
There is no such thing as the ambient lighting most 3D applications and games use, period. An exposed part of the model will receive more ambient light than parts hidden deep beneath pipes and plates. Since we can't simulate this in real-time (at the moment, at least) putting this information in the texture is the way to go. How, you ask? One method is guessing and painting by hand, a very time consuming method which is also likely to render less than stunning results.&lt;br /&gt;
&lt;br /&gt;
Compare the following two pictures:&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though two slightly different meshes were used it should illustrate the difference, clearly the lighting on the latter picture looks more natural.&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio2.jpg&lt;br /&gt;
&lt;br /&gt;
Our weapon of choice for achieving the desired result is, as the title of the article ever so subtly suggests, radiosity ([[WikiPedia:Radiosity]]). Using radiosity no manual labour will be required as the computer will calculate the ambient intensities for us. In the end, this should slightly alleviate the texturing process and make for promising results.&lt;br /&gt;
&lt;br /&gt;
==A step by step guide==&lt;br /&gt;
As I mentioned above our goal is to calculate some kind of ambient light dependent on the geometry, which we'll use radiosity for. If you don't know what radiosity is, please look it up before proceeding.&lt;br /&gt;
All right! Just follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Load your UV-mapped object into Blender and put it on layer 1. Make sure it is UV-mapped! Also get rid of any lamps lingering in the scene.&lt;br /&gt;
## Select your model and in edit mode (press {{kbd|TAB}} do switch between edit and object modes) remove all duplicate vertices. You do this by selecting all vertices ({{kbd|A}}) and pressing {{kbd|W}}-&amp;gt;'''Remove Doubles'''.&lt;br /&gt;
## Add an icosphere with its center roughly in the middle of your model ({{kbd|SPACE}}-&amp;gt;'''Add'''-&amp;gt;'''Mesh'''-&amp;gt;'''Icosphere'''). This will be our ambient light source. Higher subdivision yeilds better results (you need a higher value for a mesh with many polygons, play around!) but longer calculation times, 4 should be sufficient.&lt;br /&gt;
## Scale up ({{kbd|S}}) the icosphere to encompass your entire model.&lt;br /&gt;
## In edit mode select all the faces ({{kbd|A}}) and flip the normals ({{kbd|W}},{{kbd|9}}). In edit mode, enable normal drawing (done in the editing context, {{kbd|F9}}) and make sure they're really pointing inward the sphere. (Note that you ''must'' be in edit mode to see or enable the drawing of normals.)&lt;br /&gt;
## Go to the material buttons ({{kbd|F5}}) and add a new material to the sphere. Choose the desired light color (white, normally) and give the material some emission, you have to experiment with the emit value but &amp;lt;code&amp;gt;0.02&amp;lt;/code&amp;gt; should be a good starting point.&lt;br /&gt;
# You're now ready to start calculating the radiosity. But before you start you might want to subdivide your mesh a few times, to get better results. Do it, say, twice ({{kbd|W}},{{kbd|1}} and repeat).&lt;br /&gt;
## Go to the shading context ({{kbd|F5}}) and then the radiosity buttons. Select both the meshes and click the '''Collect meshes'''-button. Switch from '''Solid''' to '''Gourad'''.&lt;br /&gt;
## {{info}} '''IMPORTANT''': Set &amp;lt;code&amp;gt;MaxEl&amp;lt;/code&amp;gt; (''not ElMax!'') to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;. This will ensure that Blender doesn't alter the mesh in any way.&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio_panel.jpg&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;&lt;br /&gt;
## Hit [Go] and lean back. Press {{kbd|ESC}} when you're happy with what you see or wait until it finishes. It shouldn't be all black, if it is something went wrong.&lt;br /&gt;
## This is optional but if the resulting mesh looks a little spotty or have artifacts you might want to perform '''Face filter''' or '''Element filter''', or both.&lt;br /&gt;
## Save the radiosity information in a new mesh by pressing '''Add new meshes'''. Move it to layer 2 ({{kbd|M}},{{kbd|2}}).&lt;br /&gt;
## Click '''Free Radio Data'''.&lt;br /&gt;
# Now it's time for a little cleaning up before we can bake the radiosity information to a texture. Remove the icosphere from the newly created mesh with the radiosity information. If you're not comfortable with blender, here's how you do it:&lt;br /&gt;
## Go to layer 2 ({{kbd|2}}). Select the mesh and enter edit mode ({{kbd|TAB}}). Remove double vertices with {{kbd|W}}-&amp;gt;'''Remove Doubles'''. Hover the sphere with the mouse cursor and press {{kbd|L}} to select it then delete it using {{kbd|X}}-&amp;gt;'''Vertices'''.&lt;br /&gt;
## Now, since using the radio tool erases all UV-information from the baked mesh we'll somehow need to transfer the vertex color information from the baked mesh to our original mesh. After trying various methods for doing this, none of which worked, I hacked together a small little script (see [[#Script]]) in python to do it.&amp;lt;BR/&amp;gt;Load it, change the mesh names at the top of the file, run it and voila! For the blender impaired here's what you do: &lt;br /&gt;
## Press {{kbd|Shift}}+{{kbd|F11}} to bring up the text editor, load the script from the menu or paste it and then press {{kbd|Alt}}+{{kbd|P}} to run it.&amp;lt;BR/&amp;gt;Your original, UV-mapped, mesh should now have all the shading information stored safely in the color of each vertex. You should be able to verify this if you set your viewport shading mode to '''Shaded''' (make sure ''VCol Light'' is enabled for your material).&lt;br /&gt;
# The final step is to bake the vertex color information to texture using your favorite texture baking script.&amp;lt;BR/&amp;gt;Enable '''VCol Paint''' and '''Shadeless'''.&amp;lt;BR/&amp;gt;Run '''Texture baker''' (found under '''Scripts'''-&amp;gt;'''UV''' and included with Blender). If it doesn't work the first time make sure your mesh is indeed on layer 1 and try again.&lt;br /&gt;
&lt;br /&gt;
That's it!&lt;br /&gt;
&lt;br /&gt;
==You can do even more==&lt;br /&gt;
&lt;br /&gt;
Using the same technique you can do even more nifty stuff, such as baking glowmaps:&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/users/tiny_paintings/radiotut/radio3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common troubles==&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' After calculating the radiosity and clicking '''Add new meshes''' the resulting mesh is split into several parts.&amp;lt;BR/&amp;gt;&lt;br /&gt;
