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Re: Poof or no poof?

Posted: Tue Jan 14, 2014 7:06 am
by Chairman_Tiel
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 9:12 am
by Keon
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 10:14 am
by Iv121
Not exactly, it was rather joykler's idea if I recall, though you know alright, it still doesnt make the explosion fancier.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 10:32 am
by Saravanth
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 10:58 am
by CMA
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 11:04 am
by Saravanth
Or that, that sounds fine as well. Just don't make it... poof... like in starmade.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 11:24 am
by Ivan2006
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 12:40 pm
by Iv121
BTW the hulk cannot be static, what happens if a ship collides with it ?

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 12:48 pm
by Ivan2006
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 1:18 pm
by CMA
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.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 2:28 pm
by Solar112
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.

Req. Lock.

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 2:29 pm
by Iv121
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 :).

Re: Poof or no poof?

Posted: Tue Jan 14, 2014 2:40 pm
by Tau
Lock request granted.