hey guys,
i thought of something that i think is headed in the same direction but first a warning !
mainly this is going to be me thinking loud
i have no clue how the game is coded or how the scripts work
or if the right "hooks" are exposed in the code to make this work
the last time i coded something was way back in the early 90s but
all coding was logic and i hope that still applies.
The command i whished for is well discribed by "meet you in a few jumps" or "call ship to this position" given that
it is a few jumps away, so here is my scenario.
lets say you are in sector and you have 3 captained ships (miner/salvager/sector patrol for those pesky hostiles that
appear what feels like every 5 minutes) and you want to relocate them to a sector you do not know yet,what you do is.
target the ship
open up the command menu
tell the captain to go to the "jump hub" (bear with me for a moment explanation follows)
function wise the "Jump hub" would remove the ship from the sector (play jump animation) and save it with coordinates
to a place that is attached to the player an can be loaded and unloaded if so desired, rinse and repeat for each ship.
so you found the sector you want your ships to go to and you want them there.
target yourself
engage long range communication (load the save spot and display its contents)
select ship (self explaining)
call it to your position (measure the difference between save coordinates and player coordinates now, for every sector difference add delay of X seconds, get total delay and sart countdown, at 0 spawn ship near player, if no other countdown is running unload save spot)
this is what i was thinking about navigators and the sector unloading problem, what interests me is
if the code would make this possible would this be a proper concept or is my line of thought way off?