'''Solution:''' I don't know why this happends but fixing it is easy. Select all of the parts and join them ({{kbd|Alt}}+{{kbd|J}}) then remove doubles in edit mode ({{kbd|W}},{{kbd|5}}). Someone on cgtalk suggested it might be caused by bad normals but I haven't been able to verify or reject this theory.&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' Man, it doesn't look pretty! It's spotty and ugly looking. Face and Element Filter doesn't do much good, either.&amp;lt;BR/&amp;gt;&lt;br /&gt;
'''Solution:''' The face ratio between your model and the light source isn't good. Either subdivide the sphere more or do fewer subdivisions on the model.&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' The '''Texture Baker''' doesn't render anything or the wrong things. What's up?&amp;lt;BR/&amp;gt;&lt;br /&gt;
'''Solution:''' The version of the Texture Baker currently bundled with blender (Blender 2.37a -&amp;gt; 0.2.6) is out of date and you can get the newest version of the script from the &amp;quot;Texture baker&amp;quot; homepage in the [[#Links]] &amp;lt;code&amp;gt;0.2.8 2005/7/20&amp;lt;/code&amp;gt;. See also the bug report [http://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=2824&amp;amp;group_id=9&amp;amp;atid=125 here].&lt;br /&gt;
&lt;br /&gt;
==Script==&lt;br /&gt;
Just save this link as &amp;lt;code&amp;gt;vccopy.py&amp;lt;/code&amp;gt;&lt;br /&gt;
[http://vegastrike.sourceforge.net/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender/vccopy.py&amp;amp;action=raw vccopy.py]&lt;br /&gt;
&lt;br /&gt;
(If it works better for you you can try using this link: [http://vegastrike.sourceforge.net/mediawiki/index.php?title=HowTo:Radiosity_baking_in_Blender/vccopy.py&amp;amp;action=raw&amp;amp;ctype=text/css vccopy.py])&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Radiosity_baking_in_Blender/vccopy.py]] - The clutter you see on this page is intended. See the source by editing the page.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[WikiPedia:Radiosity]]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Baking Wikibook:Blender 3D: Noob to Pro: Baking Radiosity] (currently WIP)&lt;br /&gt;
* [http://www.blender3d.org/forum/viewtopic.php?t=4599 &amp;quot;Baking radio data into textures is here...&amp;quot;] thread in the [http://www.blender3d.org/forum/index.php blender3d.org forum] -&amp;gt; (&amp;quot;Bake Radio&amp;quot; script by ideasman)&lt;br /&gt;
* [http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d.htm Copie les coordonnées UV d'un mesh à la place de ses coordonnées 3D] (french) - The &amp;quot;Texture Baker&amp;quot; homepage and a tutorial similar to this one.&lt;br /&gt;
* [http://download.blender.org/documentation/htmlI/ Blender documentation - User guide]&lt;br /&gt;
* [http://download.blender.org/documentation/htmlII/ Blender documentation - Reference]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=48148#48148 Original tutorial] in the forum (by [[User:Tiny paintings|tiny paintings]])&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Radiosity baking in Blender]]&lt;br /&gt;
[[Category:Development|Radiosity baking in Blender]]&lt;br /&gt;
[[Category:Artwork|Radiosity baking in Blender]]&lt;br /&gt;
[[Category:Blender|Radiosity baking in Blender]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Dependencies&amp;diff=8162</id>
		<title>Development:Dependencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Dependencies&amp;diff=8162"/>
				<updated>2005-10-12T12:45:13Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This article is a work in progress, and is intended to become a centralized list of the tools needed for building vegastrike.  Initially, it will document for the UNIX-based build system.  Windows support will be added once the UNIX side is stable.&lt;br /&gt;
&lt;br /&gt;
It will also document which portions of vegastrike are dependent on other libraries.  Once completed, this should make optional building of portions of the code more doable.&lt;br /&gt;
&lt;br /&gt;
==Auto* Tool Dependencies==&lt;br /&gt;
Auto* Tool Dependencies for UNIX like build systems&lt;br /&gt;
*automake   - 1.6  or newer&lt;br /&gt;
*autoconf   - 2.53 or newer&lt;br /&gt;
*aclocal    - 1.6 or newer&lt;br /&gt;
*autoheader - 2.53 or newer&lt;br /&gt;
&lt;br /&gt;
==Link Dependencies==&lt;br /&gt;
A few of the abreviations used in this section&lt;br /&gt;
*DEP:Dependency&lt;br /&gt;
*DIR:Directory&lt;br /&gt;
*RE: Responsible Engineer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 +vegastrike (DIR)&lt;br /&gt;
 |&lt;br /&gt;
 +-+doc (DIR)&lt;br /&gt;
 |  DESC: documentation describing VegaStrike and VegaStrike development&lt;br /&gt;
 |&lt;br /&gt;
 +-+English.lproj (DIR)&lt;br /&gt;
 |  (???, SLATED FOR REMOVAL IF NO ONE STEPS FORWARD WITH INFO)&lt;br /&gt;
 |&lt;br /&gt;
 +-+launcher (DIR)&lt;br /&gt;
 | +-launcher (EXECUTABLE)&lt;br /&gt;
 |   USES: GTK 1.2&lt;br /&gt;
 |   USES: src/common/libvscommon.a&lt;br /&gt;
 |&lt;br /&gt;
 +-+m4scripts (DIR)&lt;br /&gt;
 |  RE: Brian Lloyd  balloyd1@users.sourceforge.net&lt;br /&gt;
 |  (Scripts used for making Makefiles and configure)&lt;br /&gt;
 |&lt;br /&gt;
 +-+mission (DIR)&lt;br /&gt;
 | | (???, SLATED FOR REMOVAL IF NO ONE STEPS FORWARD WITH INFO)&lt;br /&gt;
 | +-select (EXECUTABLE)&lt;br /&gt;
 |&lt;br /&gt;
 |-+objconv (DIR)&lt;br /&gt;
 | |(BUILT)&lt;br /&gt;
 | +-+mesher (DIR)&lt;br /&gt;
 | | +-mesher (EXECUTABLE)&lt;br /&gt;
 | |   USES: (NO DATA AVAILABLE)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--add_suns (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--basemaker (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--flipunits (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--imageproc (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--MeshParse (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--replace_bg (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--starsystemgen (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--starsystemreader (DIR)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--3ds2xml (DATA FILE)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--obj2xml (DATA FILE)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--wcp2xml (DATA FILE)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--trisort (EXECUTABLE)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--replace (EXECUTABLE)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--asteroidgen (EXECUTABLE)&lt;br /&gt;
