INTERCEPTOR
Keywords: INTERCEPTOR, INTERC
=== USER MANUAL ===
Usage: interceptor
Description:
Build one interceptor fighter in the ship's hanger bay. Each
build takes 20 seconds (1 second for staff). Interceptors
accumulate up to the ship's bay capacity; once built, they
stay parked until a gunner launches them with deploy.
interceptor is step 2 of the three-step fighter workflow:
install the hangar module, build the fighters, then launch
them.
Three-Step Fighter Workflow:
1. Install bay ..... Install an Interceptor Hangar module on
your ship (Mk I / II / III) to add bay slots.
2. Build fighters .. interceptor (this command) manufactures
one fighter per invocation, up to bay
capacity.
3. Launch ........... deploy sends every built fighter into
the fight. deploy recall brings them back.
Capacity:
The bay limit is whatever the installed Interceptor Hangar
module(s) provide:
Mk I ............... +2 fighter slots
Mk II .............. +4 fighter slots
Mk III ............. +8 fighter slots
Multiple modules stack. shipstat shows your current fighter
count and bay capacity.
Requirements:
Gunner seat ........ Must be in the gunner's chair / turret.
Carrier hull ....... Ship model must currently be a CARRIER.
(Note: this check is older than the
modular Interceptor Hangar system and
overrides the module's bay grant -- see
Notes.)
Bay installed ...... ship_eff_intbay must be > 0. "This
ship has no interceptor bay."
Under capacity ..... Cannot exceed the bay cap: "You have
made the maximum number of interceptors!"
Launched ........... Must be in realspace, not docked.
Not hyperspace ..... Cannot build in hyperspace.
Manual control ..... Autopilot must be disengaged.
Echo:
You begin making an interceptor. (you)
(20 second timer elapses)
Interceptor built. (you)
Other gunners in the same turret who are also mid-build finish
simultaneously to keep the bay in sync.
Interruption:
Interceptor build aborted.
Damage, leaving the turret, or any timer-breaking interrupt
cancels the in-progress build. No materials are refunded because
none were consumed -- just time.
Notes:
- Current code hard-gates this command on ship->model ==
CARRIER, which predates the Interceptor Hangar module
system. Non-carrier ships with a hangar module installed
still fail with "This ship doesn't have any interceptors!"
Fix pending.
- Built interceptors persist across flights until launched
or the ship is destroyed.
- deploy is the only way to put built interceptors into
combat -- building them doesn't auto-launch.
- Losing a fighter in combat permanently reduces the
fighter count. Rebuild via more interceptor runs.
Related Helpfiles: DEPLOY, BAYDOORS, TARGET, SCANSHIP, SHIPSTAT, AUTOCOMBAT
=== END MANUAL ===