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I am making this thread to centralize ideas, and place them in a more appropriate place to be discussed.
By adding both things into the game calculations for ships and bases, VS the size of things (which is in part affected by density) we strike at several things. Before you read ahead, I need to make some things clear.
-Ships should, by no means, be invulnerable. ALL ships should have the ability to die. Simple as that.
-I accept all feedback that makes sense
-A single fighter will never kill a capital ship. Never. A wing or 2 maybe.
-I only do this to contribute into the game mechanics and balancing. If devs read of course.
-If you rate a disagree, please do make your point. All feedback helps.
-My motto here, is that the more flexible and balanced every ship is in the game, the more successful it will be.
Here come the ideas:
1.- Mass based costs for bases, and for docking, adds tons of design possibilities, by making more designs viable other than death cubes. Mass should be considered into several things, other than trust. Docking, turret balancing (I have another thread for that) and thrust. However, there is still a problem. With all block types being at 1 mass, all ships strike equal density if filled with blocks of any type, making death-cubes still king in this balancing. Mass should be taking directly into account for HP, ability to "steer" and ability to stop.
2.- The obvious solution, to limit the size of ships, while STILL making ships most ships viable, and to not go into "fit everything on a damn box" mode,DENSITY MASS must be different per block type. Proposed on another thread, with a wrong application, the idea is viable for balancing the game in a different way. We should be able to add each block type a different mass, making all designs more balanced. I won't make the whole calculations here (Although if the idea kicks in I might work on it to make it work and as balanced as possible) but I'll give in some thought to why this must be a thing. A normal armor block density is 1. Wedges are 50% of that mass, making it 50% the density (since all blocks occupy the SAME space), so instead of having a .1 mass, it should have a 0.05 mass. Scale that to all forms and materials into the game. This also applies to shields, power, and weapons. We now can AFFECT how big and small ships behave in the game, in more ways than just size and movement. We add the minimum complexity to ship design that would make sense into a game of this kind. Now efficient designs can strike even more balance towards death cubes.
This allows for ships with lots of wedges, designs that intend to be curvy or heavily wedged more
balanced.They should have the same HP (balanced by cost relation), just make their mass be less than a full cube's mass. That calls for better trust calculations and more efficient ships designs with less energy wasted/spent on thrusters, and when new thrust mechanics come in, it will make more sense. You would want to be ass mass-efficient as possible.
This mainly has performance drawbacks. But i see Into this 2 ideas, a lot of good can come out of it.
Please, discuss!!! I want to see if we can make this happen.
TL; DR
Mass should be the base for most calculations in the game, from collision damage, to turrets, and docking. Different mass per type of block will directly affect ships balance. Guns, shields, and energy storage/generators must have different mass values, adding depth and more careful ship building. Also, different block shapes should have different mass values. We also make a case for ship interiors, diminishing the extra mass from the details inside. Think of it. Suggested by CyberTao HP of block shapes should be proportional to their shape.
EDIT1
Edited the concept so you people don't go ballistic on the use of the word density. Volume/Mass is density, or something like that right? If all cubes occupy the same volume, then changing their mass affects their density.
I don't want "density" over mass for docking or anything, only to apply a more accurate representation of the actual mass of a ship, using it on a per block basis, not on the total ship size. get it? Therefore, we are using VOLUMETRIC MASS DENSITY.
Darth Plaigus -- mass and volume are the variables that make density up.. I am keeping the value here for its relation, not to indicate the size of anything. And yeah I am aware that is middle-school stuff, keep it that way.
Lecic -- Again, we are not using density for size, but using density to accurately represent mass and gameplay balance.
To anyone claiming this would be too complicated, we aren't actually adding density, just using the principle of the relation to more accurately represent the mass of a ship, therefore making mass the variable we use. Which is already in the game, and just needs to be adjusted/balanced.
By adding both things into the game calculations for ships and bases, VS the size of things (which is in part affected by density) we strike at several things. Before you read ahead, I need to make some things clear.
-Ships should, by no means, be invulnerable. ALL ships should have the ability to die. Simple as that.
-I accept all feedback that makes sense
-A single fighter will never kill a capital ship. Never. A wing or 2 maybe.
-I only do this to contribute into the game mechanics and balancing. If devs read of course.
-If you rate a disagree, please do make your point. All feedback helps.
-My motto here, is that the more flexible and balanced every ship is in the game, the more successful it will be.
Here come the ideas:
1.- Mass based costs for bases, and for docking, adds tons of design possibilities, by making more designs viable other than death cubes. Mass should be considered into several things, other than trust. Docking, turret balancing (I have another thread for that) and thrust. However, there is still a problem. With all block types being at 1 mass, all ships strike equal density if filled with blocks of any type, making death-cubes still king in this balancing. Mass should be taking directly into account for HP, ability to "steer" and ability to stop.
2.- The obvious solution, to limit the size of ships, while STILL making ships most ships viable, and to not go into "fit everything on a damn box" mode,
This allows for ships with lots of wedges, designs that intend to be curvy or heavily wedged more
balanced.
This mainly has performance drawbacks. But i see Into this 2 ideas, a lot of good can come out of it.
Please, discuss!!! I want to see if we can make this happen.
TL; DR
Mass should be the base for most calculations in the game, from collision damage, to turrets, and docking. Different mass per type of block will directly affect ships balance. Guns, shields, and energy storage/generators must have different mass values, adding depth and more careful ship building. Also, different block shapes should have different mass values. We also make a case for ship interiors, diminishing the extra mass from the details inside. Think of it. Suggested by CyberTao HP of block shapes should be proportional to their shape.
EDIT1
Edited the concept so you people don't go ballistic on the use of the word density. Volume/Mass is density, or something like that right? If all cubes occupy the same volume, then changing their mass affects their density.
I don't want "density" over mass for docking or anything, only to apply a more accurate representation of the actual mass of a ship, using it on a per block basis, not on the total ship size. get it? Therefore, we are using VOLUMETRIC MASS DENSITY.
Darth Plaigus -- mass and volume are the variables that make density up.. I am keeping the value here for its relation, not to indicate the size of anything. And yeah I am aware that is middle-school stuff, keep it that way.
Lecic -- Again, we are not using density for size, but using density to accurately represent mass and gameplay balance.
To anyone claiming this would be too complicated, we aren't actually adding density, just using the principle of the relation to more accurately represent the mass of a ship, therefore making mass the variable we use. Which is already in the game, and just needs to be adjusted/balanced.
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