 |    (???)&lt;br /&gt;
 |&lt;br /&gt;
 +--saveinterface (DIR)&lt;br /&gt;
 |  (???)This does not work.  Does anyone need it?  Slated for removal if no-one speaks up.&lt;br /&gt;
 |&lt;br /&gt;
 +-+src (DIR)&lt;br /&gt;
 | +-+aldrv (DIR)&lt;br /&gt;
 | | +--libaldrv (LIBRARY)&lt;br /&gt;
 | |    Low level sound driver library.&lt;br /&gt;
 | | &lt;br /&gt;
 | +--boost (DIR)&lt;br /&gt;
 | |  Contains a directory Other that seems to not be used.&lt;br /&gt;
 | |  libboost-python integration library using Boost 1.28&lt;br /&gt;
 | |&lt;br /&gt;
 | +--boost129 (DIR)&lt;br /&gt;
 | |  libboost-python integration library using Boost 1.32&lt;br /&gt;
 | |&lt;br /&gt;
 | +-+cmd (DIR)&lt;br /&gt;
 | | +-+ai (DIR)&lt;br /&gt;
 | | | +--libai (LIBRARY)&lt;br /&gt;
 | | | |&lt;br /&gt;
 | | | +--libaiserver (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--collide (DIR)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--script (DIR)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--testcollection (DIR)&lt;br /&gt;
 | | |  A set of regression tests.  Should be updated to build and run when make test is executed.&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libcmd (LIBRARY)&lt;br /&gt;
 | | |  (???)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libcmdserver (LIBRARY)&lt;br /&gt;
 | |    (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +-+common (DIR)&lt;br /&gt;
 | | +--libcommon (LIBRARY)&lt;br /&gt;
 | |    Functions to assist with finding data directory under UNIX-like OSes&lt;br /&gt;
 | |&lt;br /&gt;
 | +-+gfx (DIR)&lt;br /&gt;
 | | +-+nav (DIR)&lt;br /&gt;
 | | | +--libnav (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libgfx (LIBRARY)&lt;br /&gt;
 | | |  (???)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libgfxserver (LIBRARY)&lt;br /&gt;
 | |    (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +-+gldrv (DIR)&lt;br /&gt;
 | | +--libgldrv (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libgldrvserver (LIBRARY)&lt;br /&gt;
 | | &lt;br /&gt;
 | +-+gui (DIR)&lt;br /&gt;
 | | +--libgui (LIBRARY)&lt;br /&gt;
 | |&lt;br /&gt;
 | +-+mission (DIR)&lt;br /&gt;
 | |  (BUILD BROKEN.  Slated for removal if no one speaks up) &lt;br /&gt;
 | |&lt;br /&gt;
 | +-+networking (DIR)&lt;br /&gt;
 | | +-+lowlevel (DIR)&lt;br /&gt;
 | | | +--libnetlowlevel (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libnet (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libnetclient (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libnetserver (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libnetacct (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--soundserver (EXECUTABLE)&lt;br /&gt;
 | |    The soundserver is just a stub unless all dependencies are met.&lt;br /&gt;
 | |    RE:  klauss  klauss@users.sourceforge.net&lt;br /&gt;
 | |    DEP: SDL (Optional)&lt;br /&gt;
 | |    DEP: SDL_Mixer (Optional)&lt;br /&gt;
 | |&lt;br /&gt;
 | +-+python (DIR)&lt;br /&gt;
 | | +--libpython (LIBRARY)&lt;br /&gt;
 | | |&lt;br /&gt;
 | | +--libpythonserver (LIBRARY)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--vegastrike (EXECUTABLE)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--vegaserver (EXECUTABLE)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--accountserver (EXECUTABLE)&lt;br /&gt;
 |&lt;br /&gt;
 +-+tools (DIR)&lt;br /&gt;
 | +--vsrmake (EXECUTABLE)&lt;br /&gt;
 | |  (???)&lt;br /&gt;
 | |&lt;br /&gt;
 | +--vsrextract (EXECUTABLE)&lt;br /&gt;
 |    (???)&lt;br /&gt;
 |&lt;br /&gt;
 |--vc98&lt;br /&gt;
 |  Contains project files for Microsoft Visual C++ 98.&lt;br /&gt;
 |&lt;br /&gt;
 |--VegaStrikeOSXApp.pbproj&lt;br /&gt;
    (???)&lt;br /&gt;
&lt;br /&gt;
[[Category:Development|Dependencies]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:CVS_Tree&amp;diff=8178</id>
		<title>Development:CVS Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:CVS_Tree&amp;diff=8178"/>
				<updated>2005-10-12T12:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This article is a work in progress, and is intended to become a centralized list of the contents of the VegaStrike CVS repository.&lt;br /&gt;
This can be used to get a good idea of what is needed to build vegastrike, or as a place to gain high level familiarity with the design of VegaStrike.&lt;br /&gt;
&lt;br /&gt;
==D:/==&lt;br /&gt;
Someone's accidental add to the database.  Needs removed from CVS.  DO NOT USE.&lt;br /&gt;
&lt;br /&gt;
==charserver==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==data==&lt;br /&gt;
Game data for versions prior to 0.4.0.&lt;br /&gt;
&lt;br /&gt;
==data4.x==&lt;br /&gt;
Game data for 0.4.0 and subsequent.&lt;br /&gt;
&lt;br /&gt;
==ethereal==&lt;br /&gt;
A sand box for showing changes that need additional review before being placed into the VegaStrike CVS.  Highly experimental code.&lt;br /&gt;
&lt;br /&gt;
==evilwm==&lt;br /&gt;
Evil Window Manager.  This is a modification of an existing X Window Manager.  Active development has been dropped, as it only supports X Windows clients.&lt;br /&gt;
&lt;br /&gt;
==history==&lt;br /&gt;
&lt;br /&gt;
==mission_select==&lt;br /&gt;
&lt;br /&gt;
==modtools==&lt;br /&gt;
&lt;br /&gt;
==music==&lt;br /&gt;
Stores music that is to be used in game.&lt;br /&gt;
&lt;br /&gt;
==syseditor==&lt;br /&gt;
&lt;br /&gt;
==texturizer==&lt;br /&gt;
&lt;br /&gt;
==vega-new-proj==&lt;br /&gt;
&lt;br /&gt;
==vega-proj==&lt;br /&gt;
&lt;br /&gt;
==vegastrike==&lt;br /&gt;
This is the vegastrike game engine.&lt;br /&gt;
&lt;br /&gt;
==virtuanet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==vssetup==&lt;br /&gt;
A stand-alone application that allows configuration of the vegastrike configuration file.  This tool does not use the autotools to build.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development|CVS Tree]]&lt;br /&gt;
[[Category:CVS|CVS Tree]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Waste_Recyclers&amp;diff=5664</id>
		<title>Cargo:Waste Recyclers</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Waste_Recyclers&amp;diff=5664"/>
				<updated>2005-10-05T14:25:39Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Mining|Mining]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/waste_recyclers.png}}&lt;br /&gt;
