Go for it. It should draw more attention to this. This solution is so simple that there really aren't any foreseeable problems with it. We just need to get enough dev attention that they actually implement it in a reasonable amount of time instead of waiting another year.to help would it be OK if i linked this thread for one I'm posting about the currently development state of the game?
Thanks for letting us know! This honestly doesn't seem all that difficult from a coding perspective. There are classes in place that allow entering flight mode and shooting from weapon computers. All that's really needed (as far as I know) is one more computer class that extends the core's controls instead of just guns like the weapons computers, and one boolean variable in the ship class to tell it to reject multiple attempts to take control of it from other helm modules or the core.It will happen, just don't know when.
Honestly, wherever the player character is should be a target, both gameplay- and realism-wise. It's just the fact that right now, killing the character also destroys the ship, which doesn't make much sense. The ship and its pilot will ultimately be separate targets, although the ship must be damaged to reach the pilot. I agree that the player character should have his/her target reticule hidden for this reason.I've been thinking recently about remote cockpit blocks and such. Some time in the future the game will move away from cores and into an HP system for ships. If we have a remote block like in the OP, and if our characters are visible and physically sitting in cockpits while the ships are flying, haven't we basically just created another core situation?
Arguably the player can't necessarily know where the enemy player will be on their ship if while piloting the enemy player's indicator is just hidden as a solution (I think that all enemy player's indicators should be hidden whenever, period), but how can we prevent the remote block and to a lesser degree the physical player from being another possible core drilling situation?
I can agree on that, but what will happen when, say someone takes out your remote block, but not our player character? If we simply just loose all control and go back to player view, that could be a solution and would give us a situation similar to cameras where we just have more control consoles around in case we loose the primary. Yeah, I like that idea actually.Honestly, wherever the player character is should be a target, both gameplay- and realism-wise.
Moral of the story: logically you should have been toast unless you could beat them in a gunfight with your personal weapons, but you got away by exploiting unfinished game features and physics tunneling. :PShort story:
A couple new players joined the server I played on, and I flew to the starting sector to welcome them. They didn't respond to any of my attempts at communicating via chat, as I would later learn that they were from a foreign country. I got to the starting area and found them working near the shop on their starter ships. They spacewalked over to my ship and soon found the entrance, where I had helpfully installed permission blocks. I met them at the doorway as they entered. They immediately started shooting at me!
Using my designer's knowledge of the ship, I was able to run away and get to the core before they could kill me. Once in the core, they could no longer shoot me as an individual. I moved the ship, realizing that they hadn't aligned themselves to it, and essentially kicked them out into space. I then declared war on the faction they had created and happily watched my ship turrets obliterate them.
Moral of the story: captain chairs would be really cool, but ship cores ain't all bad.
Na. Cores should be removed and not optional.I love the idea, but I'd much prefer that it wasn't forced. I imagine many people are perfectly fine with commanding their ship from the core, after all not all ships/entities have or need bridges, or cockpits for that matter. As for the core being the weakest point, why not have some kind of hard point block where you would need n blocks based on mass that would require destruction before a core would be destructable? For example if your mass <= 2000 you could only use 1 hard point block, > 2000 <= 4000 2 blocks etc......