Armour and shielding
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-This forum is about the mechanics and framework of the content. NOT about the content itself, that belongs in phase 3. However, if content discussion creeps in because it is necessary, this is permissible.
-This forum is about the mechanics and framework of the content. NOT about the content itself, that belongs in phase 3. However, if content discussion creeps in because it is necessary, this is permissible.
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Good, that's not here. Btw, fr0st. Read my sig. It has been more than five months.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler:
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Re: Armour and shielding
Why don't the HP values only apply to the few layers between the ship and space, and be in small sections?
As in, it only works for the hull. Blocks only add to the HP value when they are, say, 3 blocks from the outside. These are also small, say 10x10x10 'chunks' that encompass the ship. This prevents a ship from depleting the HP on one side, then another blasting through on the other side. Why would that work?
Of course, this would limit hull thickness, but who needs 10m thick hulls anyway? At best, mine are 4-5 blocks thick, usually 2 or three.
As in, it only works for the hull. Blocks only add to the HP value when they are, say, 3 blocks from the outside. These are also small, say 10x10x10 'chunks' that encompass the ship. This prevents a ship from depleting the HP on one side, then another blasting through on the other side. Why would that work?
Of course, this would limit hull thickness, but who needs 10m thick hulls anyway? At best, mine are 4-5 blocks thick, usually 2 or three.
Re: Armour and shielding
Then you force people to build proper armor anyway, something that frost for some reason prefers to avoid ...
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Re: Armour and shielding
Which is good. No indestructible borg cubes with a hull made of paper.
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Re: Armour and shielding
Maybe have a base hp based on number of blocks, then add on strength of blocks or mass distributed throughout the whole ship? It would make absolutely no sense from a RL standpoint, but it would work and allow people to build stylish ships because frontal armor would also magically protect the back. Idk.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler:
Re: Armour and shielding
Yea but again concrete cargo bay effect ...
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Re: Armour and shielding
Then make mass have something to do with speed or acceleration so that it all levels out.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler:
Re: Armour and shielding
Yea I suggested it that mass reduces top speed. It really helps things automatically even out and makes sense as usually more armored things move slower. The issue is more in the depth we want to have to combat. I want to have more depth with different armor thickness, requiring me to think twice where I really need that armor. I don't think it will make the ships look ugly.
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Re: Armour and shielding
Mass would affect acceleration, not speed. You could get up to the same speed as another ship, but do it a lot lot slower.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler:
Re: Armour and shielding
Back to this again ? Refer to what I said to LJS as to why speed is not measured in acceleration ...
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Re: Armour and shielding
Speed isn't acceleration, but it is dependent on acceleration. Acceleration is the rate of increase in speed, while speed is the velocity(or is it momentum?) at one moment. Thusly, speed is entirely dependent on acceleration to provide the movement.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler:
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Re: Armour and shielding
Yes, if you have a large enough distance and something to compare it to.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
Spoiler:
Re: Armour and shielding
Can you see speed? o_OIv121 wrote:can you see acceleration ?
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Re: Armour and shielding
Off-Topic: I can see speed.
On-Topic: Engines raise your speed by providing acceleration, as they should according to common sense. Mass should decrease the amount of acceleration an engine can output, making larger ships require larger engines if you plan to get anywhere within a reasonable amount of time. Armor should be additional hull blocks. The way to solve this is cores limit the size/kind of engine usable and limit mass amounts. So someone who builds a very big ship made almost completely of hull would be limited in engine choices and amounts, so they will get less acceleration and be slower. Much, much slower. I think that's how it should work and I find it to be the only complete and sensible answer. Although I may be wrong as I think I skipped a page.
On-Topic: Engines raise your speed by providing acceleration, as they should according to common sense. Mass should decrease the amount of acceleration an engine can output, making larger ships require larger engines if you plan to get anywhere within a reasonable amount of time. Armor should be additional hull blocks. The way to solve this is cores limit the size/kind of engine usable and limit mass amounts. So someone who builds a very big ship made almost completely of hull would be limited in engine choices and amounts, so they will get less acceleration and be slower. Much, much slower. I think that's how it should work and I find it to be the only complete and sensible answer. Although I may be wrong as I think I skipped a page.
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