Waste Recyclers will filter all shipboard waste, recycling usable matter. Such includes fresh water, and a limited amount of nutrients to be added to food. The remainder is stored and dumped into a local sun or added to a planetary ecology. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Mining|Waste Recyclers]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Distillators&amp;diff=5640</id>
		<title>Cargo:Distillators</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Distillators&amp;diff=5640"/>
				<updated>2005-10-05T14:25:24Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Agricultural|Agricultural]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/distillators.png}}&lt;br /&gt;
While mainly consisting of tubing and pumps, distillators will extract fresh water from any water source via a process of evaporation, chemical reaction, sedimentation and other arcane processes. Used to avoid the 'water, water everywhere and not a drop to drink' problem. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Agricultural|Distillators]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Hull_Patches&amp;diff=5660</id>
		<title>Cargo:Hull Patches</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Hull_Patches&amp;diff=5660"/>
				<updated>2005-10-05T14:25:14Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Mining|Mining]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/hull_patches.png}}&lt;br /&gt;
As hull leaks are frequent due to general use (let alone battle), various products have been developed to maintain hull integrity. They range from liquid spray canisters with QuickFast? Sealant (tm), to diskcaps to full sized metal plates. Most are used in automated repair systems, while others need to be applied in spacedock. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Mining|Hull Patches]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Alkali_Metals&amp;diff=5596</id>
		<title>Cargo:Alkali Metals</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Alkali_Metals&amp;diff=5596"/>
				<updated>2005-10-05T14:25:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Ores|Ores]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/alkali.png}}&lt;br /&gt;
Alkali metals and earths are primarily used in alloys with other metals. As such, alkali derivatives can be found in structural materials, fuel sources, nuclear applications and general manufacturing. Common characteristics include igniting spontaneously in air and violent reactions with water. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 47 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Ores|Alkali Metals]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Fusion_Injectors&amp;diff=5673</id>
		<title>Cargo:Fusion Injectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Fusion_Injectors&amp;diff=5673"/>
				<updated>2005-10-05T14:09:12Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Utilities|Utilities]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/fusion_injectors.png}}&lt;br /&gt;
Fusion Injectors are designed to hold the heavy water required for the fusion process. When required, it then injects the heavy water into the plasma core at the centre of the power source. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Utilities|Fusion Injectors]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Biocell&amp;diff=5677</id>
		<title>Cargo:Biocell</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Biocell&amp;diff=5677"/>
				<updated>2005-10-05T14:07:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Utilities|Utilities]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/biocell.png}}&lt;br /&gt;
[[Species:Rlaan|Rlaan]] technology evolved along the bio-energy path. Living organisms provide additional energy surplus to life requirements. A biocell is capable of storing this energy when captured, and provides sufficient energy to power most Rlaan needs. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 180 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Utilities|Biocell]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Consoles&amp;diff=5690</id>
		<title>Cargo:Consoles</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Consoles&amp;diff=5690"/>
				<updated>2005-10-05T14:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Electronics:Consumer|Electronics]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/consoles.png}}&lt;br /&gt;
Popular descriptive name for a Central Entertainment System. These systems include wall mounted 2D video screens, holographic projectors, recording and playback devices for audio and visual, planetary communications and the ability to play games over virtual networks. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 45 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Electronics|Consoles]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:AM_Magcells&amp;diff=5671</id>
		<title>Cargo:AM Magcells</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:AM_Magcells&amp;diff=5671"/>
				<updated>2005-10-05T14:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Utilities|Utilities]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/am_magcells.png}}&lt;br /&gt;
The Magcell is a storage container and injector that stores charged matter and antimatter inside separate electro-magnetic fields. The magcell injects fuel through injector fields directly into the reactor core to ignite a fusion reaction. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Utilities|AM Magcells]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Plasglass&amp;diff=5601</id>
		<title>Cargo:Plasglass</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Plasglass&amp;diff=5601"/>
				<updated>2005-10-05T14:06:43Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Alloys|Alloys]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/plasglass.png}}&lt;br /&gt;
An alloy of metals, plastics and silica glass, this alloy has a transparency slightly less than glass, but with the hardness of metals and is shatterproof. Commonly used for windows in buildings, and where solid walls will detract from visual appearance. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Alloys|Plasglass]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Heavy_Water&amp;diff=5621</id>
		<title>Cargo:Heavy Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Heavy_Water&amp;diff=5621"/>
				<updated>2005-10-05T14:06:23Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Chemicals|Chemicals]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/heavy_water.png}}&lt;br /&gt;
