So, after avoiding it for the longest time (assuming that it was annoying and not any good) I heard The Yogscast's Diggy Diggy Hole for the first time today.
And I decided to put my own twist on it.
Miners of the sky rejoice!
(Fly, fly, fly with me)
Fly by and hear that "that ship's noice!"...
You would effectively end up with nigh-impenetrable but incredibly dense and heavy armour, which kinda balances itself.
Alternatively, open door-type blocks could just not contribute to AHP...
Regardless, I don't particularly like this suggestion. Armor with AHP should feel tougher, perhaps...
Capital ship warp drives are already planned, and it'd be a good idea if they could warp entire fleets... This is getting off topic, but I thought it would be better if capital ships used a similar system to the jumps. I envision two modes of capital ship FTL interaction:
Jump field Generators...
Um, no? The broken feature lets you fly somewhere with your fleet and then have them mine in the sector you're in. It does not allow you to send out fleets to unloaded space and mine stuff.
The primary issue I have with this is that it mitigates the usefulness of Jump Field Generators, which I intended to have as one way to #MakeStationsGreatAgain... unless, of course, charging up a jump drive out of star/jump field range would take impractically long, but then Panpiper's issue...
The alleged 'problem' in this case is not loading range; it's physics. The highest level of physics calculations in this game happen when two entities are in the same sector, presumably followed by when two entities' bounding boxes intersect, so a lot of entities in one sector means a lot of...
From talking to some of the devs, it seems that they're keeping the sectors really small for fear of people packing too many entities in one sector... Which seems like an irrational fear to me, as sectors are already big enough that people can pack in tons of huge things if they want. Scaling...
Ah, right... Default sector sizes. They're way too small; I tend to forget about how small they are. For me, optimal sector size is somewhere between 20 and 50 km, so your "cross 7 star systems at sublight in the time it takes to walk to the store on the corner" won't happen.
Derp. :P
There's a balance to be struck, though, even for RP purposes. In films where jump drives and the like take days to spool up, it's generally because it's an impressive feat to just hop to the nearest star system. In this game, everything occurs across multiple systems by design, so naturally it...
If a 'capital ship' can't actually fly then we're talking about a mobile battle station, not a ship... Also, I'm fairly certain that you're supposed to deploy capitals from homebases to lead fleets, not take your entire homebase with you. That would be kinda cool but IDK if it thematically fits...
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