So after a year and a half of not being able to play this game for the reasons of college and life, I decided to get back to building ships. Back when I started, I was to say the least lacking artistic skills. I did develop a somewhat decent style after that, but given I have not freshened my skills up since then, my ships look a bit archaic/pathetic. I decided to make a series of templates to make some uniform and lively designs (at least by my standard/skills). So, your probably asking now why do you care or what is your point? I thought after some consideration and time that a more suitable way of keeping a modular look is to using static docking rails. Before you point out the obvious that people do use static docking to make such structures, I understand it is not such an uncommon practice, I am curious if the following building scheme would be possible for the engine/my computer can handle that many entities and if it is logical/practical to use.
The Modular Design I am Trying:
I understand perfectly that there is always an upper bound to the entities on screen and/or connected to ship/station/entity given the lag, frame rate and server stability, but if the following is taken into consideration, what would you say is bounding amount and the feasibility of such a build for combat and/or RP? I will make my case in the next paragraph, but please keep this in mind while you read, maybe I will agree with some of your conclusions or spot something you did not on your first interpretation.
PROS:
There is probably more benefits or issues, but you will most likely point that out. If you need me to elaborate on anything, please ask and also if you wish for me to do a poll of any kind the same applies. Please feel free to rip apart this idea, I want to know what the consensus is before I build any larger builds (above 100 in any dimension).
The Modular Design I am Trying:
- Each Ship/Station/Structure must have a skeleton that has rails and a rail speed controller to slow the speed to 0 for each connection
- The skeleton can have thrusters and other blocks necessary to make the build work
- Parts must be connected to frame
- Each part is something like a room or piece of a room that fits within a bounding box of 32x32x32
- Each part must have at least one docker attached on a face to either connect to the frame or another piece
- Parts can have multiple connecting pieces to make a working structure
- Turrets are considered parts
- Station exclusive pieces such as shipyards will be bound to the skeleton
I understand perfectly that there is always an upper bound to the entities on screen and/or connected to ship/station/entity given the lag, frame rate and server stability, but if the following is taken into consideration, what would you say is bounding amount and the feasibility of such a build for combat and/or RP? I will make my case in the next paragraph, but please keep this in mind while you read, maybe I will agree with some of your conclusions or spot something you did not on your first interpretation.
PROS:
- Can mass produce pieces to be fitted
- Can worry more about the shell/skeleton structure for any purposes (RP or combat)
- Can make it easier to repair larger structures with the help of smaller and more numerous shipyards
- On Par with complexity of design
- Makes ship battles more dynamic
- Takes much longer to create individual pieces
- Takes more blocks to perform the same task
- Power, Shielding and Thrust becomes much more complex (could be fine for some smaller builds)
- Might cause extreme lag if an inner part comes loose in an unusual way (hence the multiple dockers)
- Sector changes can mess up logic transfers over wireless logic blocks
There is probably more benefits or issues, but you will most likely point that out. If you need me to elaborate on anything, please ask and also if you wish for me to do a poll of any kind the same applies. Please feel free to rip apart this idea, I want to know what the consensus is before I build any larger builds (above 100 in any dimension).