While not a fuel in itself, it is a key component in several types of advanced fuels. It is a water molecule where the hydrogen atom contains an additional neutron. Heavy Water has extensive use in both nuclear fission and fusion, and is used in water dynamo batteries. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Chemicals|Heavy Water]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Rare_Catalysts&amp;diff=5624</id>
		<title>Cargo:Rare Catalysts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Rare_Catalysts&amp;diff=5624"/>
				<updated>2005-10-05T14:06:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Chemicals|Chemicals]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/rare_catalysts.png}}&lt;br /&gt;
Corporations have made fortunes by perfecting a single chemical reaction for maximum efficiency. One of the best ways of doing this is to use the best catalysts to move the reaction faster and with less waste. The most valuable catalysts are often very difficult and expensive to obtain. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Chemicals|Rare Catalysts]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Slaves&amp;diff=5751</id>
		<title>Cargo:Slaves</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Slaves&amp;diff=5751"/>
				<updated>2005-10-05T14:06:03Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Not Classified|Not Classified]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/cargo-hud.png}}&lt;br /&gt;
Illegal due to fears of interspecies domination. Notwithstanding, many borderworlds and lesser developed areas still consider slave labour as cheapest; among a plethora of other reasons, economic inefficiencies looming largest of all.&amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 750||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Contraband|Slaves]]&lt;br /&gt;
[[Category:Cargo:Passengers|Slaves]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Jewels&amp;diff=5629</id>
		<title>Cargo:Jewels</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Jewels&amp;diff=5629"/>
				<updated>2005-10-05T14:05:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Materials|Materials]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/jewels.png}}&lt;br /&gt;
Formed by high planetary pressure and heat, jewels are brilliantly colored gemstones usually used for personal adornment. Rubies, sapphires and emeralds are the most popularly known jewels. Some jewels also find use in weapons research. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/cargo-hud.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Materials|Jewels]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Synthetic_Fertilizer&amp;diff=5636</id>
		<title>Cargo:Synthetic Fertilizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Synthetic_Fertilizer&amp;diff=5636"/>
				<updated>2005-10-05T14:05:37Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Agricultural|Agricultural]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/synthetic_fertilizer.png}}&lt;br /&gt;
Since the smell of organic fertilizer is impossible to get out of one's cargo hold, most transport haulers will only allow synthetic fertilizer through their bay doors. Synthentic fertilizer consists of those compounds needed to place nutrients in planetary soils, without those added extras to get on the nose. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 140 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Agricultural|Synthetic Fertilizer]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Narcotics&amp;diff=5563</id>
		<title>Cargo:Narcotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Narcotics&amp;diff=5563"/>
				<updated>2005-10-05T14:05:25Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Live Goods|Live Goods]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/narcotics.png}}&lt;br /&gt;
Typically, the cured product of various plants burnt to produce an aromatic smoke and inhaled through a respiratory system. The most common variety used is the Nicotiana (nicotine) leaf. Other plant products include cannabis, hashish, and dried opium juice.&amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Cargo Datasheet|&lt;br /&gt;
|name=Narcotics&lt;br /&gt;
|price=110&lt;br /&gt;
|mass=0.01&lt;br /&gt;
|space=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Natural products|Narcotics]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Prefab_Buildings&amp;diff=5647</id>
		<title>Cargo:Prefab Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Prefab_Buildings&amp;diff=5647"/>
				<updated>2005-10-05T14:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Construction|Construction]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/prefab_buildings.png}}&lt;br /&gt;
Prefabricated modular buildings are used for all bar the most costly or esoteric of construction. Easy to construct, seal and furnish, these buildings find use in both residential, industrial and commercial operations. Often used as a structural base with additions made to suit taste. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 44 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Construction|Prefab Buildings]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Isometal&amp;diff=5598</id>
		<title>Cargo:Isometal</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Isometal&amp;diff=5598"/>
				<updated>2005-10-05T13:44:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Alloys|Alloys]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/isometal.png}}&lt;br /&gt;
A generic term for any metal alloy which has been strengthened via a slow thermal reduction cycle. As a result these alloys have a high ability to dissipate energy and are frequently used for armor plating. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 130 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Alloys|Isometal]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Robot_Servants&amp;diff=5685</id>
		<title>Cargo:Robot Servants</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Robot_Servants&amp;diff=5685"/>
				<updated>2005-10-05T13:43:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Domestic|Domestic]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/robot_servants.png}}&lt;br /&gt;
Trained in the nuances of absolute servility, and having the abilities of a bodyservant and portable data storage unit, these machines are valued accessories for those too poor or too ethical to use human servants. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 442 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 2|| Cubic meters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]][[Category:Cargo:Domestic|Robot Servants]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Atmospheric_Scrubbers&amp;diff=5665</id>
