> For the complete documentation index, see [llms.txt](https://infinity-command.gitbook.io/infinity-command/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://infinity-command.gitbook.io/infinity-command/development/roadmap.md).

# Roadmap

*Infinity Command* is under active development.  Here's what we have planned.

Want to suggest a feature?  [Tell us about it on Discord](https://discord.gg/wmNhfUksJP).

## To-Do Before v1.0

* Content Pack additions:
  * Space Stations
  * Wormhole
  * Sensor buoys
  * Satellites
* Flight Director
  * Saving & loading simulation snapshots ✅
  * Scripting tools
* Crew Station modules
  * Tractor Beam ✅
  * Star Map / Hyperjumps ✅
  * Mission module:  Mission description and objective list. ✅
* Stations without Crew Members (e.g., Jefferies Tubes)
* Conditions
* Address Beta Tester requests, bugs, & feedback (below).

## Beta Tester Requests, Bugs, & Feedback:

### Flight Director

* Add guards against multiple simultaneous hyperspace effects. ✅
* Add option to cause NPCs to face toward ship.  (Also in Spawn Confirmation pop-up, in case the FD manually edits a position or rotation).
* Add option for manually rotating characters.
* When in Side View on the FD sensors, the horizon line becomes invisible when fully zoomed out.
* In-line option for TriggerCueCardOnLabeledCharacters (as an alternative to saving Cue Cards when trying to target NPCs with Cues).&#x20;
* Cue to hide sensor blips entirely (e.g. for when setting up a scene while in hyperspace or while a video is playing). 📍

### Crew Stations

* Navigation:  Add description of Guidance, Boost, and Reorient to the Navigation's help screen. ✅
* Repairs:  Check and possibly increase stopping distance for repair crews. ✅
* Investigate using SVG images for sensor blips and scaling them to more accurately reflect the object's true size.
  * If implemented, display partial blips when part of the object (e.g. the edge of a star or planet) falls within sensor range.
* Create a module for switching alert levels.  Consider also including high-level status reports.  Assign to a First Officer role, with the option for users to assign to the Captain, if that's their preference.
* Pilot:  Allow skilled pilots to dodge some incoming attacks.
* Tactical:  Consider revising shield gameplay (see Discord discussion for details).
* Comms:  Add support for message interception (and possibly even call interception, if we're feeling brave).
* Reactor:  Address dead power balancing mechanic (because some stations don't benefit from additional power beyond the operational minimum).
* Synthesis:  Consider allowing the player to switch between recipes (in a flexible recipe book) rather than locking them into one before they start creating.
* Repairs:  Add another Repairs module with additional repair crews (with different colors).  Still show all the repair crews on all the maps.
* Repairs:  Add option to permanently disable a system (so that the crew cannot repair it, until the FD reenables it).
* Repairs:  Investigate ways to distinguish repair crews for colorblind players.
* When in Side View on the sensors, investigate locking the horizon line to the center of the sensors instead of tracking the global horizon.
* Control Center:  Add support for USB joystick encoder simulated keyboard presses.
* Control Center:  Add support for multiple concurrent Special Procedures.
* Control Center:  Add support for Special Procedures that include/exclude some stations.

### NPCs

* Investigate character sizing not being applied in rare edge cases.
* Collision Scaling - It seems that changing the size of a character’s collision box in a scene isn’t scaling correctly. Changing the size of characters after spawning sometimes results in invisible forcefields around shrunken objects, and clipping into characters models of grown objects.

### Content

* Planet surfaces
* Text in the 3D world

### Other

* Add option to mute the server start/join "whoosh" sound. ✅
* Add small labels to the Damage Control module. ✅
* If a ship is moving to a destination and then instructed to warp out, maintain its current heading. ✅
* If the player ship's position is manually set, also move the Viewscreen camera immediately. ✅
* Increase warp-in and warp-out distance so it works well for large characters. ✅
* 3rd Person Camera
  * Shadow resolution is low ✅
  * Disable exhaust trails when stopped (otherwise turning can clip through the model) ✅
  * Place headlights in front of the ship ✅
  * World-space videos should appear in front of the ship ✅
  * Place the warp wobble ahead of the ship (likely not possible)
  * Show exhaust trails while in hyperspace (by forcing the ship to move forward?) 📍
* Star Lights - have it emit light in all directions
* Can there be an Allies tag for NPCs to designate entities that they'll never attack, even if fired on? During a battle with dozens of contacts, the crew accidentally fired on an ally at one point and the ally stayed engaged with them throughout combat until I realized where the damage was coming from.
* Add warp-in and warp-out movement to the player ship when entering / exiting hyperspace.
* Add Chromebook support (WebGL).
* Special Procedures:  Add additional Viewscreen options (not just full-screen overlay) like a smaller HUD to the side.
* Feature to map keyboard hotkeys to Cue Cards.
* Option to automatically and consistently display a navigation path (like a toned down version of Guidance) toward characters when this is option is enabled.

## Beyond:

* In-app script editing (?)
* Multiple player ships in the same simulation
* Nebulae
* Sickbay
* Docking
* Transporters
* Cargo Bay
* Shuttles
* Comms:  Write outgoing mail messages.
* Allow FD to edit NPC Behaviors (collision triggers) dynamically (???)
* Music playlists in specific order
* ???
