(LAG) - Lag reduction for Docked entity, suggestion

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    Suggestion

    Large ships using multiple docked reactor causes server crippling super lag when they are damaged or become undocked. My suggestion is that once an entity is undocked BY gunfire, it can "no clip" for 3 seconds.

    This meant reactors docked on moving ships should have more than enough time to fly out, and not causes the insane lag that butchers everybody present.

    ----

    EDIT:

    OR, the reactors can be teleported away from the ship.
     
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    But if they're no-clip, you'd have to be in the middle of a maneuver to have them fly out. Otherwise, the lack of contact means that our near-Newtonian physics kick in, and the reactor just follows your vessel along, before clipping out. A better solution would be to have the entity jump to clear space somewhere nearby, before spending a couple of seconds not clipping (Just as a precaution).
     
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    But if they're no-clip, you'd have to be in the middle of a maneuver to have them fly out. Otherwise, the lack of contact means that our near-Newtonian physics kick in, and the reactor just follows your vessel along, before clipping out. A better solution would be to have the entity jump to clear space somewhere nearby, before spending a couple of seconds not clipping (Just as a precaution).
    Actually that is a better idea.

    In fact, anything that instantly makes them stay AWAY from anybody is good.
     
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    Maybe edit the OP to include the different suggestion? Improves the chance that a dev will notice it.

    But yeah, you could even just have the entity lose all velocity and go noclip for, say, a good safe 10 seconds (Unless the ship is parked, which is what the minor jump mechanic is meant to avoid issues with), it'd usually get clear.
     

    jayman38

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    In my opinion, having a reactor suddenly appear in a random spot of empty space would be weird. It would be better if a docked reactor exploded/despawned immediately on detaching. (Despawn with the current game, but when explosions become more interesting, have it explode in-place.)
     

    Jake_Lancia

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    In my opinion, having a reactor suddenly appear in a random spot of empty space would be weird. It would be better if a docked reactor exploded/despawned immediately on detaching. (Despawn with the current game, but when explosions become more interesting, have it explode in-place.)
    The docked reactor replacement everybody's talking about would probably do that (explode) anyways :P

    I agree that, until the replacement comes, there needs to be a stopgap measure to prevent the insane lag. This would work well for when rail doors and lifts, as well as docked craft in hangars, get blown off too.
     
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    Perhaps have it so that the entity undocked instantly travels in a random direction at 50% server speed along with no clipping to perhaps give it the feel that it has been properly exploded out.
     
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    The Lag could also be an in game punishment for using Docked reactors :p (Sarcasm)
     
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    how about it gives it no-clip for 3-5 seconds and gives it a launch vector, like a launch rail and momentum?
     
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    Warping it clear of entity boundaries prevents the issue of "What if it's a reactor docked in the center of the Death Star itself and won't make it out during the travel time?"

    Also, I prefer loss of function for decorative rail items like doors as an alternative to having them undock.