		<title>Cargo:Atmospheric Scrubbers</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Atmospheric_Scrubbers&amp;diff=5665"/>
				<updated>2005-10-05T13:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Mining|Mining]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/atmospheric_scrubbers.png}}&lt;br /&gt;
Atmostpheric scrubbers consist of a series of screens, containers and filters to remove toxic wastes from an artificial atmosphere. As few if any spaceborn craft have an effective contained ecology, they require such artifical means of providing a sustained breathable atmosphere. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 270 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 8|| Cubic meters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Mining|Atmospheric Scrubbers]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:First_Aid_Kits&amp;diff=5726</id>
		<title>Cargo:First Aid Kits</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:First_Aid_Kits&amp;diff=5726"/>
				<updated>2005-10-05T13:42:38Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Medical|Medical]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/first_aid_kits.png}}&lt;br /&gt;
While the contents have changed countless times, these kits can be found in every public transport and in every overprotective mother's travel bags. Typically containing everything to required to heal a papercut to amputating a limb, use of the advanced items is recommended only by those with a medical license or suffering psychopathy. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 480 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Medical|First Aid Kits]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Recycled_Electronics&amp;diff=5666</id>
		<title>Cargo:Recycled Electronics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Recycled_Electronics&amp;diff=5666"/>
				<updated>2005-10-05T13:41:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Recycled products|Recycled products]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/cargo-hud.png}}&lt;br /&gt;
Especially prized by the collectors of the arcane, though also prized by cheapskates, the garbage of the modern day is still valuable in its obsolescence. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 190 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Recycled Products|Recycled Electronics]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Hydroponics&amp;diff=5642</id>
		<title>Cargo:Hydroponics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Hydroponics&amp;diff=5642"/>
				<updated>2005-10-05T13:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Agricultural|Agricultural]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/hydroponics.png}}&lt;br /&gt;
Growing plants in a liquid solution offers flexibility in placement relative to soil planting. Especially useful in environments that do not actually have soil such as spacecraft and stations, or used where planetary soil is not sufficient for the growing of food crops. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 130 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Agricultural|Hydroponics]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Robot_Workers&amp;diff=5654</id>
		<title>Cargo:Robot Workers</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Robot_Workers&amp;diff=5654"/>
				<updated>2005-10-05T13:41:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Manufacturing|Manufacturing]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/robot_workers.png}}&lt;br /&gt;
Tireless laborers that will attempt to do nearly any task you can require of them. Unfortunately, in order to keep costs down, their ability to comprehend instructions is somewhat limited.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': Certain aberrations with some of the available models (if they have hands or other similar extensions) have been noticed in conjunction with the request &amp;quot;''lend me a hand''&amp;quot;. Please refrain from issuing this command. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Manufacturing|Robot Workers]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Personal_Transport&amp;diff=5684</id>
		<title>Cargo:Personal Transport</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Personal_Transport&amp;diff=5684"/>
				<updated>2005-10-05T13:40:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Domestic|Domestic]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/personal_transport.png}}&lt;br /&gt;
Whether dropping down to the local dispensary, or travelling around the planet to visit friends, these wheeled, hover and flight conveyances serve every requirement of the average traveler. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 1896 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 42|| Cubic meters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]][[Category:Cargo:Domestic|Personal Transport]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Chemical_Fuels&amp;diff=5627</id>
		<title>Cargo:Chemical Fuels</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Chemical_Fuels&amp;diff=5627"/>
				<updated>2005-10-05T13:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Chemicals|Chemicals]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/chemfuel.png}}&lt;br /&gt;
Gases, liquids and solids that when superheated, explode, providing heat and thrust when directed out of a nozzle. Typically used as a propellant in solid weaponry, and in space vehicles where other power sources are unavailable or unnecessary. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Chemicals|Chemical Fuels]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Hyposyringes&amp;diff=5724</id>
		<title>Cargo:Hyposyringes</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Hyposyringes&amp;diff=5724"/>
				<updated>2005-10-05T12:23:54Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Medical|Medical]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/hyposyringes.png}}&lt;br /&gt;
