SHIPRECALL

Keywords: SHIPRECALL, SHIPREC

Category: Space

=== USER MANUAL === Usage: shiprecall <ship> Description: Summon one of your ships to your current landing pad. The ship auto-launches from its docking location, engages its hyperdrive under autopilot, and lands at your position. Shiprecall is the long-distance remote call for your fleet -- no piloting required. Useful when you need a ship delivered to you and don't want to walk back to where you parked it. Process: 1. Close hatch ...... Auto-slams the hatch on the recalled ship. Anyone standing on its pad is left behind. 2. Full repair ...... Ship hull, shield, and energy reset to max before launch. 3. Hyperjump ........ Destination coordinates are set to your planet's position (with +/- 50 jitter). Hyperdistance scales with distance: 1-450 ticks ... same starsystem 600-1000 ticks . cross-system 4. Arrival .......... Ship lands on your pad automatically. Requirements: Target named ........ "Call what ship? Type 'ships' for a list of your ships." Partial match OK; Public-owned ships are excluded. Comlink ............ "You need a comlink to communicate with your ship." Landing pad ........ Your current room must be LANDING- PAD flagged (or legacy-fallback landable): "You must be at a landing pad to call your ship." Pilot access ....... You must be a pilot of the target ship (owner or addpilot). Hyperdrive ......... Ship must have hyperspeed > 0. Spacecraft ......... Not a station or non-spacecraft hull. Docked .............. Ship must be in SHIP_DOCKED state at its last docking location. Drive intact ....... "Ship's drive is damaged, no power for launch." Valid planets ...... Both your planet and the ship's planet must be in configured starsystems. Range gate .......... hyperspeed 1 (short-range) drives refuse cross-system recalls: "The ship cannot travel outside of its starsystem." Echo (Player): Recall signal sent. <ship> is en route. (you) Launch sequence initiated. Autopilot engaged, returning to owner. (ship cockpit) The ship hums as it lifts off the ground. (ship-wide) <ship> begins to launch. (ship's origin pad) Plus the auto-hatch-close lines if the hatch was open: The hatch on <ship> closes. (origin pad) The hatch slides shut. (ship entrance) Echo (Staff): Staff bypass the entire hyperjump sequence and get instant teleport: <ship> materializes on the landing pad. (you) <ship> appears out of thin air. (your room) Notes: - The full repair on launch does apply to recalls -- this is a cheap way to restore a damaged ship's hull if you can get to a landing pad. - Public-owned ships cannot be recalled. Only privately-piloted ships respond. - NPC / MOB_SHIP ships cannot be recalled (they're not yours to summon). - Your ship travels under autopilot once en route. It arrives automatically; you don't need to monitor it. - Recalls still cost nothing monetarily in the current code, though a disabled 10bp cost is commented out in the source for future reintroduction. Strategic Notes: - Use shiplist first to see ship names and locations before calling, especially if you've been hopping systems. - Recall is a soft "repair at a distance" -- if your combat ship is beat up and you're at any landing pad, call it in for a free full restore. - A ship already in flight cannot be recalled. Land it first. Related Helpfiles: SHIPLIST, SHIPSTAT, LAND, LAUNCH, HYPERSPACE, AUTOPILOT, BUYSHIP, ADDPILOT === END MANUAL ===