A new way to repair ships

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    Ok so I had a massive pirate fight and got my a** handed to me. After I re-spawned my ship was no where to be found. I had fought in sector 5 15 5. Searching did not turn up any results, ( maybe I typed it in wrong) so I looked at the index database thing and found that my ship was magically in sector 0 0 0 (it gets better). So when I recovered my ship, I found a few damage marks but nothing that went to the core (I have no idea why i died). Well I built myself a repair ship and began work. I noticed that as I was healing my ship the missing blocks re-appeared. The blocks were certainly gone, but as I used the technobeams the missing blocks came back.. Poof! a perfect battle ready ship. While this is odd I came up with an idea:

    If the devs are up to it and if it does not impede on performance. I have come up with a repair/damage system. When destroyed, the blocks are "Marked" as destroyed (they still exist in memory but do not get drawn/updated) this way when exposed to a repair beam they magically re-appear. It would be cool if they could only re-appear if the player has that block in his/her inventory.

    This may solve the "repair from blueprint" requests. I think it may be easier to implement.

    Although with my programming background it may break previous ships because it would involve a block object change:

    For example, I imagine the block object is something like this: (more or less)

    Code:
    Class Block{
    int blocktype; // Wedge/Corner/Block
    int blockid; 
    }
    This change would require an additional field
    Code:
    Class Block{
    int blocktype; // Wedge/Corner/Block
    int blockid;
    boolean destroyed; //-> required for the game engine to know not to do anything with that block
    }
    This post is more for the developers, but all are welcome to review this idea.
    All in all when a block is destroyed it does not get deleted (this may even help lag issues with damage?) it just gets a property change.
     
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    Hm, interesting twist on repair beams.

    However, I do worry that, given a 3-block-thick wall, my beam will replace the outer blocks and the inner blocks (if I use it on the opposite side of the wall) and leave me unable to replace the blocks sandwiched in between. How would you account for this?
     
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    Basically it would need to only be able to target "destroyed" blocks that are next to a "live" block. Once the HP of the "destroyed" block reaches 100% it would change back to a "Live" block and the process starts over. Of course this leaves an issue with floating blocks. The repair beams could also be re-fitted by repairing all the blocks that are in the path of the beam (the beam would "cut" though the ship).
     
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    • Arrrty
    • TwitchCon 2015
    • Legacy Citizen 5
    Repair beam penetrates undamaged blocks (easiest?), or only repairs a block which has an undamaged block or empty space behind it?
     
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    Basically it would need to only be able to target "destroyed" blocks that are next to a "live" block. Once the HP of the "destroyed" block reaches 100% it would change back to a "Live" block and the process starts over. Of course this leaves an issue with floating blocks. The repair beams could also be re-fitted by repairing all the blocks that are in the path of the beam (the beam would "cut" though the ship).
    I see -- but I'm still wondering..

    Assume D's are live blocks and O's are destroyed blocks.

    DDDDD
    ODODO
    ODODD
    ODDDO

    How do I repair the two central O's if my beam can't touch them?

    EDIT: Ah, 0ldSkull ; way to ninja-post while I'm composing :p
     
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