Recognized Buff Disintegrator Explosive Block thingies

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    Why?
    Because in a combat situation and even as a minefield they are severely underpowered.
    I think they should:
    Stack with other explosive blocks to make a bigger more powerful explosion
    Get an outright damage buff
    AI Modules should be able to ram them into ships
    Perhaps Ignore shields??? (probably not)
     
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    Winterhome

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    brb doing 1mil damage with a 20 block torpedo
     
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    I personally keep them set (on my test server) at 1 million damage, to effectively ignore shields. With the upcoming HP system however, this will be significantly overpowered.
    I want three options to turn these underutilized blocks into what we all hope they could become:

    1: OPTION to ignore shields in server config. I don't thing everyone should be subjected to them, however I feel that server owners should have the option to have warheads as a counterbalance to oversize capital ships. Especially with the new rails update, a bomber could carry several Warhead armed projectiles and use them to great effect.

    2: AI Ramming mode. It needs to happen people.

    3: Stacking damage with grouped warheads. There was talk of this earlier in development, but I think it has fallen by the wayside. Bring back bigger bombs = bigger explosion!
     

    Winterhome

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    I still feel that it should scale with warhead impact speed more than group size, though I do approve of group size as a mechanic for warheads.
     
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    I still feel that it should scale with warhead impact speed more than group size, though I do approve of group size as a mechanic for warheads.
    I would like if we could tell which block is the output (like other weapons) The explosion will happend from there, and scale with block count for warheads
     

    Reilly Reese

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    Would be neat if you could connect missile comp to warhead to get some effect.
     
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    No. I personally already dislike my 12 million shields dropping to one due to 50 blocks worth of this shit.
     

    Reilly Reese

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    Well the counter to this is the fact it should be difficult to actually hit non stationary targets. You have to manually pilot a suicide ship if you want to actually be certain of hitting your target.
     
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    Well the counter to this is the fact it should be difficult to actually hit non stationary targets. You have to manually pilot a suicide ship if you want to actually be certain of hitting your target.
    Orrrr set them to ai and only allow push module. Since AI will always point towards the target the ship will hit 100% of the time.
     

    Winterhome

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    Orrrr set them to ai and only allow push module. Since AI will always point towards the target the ship will hit 100% of the time.
    AI doesn't lead targets when it's pushing towards things.

    It's still pretty much a guaranteed miss unless it's using something like 300-500% push module effectiveness to force it into the speed cap with each push.
     

    Reilly Reese

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    Hmm. Still they are pretty easy to kill.
     
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    No. I personally already dislike my 12 million shields dropping to one due to 50 blocks worth of this shit.
    What if they just totally ignored your shields? You would still HAVE the 12,000,000 (ridiculous amount of) shields but the bombs just inflicted hull damage directly. Then you might actually care about things like bombers, minefields, kamakazies, and potential capital ship torpedoes.
     

    Valiant70

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    I think damage dealt should be block based rather than speed based.

    Since we're on the topic of disintegrators I'd also like to see a "stabilized" version that doesn't explode when it hits something or gets shot. You could use them as self-destruct mechanisms in things without fear of them going off when you don't want them to.
     
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    I think damage dealt should be block based rather than speed based.

    Since we're on the topic of disintegrators I'd also like to see a "stabilized" version that doesn't explode when it hits something or gets shot. You could use them as self-destruct mechanisms in things without fear of them going off when you don't want them to.
    Why would anyone want to have a self-destruct system on their ship?

    Let me guess, "to keep it from falling into enemy hands"? Yeah, that's a totally believable and not bullcrap reason.
     

    Valiant70

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    Why would anyone want to have a self-destruct system on their ship?

    Let me guess, "to keep it from falling into enemy hands"? Yeah, that's a totally believable and not bullcrap reason.
    Ever heard of roleplay? How about pyromania? Ramming and then exploding? Please tell me you don't still buy the idea that boarding is impossible. Boarding's been possible ever since effects came out. Not to mention that it would be probably the most epic possible way to ragequit a bad server. There is no rational reason to deny this ability to people who want it.

    There may be other circumstances where someone wants something to explode ONLY when they want it to explode and not go off for any reason before that. Regardless of the sense or nonsense of a self-destruct feature, this would have its purpose.
     
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    Ever heard of roleplay? How about pyromania? Ramming and then exploding? Please tell me you don't still buy the idea that boarding is impossible. Boarding's been possible ever since effects came out. Not to mention that it would be probably the most epic possible way to ragequit a bad server. There is no rational reason to deny this ability to people who want it.

    There may be other circumstances where someone wants something to explode ONLY when they want it to explode and not go off for any reason before that. Regardless of the sense or nonsense of a self-destruct feature, this would have its purpose.
    All that would be required to make a functioning self destruct system in StarMade is to have activation blocks be able to detonate linked destructinators, but I still don't see why ship collisions and boarding have anything to do with it. Players can just not put interiors in their ship and avoid the whole problem of "boarding" altogether. Even if they do have interiors, enemy players can't access enemy faction equipment, and even if they COULD do that, the enemy faction could just hide the blocks inside walls.

    Still, this line of argument is shifting away from the general subject and towards extreme hypotheticals. I'm all for a high-power but high-risk reactor type block. And with the upcoming HP/armor system, it'll be more comfortable to do than ever.
     
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    Valiant70

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    1: OPTION to ignore shields in server config. I don't thing everyone should be subjected to them, however I feel that server owners should have the option to have warheads as a counterbalance to oversize capital ships. Especially with the new rails update, a bomber could carry several Warhead armed projectiles and use them to great effect.

    2: AI Ramming mode. It needs to happen people.

    3: Stacking damage with grouped warheads. There was talk of this earlier in development, but I think it has fallen by the wayside. Bring back bigger bombs = bigger explosion!
    Options are good. The AI ramming mode should also be removable in server configs.

    All that would be required to make a functioning self destruct system in StarMade is to have activation blocks be able to detonate linked destructinators, but I still don't see why ship collisions and boarding have anything to do with it. Players can just not put interiors in their ship and avoid the whole problem of "boarding" altogether. Even if they do have interiors, enemy players can't access enemy faction equipment, and even if they COULD do that, the enemy faction could just hide the blocks inside walls.

    Still, this line of argument is shifting away from the general subject and towards extreme hypotheticals. I'm all for a high-power but high-risk reactor type block. And with the upcoming HP/armor system, it'll be more comfortable to do than ever.
    None of this is valid. They would not be hard to code. It would be the same block minus two behaviors (explode on contact and explode when shot). This device would be usable in ways the current disintegrators are not. Some players (including a couple of my friends) might prefer them for torpedoes sometimes because they could require an "arm" signal before exploding, to prevent magazine detonations when loading or in battle.
     
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    None of this is valid. They would not be hard to code. It would be the same block minus two behaviors (explode on contact and explode when shot). This device would be usable in ways the current disintegrators are not. Some players (including a couple of my friends) might prefer them for torpedoes sometimes because they could require an "arm" signal before exploding, to prevent magazine detonations when loading or in battle.
    What the heck are you even talking about? You've totally lost me.
     

    Reilly Reese

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    Plan is saying just have the warheads ALSO be activated via logic.

    No where does Planr say make a second block.