But if there is no one on the ship is it dead?Another system that could be reworked slightly (probably via tying access-restriction to the computer/AI systems rather than what the player uses to control the ship).
But if there is no one on the ship is it dead?Another system that could be reworked slightly (probably via tying access-restriction to the computer/AI systems rather than what the player uses to control the ship).
Basically, my idea is that if you kill the pilot, it's exactly like if in the current system the pilot got out of the core and then died immediately. There would be no way of completely killing ships by taking out one block, but you would probably want to kill the pilot first in most situations, and it wouldn't matter on ships without turrets or active AI (killing pilot there would be equivalent to coring, just without an overheat).But if there is no one on the ship is it dead?
no, as in I am offline... is the ship dead? I would hope not.Basically, my idea is that if you kill the pilot, it's exactly like if in the current system the pilot got out of the core and then died immediately. There would be no way of completely killing ships by taking out one block, but you would probably want to kill the pilot first in most situations, and it wouldn't matter on ships without turrets or active AI (killing pilot there would be equivalent to coring, just without an overheat).
I think you are referring to whether the ship has faction applied. Yes, it would, unless the faction module (or some other block like an "AI core") were destroyed or removed (hey, some people might foolishly lay down a faction permission block allowing access for everyone to a build block!). In the case of having to destroy the faction module itself, it would be a lot like how stations work:you can't really kill them, so in order to defaction them, you need to shoot off the faction module.no, as in I am offline... is the ship dead? I would hope not.
Still not sure how this would prevent drilling... I prefer the ship health system(which isn't that abstract).I think you are referring to whether the ship has faction applied. Yes, it would, unless the faction module (or some other block like an "AI core") were destroyed or removed (hey, some people might foolishly lay down a faction permission block allowing access for everyone to a build block!). In the case of having to destroy the faction module itself, it would be a lot like how stations work:you can't really kill them, so in order to defaction them, you need to shoot off the faction module.
Simple - you can't just shoot for the diamond.Still not sure how this would prevent drilling...
... Ok, so no diamond... Tell me, how does that work for missiles?Simple - you can't just shoot for the diamond.
Moving the actual core creates problems because all blocks use the core as a reference point for position purposes.instead of a chair...why not a backup core. Watching lots of space movies there was always a auxiliary bridge....why not a aux core?
Maybe having two core, one mark as primary core and one mark as auxiliary/secondary core could allow you to toggle one as primary which would allow you to re-position the auxiliary core. Could solve a bunch of issue for core placement and pre-spec knowledge of where to shoot.
They'll just blindly fly at the ship's center of mass, or a random block on the ship.... Ok, so no diamond... Tell me, how does that work for missiles?
yes i know and heard that a million time(like a radio song)... that why there is alway a primary core set and all the block can reference that position where as you can lift the secondary core and reposition it. Than toggle it back to primary if you want.Moving the actual core creates problems because all blocks use the core as a reference point for position purposes.
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So why would I use tracking missiles?They'll just blindly fly at the ship's center of mass, or a random block on the ship.
If you mean a block or group of blocks that looks like a chair, I am strongly opposed to this.Put simply, I think the abstract ship health idea is silly.
EDIT:I'd add a poll such as "Do you think this is a good idea? Yes, maybe, no, other (please post).", but there's no way to now that the thread has been created.
Space Engineers did it because it looks good and makes sense, unlike players being magically sucked inside 1x1x1 cubes. Who gives a damn if someone else happens to have done it first? That's like saying that Starmade shouldn't have dirt or rock because it was in Minecraft, or it shouldn't have hull because Space Engineers did that.Regarding a control Chairs, Space Engineers already did it. I don't think we need to emulate anything they are doing right now. I'm happier with the current situation, which is reversed.
Agreed.How is ship health abstract? You have hull plating, your ship has more hull power and is less likely to lose structural support and loose material when hit.
I was wondering this myself...This doesn't solve core drilling at all. It just makes it so you have more than one core. Also, how would turrets and very small ships (like little item transport skids made a a core, two power, 3 plex storages, and 3 engines) work with this system?
its easier to just arrow key to an escape pod if u wanted too..You'd want to switch when shields are just about to go down, so that just as the enemy starts hitting hull, you're in a completely different spot (and possibly heading towards the escape pod). The key here is that on one end there's downright OP and on the other there's utterly useless. Unless there's some pretty severe discontinuities (or problems with ship size scaling that can't be addressed properly), perfect balance must lie somewhere between those two endpoints.
It most certainly isn't a complete solution to coring. The hitpoint system isn't either (shields would still be much, much more effective than hull and once shields drop it would just mean they have to fire that much longer to reduce hitpoints to 0 rather than pretty much instantly taking a ship out by hitting the core). Nothing alone is. To solve the drilling problem, we also need to address the inherent problem of scalability of shields vs. hull for protection. This would help, and I feel it's a more logical approach to ship/player death than the hitpoint system.
AFAIK a jump drive looses ALL charge, when something hits the ship to deal damage.its easier to just arrow key to an escape pod if u wanted too..
but y would u when u have jumpdrive? sheilds going down no problem ill just push this button here and get out in a flash