Imagine a Plex-Spring/Feather group of blocks - they modify force from your ship and a group of other touching blocks (Hulls or Plex-Landers) used in collision calculations.
For easier imagination of my idea:
The heavier your plate-array -> the larger the force -> the more damage to others
Dampener-arrays act like shields (to both, you and the other), with maximum power once per collision (no re-chargers).
WIP - Formulas:
For easier imagination of my idea:
- dampener-array = a valid array of Plex-Spring/Feather blocks
- plate-array = Plex-Landers/Hulls - where the collision occurs (a valid array of one block ID)
- plate-weight = plate-array's weight only
- dampening = dampener force capacity per collision
The heavier your plate-array -> the larger the force -> the more damage to others
Like the plate would be it's own ship
Dampener-arrays act like shields (to both, you and the other), with maximum power once per collision (no re-chargers).
Dampening applies only on collisions with the largest touching plate-array to prevent abuse.
WIP - Formulas:
rawPlateDamage = v^2 *m <= dampening
regularDamage = v^2 *m - rawPlateDamage
only the rawPlateDamage part can get reduced.
Java: Math.min( pow(ship1|plate.v - ship2.v, 2) *Math.min(ship.mass - plate.mass), dampening)
regularDamage = v^2 *m - rawPlateDamage
Java: pow(ship1.v - ship2.v, 2) *Math.min(ship1.mass - ship2.mass) - rawPlateDamage
only the rawPlateDamage part can get reduced.