NeonSturm
StormMaker
Greetings Citizens!
Linear Thrust, Exponential Power Usag1 thrust block = 4.4 ship thrust & 4.4 power used
100 thrust blocks = 1795 ship thrust & 1795 power used
*Rough estimates*
1 thrust block = 5 ship thrust & 5 power used
100 thrust blocks = 5000 ship thrust and 7500 power used
*Rough example*
Overall Plan for Movement
- Direction Thrust Setting
Currently a player need only place thrust blocks anywhere on their ship without concern for orientation or location. They are then granted an amount of thrust that may be applied in any direction. Although simple, this leads to things like capital ships flying maximum speed backwards while firing their primary guns at any ship persuing them.
This assignment process applies to all 6 directions on you ship, forward/back, up/down, left/right, you may assign any amount of your thrust that you like (in percentages) until you have used the entire 100% available in your thrust pool.
Caution should be used when assigning the % of thrust to each direction of your ship, as this same % will apply to the maximum speed (based on the server setting) that you can acheive in the given direction. So that a 50% forward thrust also means a maximum of 50% server max speed in the forward direction.
Rotating your ship might also cost a % from your ships thrust pool, although this should not impact the maximum speed in any of your 6 directions of linear travel. (Essentially rotating your ship would divert potential thrust before it enters your thrust pool.)
- Momentum Subsystems
- Defensive Push (self buff)
- This system will operate on a system/ship ratio, you will gain up to a cap, an increase to your ships thrust amount (acceleration), at the cost of even higher power usage than normal. (This will not affect maximum speed)
- Defensive Pull (self buff)
- This system will operate on a system/ship ratio, you will gain up to a cap, an increase to the rotational acceleration of your ship, at the cost of even higher power usage than normal. (This will not affect your maximum rotation speed)
- Offensive Stop (effects target)
- This system converts the damage of the weapon it is linked to into momentum to stop the impacted target.
- Anti-Gravity Module (self buff)
- This system will allow your ship to hover in the gravity of a planet
- Thrust Supply/Drain (Very hypothetical idea's currently, they might not be in game)
- A pair of support weapon systems, they will work similarly to power supply/drain beams, in that they will transfer thrust (instead of power) between your ship and the target. Based on the size of the system, an amount of thrust is given to one ship as a buff for a period of time, and the other ship is given an equivalent nerf to its thrust. This does not remove control of either ship, nor impart any specific momentum of its own, it simply modify's the available thrust of both targets for a period of time.
- FTL
Jump Drives (any ship type, short range)
This system can be installed on any ship, it will require power to be channeled into it for a period of time to charge up (based on system and ship size.) After charging has completed it will instantly jump the ship to a pre-selected sector coordinate. This system however has a limited travel range, so going longer distances may require multiple charge-ups. (The distance we are considering is about 8 sectors distance currently, this may change)Gates (Station only, long range)
These gates are installed in pairs, up to 8 Systems apart (1 system = 16 sectors currently) They constantly drain power from their host stations to open and maintain a ring of blocks. Withing this ring, a passageway between the two gates forms allowing instantanious travel between the two stations by flying through the rings Any looped shape may be used, so caution is advise on flying through unknown gates, as you may have parts of your ship lost if the paired gate on the other end is too small to fit you. Hyper-Drives (Capital Ship Systems)
This subsystem, when placed on your ship, will activate a "capital ship" flag in your ships meta data, imparting a permanent debuff to your ship (currently we plan to have it set your ships thrust to 0 and reduce the ships max speed to 0%, based on server max speed.)
However, in exchange for this debuff, your newly minted Capital Ship will have the ability to charge up and activate its new hyperdrive, dropping the ship into a sort of hyperspace. You will have a few seconds to orient your ship, and then the acceleration will kick in, you cant slow down, and you cant stop without dropping from hyperspace (and loosing all of your charge) you can still steer however. You will have a set amount of time to navigate while in hyperspace, after which you will drop out. Charging takes a good deal of power and time (based on ship mass), so this is not something most smaller ships will want to do on their own, instead they are advised to hitch a ride with a carrier, or to use a Gate network.