After the medical lawsuits of last century, something was needed to stop certain segments of the medical community from gaining some perverse pleasure by jamming large hollow needles into their fellow beings. The hyposyringe uses an explosive blast of air to insert the required dosage, and vacuum to extract bodily tissue. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 480 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Medical|Hyposyringes]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Luxury_Class&amp;diff=5697</id>
		<title>Cargo:Luxury Class</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Luxury_Class&amp;diff=5697"/>
				<updated>2005-10-05T12:23:36Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Passengers|Passengers]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/cargo-hud.png}}&lt;br /&gt;
The ONLY way to travel. Luxurious private four sleeper bunk cabins, personal attendant, and the delicacies of universe served with every meal. Central communal area offering the latest in entertainment to while away those hours in transit. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 100|| Cubic meters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Passengers|Luxury Class]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Enhanced_Organs&amp;diff=5737</id>
		<title>Cargo:Enhanced Organs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Enhanced_Organs&amp;diff=5737"/>
				<updated>2005-10-05T12:23:24Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Augmentation|Augmentation]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/enhanced_organs.png}}&lt;br /&gt;
Sometimes genecrafting alone cannot provide the benefits desired. Whether organs are failing from age or ill health, or the host requires increased function because of adverse operating conditions, these enhancements will both strengthen the organ and incrase performance. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 300 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 0.1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Augmentation|Enhanced Organs]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Tritanium&amp;diff=7740</id>
		<title>Cargo:Tritanium</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Tritanium&amp;diff=7740"/>
				<updated>2005-10-05T12:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Alloys|Alloys]]}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/tritanium.png}}&lt;br /&gt;
An alloy based on titanium and forming interlinking molecules of three metallic atoms, this metal is exceedingly strong. Commonly used in bulkhead construction and armor plating. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 100 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Alloys|Tritanium]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Premium_PADs&amp;diff=5689</id>
		<title>Cargo:Premium PADs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Premium_PADs&amp;diff=5689"/>
				<updated>2005-10-05T12:22:29Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Electronics:Consumer|Electronics]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/premium_PADs.png}}&lt;br /&gt;
While costly, advanced developments in electronics now permit PADs that can be strapped to a wrist or similar appendage, rather than be carried in hand. A holographic projection provides the interface device, rather than hard wiring in the PAD itself. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Electronics|Premium PADs]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Erotica&amp;diff=5747</id>
		<title>Cargo:Erotica</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Erotica&amp;diff=5747"/>
				<updated>2005-10-05T12:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Entertainment|Entertainment]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/erotica.png}}&lt;br /&gt;
Consisting of a meld of most forms of entertainment (holovid, aromatic oil, music, and the odd pleasure borg), erotica is a sensual feast wherein the purveyor is immersed in all the forms of sensation known to their race. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 650 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 3|| Cubic meters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Entertainment|Erotica]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Industrial_Gemstones&amp;diff=5628</id>
		<title>Cargo:Industrial Gemstones</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Industrial_Gemstones&amp;diff=5628"/>
				<updated>2005-10-05T12:21:49Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Materials|Materials]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/industrial_gemstones.png}}&lt;br /&gt;
Lesser quality and flawed gemstones are more often used in industrial processes rather than for personal adornment. They form part of the manufacturing process itself, but occasionally are used as part of the end product. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Materials|Industrial Gemstones]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Acids&amp;diff=5619</id>
		<title>Cargo:Acids</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Acids&amp;diff=5619"/>
				<updated>2005-10-05T12:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Chemicals|Chemicals]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/acids.png}}&lt;br /&gt;
Acids are substances that taste sour in water solution, react with some metals to release hydrogen, react with a base to form salts, and enact certain chemical reactions known as acid catalysis. Used extensively in the manufacturing process. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Chemicals|Acids]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Engineered_Seeds&amp;diff=5638</id>
		<title>Cargo:Engineered Seeds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Engineered_Seeds&amp;diff=5638"/>
				<updated>2005-10-05T12:21:25Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Agricultural|Agricultural]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/engineered_seeds.png}}&lt;br /&gt;
Genetically enhanced or varied cropseed developed to remain fertile in alien soils, to produce more from a given amount or to produce more quickly. Environmental terrorists still protest the use of such products, despite acceptance by the population at large. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Agricultural|Engineered Seeds]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Ethanol&amp;diff=5625</id>
		<title>Cargo:Ethanol</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Ethanol&amp;diff=5625"/>
				<updated>2005-10-05T11:47:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Chemicals|Chemicals]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/ethanol.png}}&lt;br /&gt;
