Poof or no poof?

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Poof?

Yes.
1
11%
No.
4
44%
Exlposions!
4
44%
 
Total votes : 9
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Post Tue Jan 14, 2014 7:06 am

Re: Poof or no poof?

Iv121 wrote:Prob is its not fancy and actually as far as I know there are no cores, its not starmade , you can only build ships in shipyards which means that there is no need for a block to define what is a ship and what is not a ship.


I'm 90% sure we decided on cores before anyone even knew about Starmade. Like, coming up on two years ago (wow).

Cores are basically a power source to be expanded upon, if not a ship block. When that goes down you can kiss the vessel goodbye unless you have Scotty on your crew.
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Post Tue Jan 14, 2014 9:12 am

Re: Poof or no poof?

Tiel wrote:
Iv121 wrote:Prob is its not fancy and actually as far as I know there are no cores, its not starmade , you can only build ships in shipyards which means that there is no need for a block to define what is a ship and what is not a ship.


I'm 90% sure we decided on cores before anyone even knew about Starmade. Like, coming up on two years ago (wow).

Cores are basically a power source to be expanded upon, if not a ship block. When that goes down you can kiss the vessel goodbye unless you have Scotty on your crew.


Cores were used to define a ships class, as well. Basically, they sort of said "This ship can have 40 weapon slots max, otherwise you need a bigger core".

I do like the idea of stabilizing a destabilized core as it's about to explode.
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Post Tue Jan 14, 2014 10:14 am

Re: Poof or no poof?

Not exactly, it was rather joykler's idea if I recall, though you know alright, it still doesnt make the explosion fancier.
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Post Tue Jan 14, 2014 10:32 am

Re: Poof or no poof?

We should scrap the core idea entirely, as starmade has shown it isn't as good as it may have sounded two years ago (By the way, guys, we're starting all over, if you haven't noticed. So that's no valid argument.).
About stabilising something about to go boom, the same can be done with damaged generators or FTL systems. A ship should stay a ship, even if its systems are disabled/destroyed. That's damage that can be repaired.
Explosions on ships themselves, though, could go along power/fuel lines and pipes going throughout the ship, tearing it into pieces should they cut it in half.
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Post Tue Jan 14, 2014 10:58 am

Re: Poof or no poof?

Saravanth wrote:We should scrap the core idea entirely, as starmade has shown it isn't as good as it may have sounded two years ago (By the way, guys, we're starting all over, if you haven't noticed. So that's no valid argument.).
About stabilising something about to go boom, the same can be done with damaged generators or FTL systems. A ship should stay a ship, even if its systems are disabled/destroyed. That's damage that can be repaired.
Explosions on ships themselves, though, could go along power/fuel lines and pipes going throughout the ship, tearing it into pieces should they cut it in half.

Ehh, I think at a certain point(once all systems are destroyed, or something) a ship should just revert to it's compenent blocks and turn into a stationary hulk. Perhaps have each system be a 'core' or something.
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Post Tue Jan 14, 2014 11:04 am

Re: Poof or no poof?

Or that, that sounds fine as well. Just don't make it... poof... like in starmade.
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Post Tue Jan 14, 2014 11:24 am

Re: Poof or no poof?

Well, we could just replace cores with processing cores, which makes for some really fancy possibilities.
Actually, there is little difference between the suggestions of Saravanth and CMA, as both would require the server to maintain a reference frame for the leftovers.
Whether there even IS any difference depends on how ships (without engine thrust) in comparison to dead objects (e.g. asteroids) would behave, but I don't see any reason for there to be any difference in the first place.
The main difference would be that CMA's method would require ships to be checked on whether they are still functional.
In Saravanth's method, we may have to do calculations for dead objects (AKA wreckages) depending on how the engine/ship/power system will work out code-wise.
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Post Tue Jan 14, 2014 12:40 pm

Re: Poof or no poof?

BTW the hulk cannot be static, what happens if a ship collides with it ?
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Post Tue Jan 14, 2014 12:48 pm

Re: Poof or no poof?

Iv121 wrote:BTW the hulk cannot be static, what happens if a ship collides with it ?

That's pretty much what I meant with there being no reason for that to behave differently to depowered ships.
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Post Tue Jan 14, 2014 1:18 pm

Re: Poof or no poof?

Iv121 wrote:BTW the hulk cannot be static, what happens if a ship collides with it ?

Same thing that would happen when a ship collides with an asteroid.
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Post Tue Jan 14, 2014 2:28 pm

Re: Poof or no poof?

This discussion was solely for debating the end of entity based vehicles. Keon says Explosions, with salvageable bits are easy, so that's what we shall do, if you have issues with this, complain at me on skype. Ships are going to be another discussion.

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Post Tue Jan 14, 2014 2:29 pm

Re: Poof or no poof?

CMA wrote:
Iv121 wrote:BTW the hulk cannot be static, what happens if a ship collides with it ?

Same thing that would happen when a ship collides with an asteroid.



Yeah thx, that was a retorical Q.

Anyway your model wont work either Ivan, or you collode with a small part of the ship that was blown away and the whole seemingly unlinked parts suddenly start spinning .

BTW it is actually ON TOPIC, the name is "poof or not poof" after all :).
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Post Tue Jan 14, 2014 2:40 pm

Re: Poof or no poof?

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