Let's drop the parts where I agree (quite many) from the quote above and skip to the issues:
Thrust
I really like these changes, (thrusters stay equal %mass equal %thrust) but now peoples will fill each corner with power.
Speed cap
I will probably build fighters with:
I really like these changes, (thrusters stay equal %mass equal %thrust) but now peoples will fill each corner with power.
Speed cap
I will probably build fighters with:
- 2-4% strafe (all other directions)
- 15% strafe upwards
- 15% break (50% of acceleration)
- 60% acceleration
(depending on amount of space friction)
But I would prefer if ships have a minimum of "5% of their maximum possible thrust in one direction" added on each direction per default + 95% distributable.
=> 125%
This will avoid that everybody builds ships feeling bad to control and thus players feeling forced to play something not being fun.
But I would prefer if ships have a minimum of "5% of their maximum possible thrust in one direction" added on each direction per default + 95% distributable.
=> 125%
This will avoid that everybody builds ships feeling bad to control and thus players feeling forced to play something not being fun.
Can we have reducing speed at 200..500% efficiency with an option?
Momentum Subsystems
I would like offensive to affect yourself in opposite direction like if the effect is reflected from a mirror-shield onto you (requiring same time to hit you).
Push&pull&stop should be relative to you, requiring thrust to counter the effect on you.
Defensive stop or anti gravity could have a combination of:
- iincreasing a force-negator counter (slowly decreasing over time)
- increasing immune percentage
to allow better customizability
Is there a planed function for defensive anti-gravity on stations/planets? maybe increasing gravity? or distributing anti-gravity over ships?
Jump/Hyper-drives
Why do small ships not travel in such a nice way?
And big utilizing jumps or wormholes - fits better to the else stationary feel?
Or give us an option which one should have which animation / travel-speed / travel-distance / charge-time
Can we just give capitals with hyper-drives a way to adjust their position without entering hyperspace?
At least where no interdiction fields are (which may protect stations from capitals only)
Jump-Gates
Have you thought about giving them a hollow-cone? (Increase radius away from the inner-cone tip)
The smaller the other gate is, the closer your gate opens to inner-cone's tip (can be a half-cone without tip)
Or about sending a scout-drone though exploring the other side?
Jump/Hyper-drives
Why do small ships not travel in such a nice way?
And big utilizing jumps or wormholes - fits better to the else stationary feel?
Or give us an option which one should have which animation / travel-speed / travel-distance / charge-time
Can we just give capitals with hyper-drives a way to adjust their position without entering hyperspace?
At least where no interdiction fields are (which may protect stations from capitals only)
Jump-Gates
Have you thought about giving them a hollow-cone? (Increase radius away from the inner-cone tip)
The smaller the other gate is, the closer your gate opens to inner-cone's tip (can be a half-cone without tip)
Or about sending a scout-drone though exploring the other side?
I agree. All things should have possible:Yeah, I kinda see these being redundant with the current pull/push/stop offensive effects and the push defensive effect. The only use I can see them having is similar to external reactors, where you can sneak past the regular scaling limitations by having docked external sources beaming you extra thrust, making your massive ship much more agile at a much lower price. Not sure if that's something that you want in this thrust system, though.
- effect_duration
- =burst_delay = continuous
- <burst_delay = bursts
- >burst_delay = increasing by 100% effect_strength over burst_delay to max of burst_duration/delay and decreasing afterwards by 100% effect_strength per burst_duration
- burst_delay
- burst_duration (something like a heat-bar)
- burst_duration_regenerationTime (can be longer than activation_coolDown, especially if it is 0)
- activation_coolDown (0 = toggle auto-repeat on/off)
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