Thing is, "thicker" isn't a thing in starmade there mate. 5 block thick armour is the same as a 5 block line of armour repeated several times. Lancake is accurate in describing how it would work ingame, unless a new feature would be added, which would be a mess I feel.
I am aware of that. The mechanic I'm suggesting would approximate the "thicker" aspect of my suggested mechanic. It would pass "collision" damage to the block behind it within a threshhold. If the block behind that happens to be empty space, that block absorbs less as the hull supposedly (but not really) flexes.
The only way what you're saying would work, is if the game grouped hull into platings, which would probably still result in a "total block count", since I cant see how a box-based game could handle and calculate angular collisions (would it would need to, to figure out the depth of armour at the point of contact).
Which then runs the question "what would define these groups?" Since people could very well make a shell covering the entire ship, resulting in either no damage, or widespread hull cracking (if it could even get up to the needed speed).
Bringing into account that each of these blocks would also be Heavy, ugly, and specifically vulnerable to weapons, placing them all over your ship is possible, but not necessarily desirable. There's nothing to stop people from doing it now either. And even if people did do that, why do you want to stop them? How does it affect you? It's like saying that you're cheating for covering your space ship IRL in a whole bunch of rubber. Whats wrong with that? Why do you want to discourage it? I don't think it would be unreasonable to have entire hull sections covered in bumpers to protect my ship from ramming. It's like saying, I don't want crystal hull because some players will build their entire ship out of it. I don't want warp drives because some players will use it in combat. I don't want salvage beams because some players will eat entire planets. Why are you so concerned with what other players might do?
The way I explained the mechanic, each block would be calculated separately at the point of impact, passing a percentage to each block adjacent to that block, and pass the extra damage backward depending on speed. It would be like an explosion that doesn't damage hull blocks under a certain speed threshold. If you increase the mass damage linearly, than you could increase "momentum" damage that wouldn't effect the sideways blocks any more, but would penetrate deeper behind the block, requiring either more thickness to absorb the impact damage, or more space for the hull to flex. It would work on a chain reaction basis depending on the impact velocity first and foremost, and the mass as a penetration modifier.
And in most cases, I don't think you'd run into a flat surface with a flat surface anyways. No one (or most of us anyways) builds the front of their ships as a flat face, Nor do we collide with things at a perpendicular angle into another flat face. There will be a point or jagged surface or something that would force the energy onto a smaller area (hence the concept of armour piercing rounds, yes?). It's different with Navy ships, simply because when you run aground, there is still a larger surface coming into contact (unless it's solid rock you're running into).
But yeah, collision damage could be improved yes. But it is more or less a pet project of Schema, and will be worked on when he gets time. It's like planets, just have to wait until they are really viable~
As for flat and curved surfaces... I am sure you know that a dome is stronger than a plane. Even so, a flexible springy material would still flex back, creating a larger surface to absorb the damage, so the initial impact point would recieve more damage, but only marginally so.
I know it's schema's thing, but last time I checked, this is a suggestion forum.
Well, I'm not a genius like your mechanical teachers, and obviously not like you since your knowledge is so much more advanced than mine so I'm going to apologize about my bad bad behavior, I didn't mean to act like I'm a genius on the aspect of engineering since I'm not... but I do know how collision damage works in the game atm...
Facts:
- The treshold variable does nothing.
- The amount of collision damage is calculated only by looking at the mass of the 2 collision objects and their velocity.
- Collision damage often reverts to a undamaged state after a unloading/loading the sector again, only fully damaged ones remain damaged.
- Stations, shops and planets do not receive damage.
- Shield do not negate or absorb the collision force.
- Protected sectors do not protect you from collision damage.
- God mode is the only thing that protects you from collision damage.
- Docked entities do not receive collision damage.
- Rod lights and other non physical blocks don't collide and can't cause or received collision damage.
- Ramming 2 big plates flat on each other causes the server to stop running.
- Big ships near planets can instantly cause a huge hole in a nearby segment and break the server, although this is rare it's still hard to track down why exactly it happens.
- Changing sector or TPing into a structure will often not cause any damage because the server doesn't calculate it, it's too busy warping your ship out of it.
We found these so far and all of them are going to be changed or fixed in the near future. There isn't more to talk about.
First off, I want to apologize for coming off brash, I didn't mean to berate or belittle you in any way. I just happened to think you were wrong is all. Not about the way you explained a particular mechanic, but which mechanic you explained.
Secondly, I am well aware of what IS. I'm suggesting what could be. There is a lot to talk about when it comes to making the game playable, fun, and having semi-realistic mechanics.
A lot of times, the technology in this game tries to mimic a non-engineer/physicists 's idea of what the world is capable of today when both A. there is current technology that is better today, so nerfing something to make it more "realistic" is actually doing the opposite, and B. This is a Sci Fi game. The technology in game should approximate what might be possible in the distant future. If warp, defabriacation, molecular storage of shapes, artificial gravity, even holding thousands of blocks directly in one's inventory is all possible, why wouldn't collision resistant materials and collision damage negating fields be possible too?