Explosive fuel liquid used as a basic fuel source for powering primitive combustion motors. The motor ignites the fuel, which expands on ignition. The pressure of the explosion drives a piston, in turn driving a power shaft. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Chemicals|Ethanol]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Landscaping_Equipment&amp;diff=5646</id>
		<title>Cargo:Landscaping Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Landscaping_Equipment&amp;diff=5646"/>
				<updated>2005-10-05T11:46:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Construction|Construction]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/earthmover.png}}&lt;br /&gt;
For when that hill is blocking your view, you want to recreate your garden surrounds in the latest style, or just want to cover up that unsightly nuclear waste dump. Whenever you are altering the appearance of your surrounds, you need this equipment. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 1662 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 55|| Cubic meters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Construction|Landscaping Equipment]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Computer_Fibres&amp;diff=5634</id>
		<title>Cargo:Computer Fibres</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Computer_Fibres&amp;diff=5634"/>
				<updated>2005-10-05T11:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Synthetics|Synthetics]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/computer_fibres.png}}&lt;br /&gt;
The most common component of modern electronics and computers is the &amp;quot;computer fibre&amp;quot;. These fibers act as carriers of data between different computer subunits in modern systems, and also as small dynamic logic processors in everyday objects. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Synthetics|Computer Fibres]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Aromatic_Scents&amp;diff=5721</id>
		<title>Cargo:Aromatic Scents</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Aromatic_Scents&amp;diff=5721"/>
				<updated>2005-10-05T11:45:43Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Personal|Personal]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/aromatic_scents.png}}&lt;br /&gt;
Scented oils, perfumes and fragrances derived from various plants and minerals that are pleasing to the senses. Often used for their effect on sentient biochemistry - whether for relaxation, stimulation or eroticism. Commonly mixed with [[Cargo:Water|water]] and delivered by evaporation, though some are applied directly to the body. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Personal|Aromatic Scents]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Medical_Kit&amp;diff=5729</id>
		<title>Cargo:Medical Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Medical_Kit&amp;diff=5729"/>
				<updated>2005-10-05T11:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Medical|Medical]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/medical_kit.png}}&lt;br /&gt;
Given their somewhat similar chemical makeup, the Aera medical kit contains many items similar or analogous to those found in [[Species:Humanity|human]] first aid.&lt;br /&gt;
&lt;br /&gt;
Of noteworthy exception, however, is the standard issue in all [[Species:Aera|Aera]] packs of a suicide pill marked ''Treatment for Terminal Trauma''. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 90 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Medical|Medical Kit]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Standard_PADs&amp;diff=5688</id>
		<title>Cargo:Standard PADs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Standard_PADs&amp;diff=5688"/>
				<updated>2005-10-05T11:44:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Electronics:Consumer|Electronics]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://vegastrike.sf.net/users/silverain/cargo/standard_PAD.png}}&lt;br /&gt;
Personal Assistant Devices incorporate functions such as planetary communications, data storage and retrieval, and electronic diary, all in one small, usually hand sized and hand held package.&amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || {{Fixme}} ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Electronics|Standard PAD]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Trilithium_Crystals&amp;diff=5578</id>
		<title>Cargo:Trilithium Crystals</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Trilithium_Crystals&amp;diff=5578"/>
				<updated>2005-10-05T11:44:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Minerals|Minerals]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/cargo-hud.png}}&lt;br /&gt;
Prized possessions of the trekkie religion, the crystals (trilithium nitride) have precious little actual value.&amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 1600 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:VS Tech]]&lt;br /&gt;
[[Category:Cargo:Minerals|Trilithium Crystals]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Recycled_Plastics&amp;diff=5669</id>
		<title>Cargo:Recycled Plastics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Cargo:Recycled_Plastics&amp;diff=5669"/>
				<updated>2005-10-05T11:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Pirx: fixed image location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Cargo:Recycled products|Recycled products]]}}&lt;br /&gt;
==Description==&lt;br /&gt;
{{image_right|http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/textures/cargo/cargo-hud.png}}&lt;br /&gt;
As nearly all human civilian products rely on hydrocarbon polymers, were there not a massive recycling program, humanity would have drowned under its own refuse. &amp;lt;BR clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{reqcargoimage}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
{|{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| || '''Value''' || '''Units'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Average Price''' || 38 ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 0.01|| Metric ton&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo Space Requirements''' || 1|| Cubic meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MasterPartList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cargo:Recycled Products|Recycled Plastics]]&lt;/div&gt;</summary>
		<author><name>Pirx</name></author>	</entry>

	</feed>