kinda like the "n-space" idea... travelling through "nothingness"...
but why KILL the shields? instead penalise the ship to 20% effectiveness (ALL systems)
this way, any WEAPONS fire that manages to come through from the "normal" side, is not subject to
the penalty...
by having more (let's call them rift generators for this), it makes the portal bigger, if your ship is too large to enter,
it takes damage relative to the blocks exposed...
because the generator activates and transports the host ship into "n-space",
this prevents players from simply activating the drive multiple times to attack TITANS...
this does not prevent SWARMS of fighters however from entering "n-space" en masse to create a short term minefield.
when activated, the portal creates a "bubble", your ship will NOT take damage as long as it's dimensions will pass through the bubble,
this check is rather simple, the game says the bubble is 30 blocks by 20 blocks...
it checks your ship's dimensions, and then finds the point where your ship exceeds the bubbles area (at current heading)
(most of this, either the damage pulse, or HOMING missiles do anyway...)
if the majority of the ship enters the bubble (say within 1-2 blocks in any direction out)
damage is bypassed, and it's a "clean" pass into N space...
let's for arguments sake, say that the ship surface then had a 95% coverage...
the closer to 80% coverage you get, the more damage you take, but you still enter N-space...
below that, the ship fails to enter, and that is when the rift generators become dangerous,
at 79% coverage, your ship is almost completely exposed to the rift, meaning damage is rather large,
the larger your ship is, the longer it's exposed to damage. this effectively means that a Planet sized ship exposed to
a Isanth portal, will take very little damage. but a isanth exposed to the planet sized portal will pass easily and cleanly
into N-space.
as the portal "closes" it begins to do damage to objects that are not passing at a certain velocity, basically at the height
of it's power, a object can enter at a mere .1m/s... (is that the correct speed notation for starmade?)
but at it's worst, a object that is not passing at server MAX speed, will take considerable damage.
the idea is that a LONG narrow ship could enter a corridor made by a much smaller ship, so long as it's height and width
are not larger then the vessel that created the portal. until a ship has left contact with the portal, DAMAGE is not done
from the PORTAL.
meaning that so long as the ship maintained sufficient velocity to beat the portal's closing... it can also pass through.
as you noticed, I created a serious drawback in the design, a vessel can sit in N-space for ever, but it is also at a mere 20% efficiency,
meaning that even though relative to the "real world" it's going INCREDIBLY fast, any object that is NOT affected... (like say a swarm of heat seekers fired through in pursuit) are going to be MANY times faster then the ship could probably manage.
since the 20% efficiency INCLUDES power... shield regen, shield CAP, WEAPONS, THRUST and ARMOR/HULL...
that makes N-space the WORST place to flee if your need to retreat.
as for rendering a ship in "n-space"... why not TINT them with a alternating glow? like Red, green, Blue...
the server merely tracks them whilst in range of other players, and "imprints" the effect on the "real" world.
unless you fire through a EXISTING portal, or enter N-space, a vessel in N-space is untouchable from the "real world".
while in "n-space" you can see lots and lots of BLACK...
or other ships also in N-space...
there are no "sectors" in N-space... (well not that a player is to be made aware of)
without having a WAYPOINT set on the galactic map, blind navigation is impossible, as there is simply no reference points...
are you in friendly territory? or overshot.
basically, a ship that is in N-space, is totally blind to anything NOT in N-space.
although easy to plot a N-space course from the "real world" the galactic map should be "relative" in N-space.
as in, off by as much as 10 sectors, or as little as three. but a course plotted BEFORE a N-space jump, should be accurate.
in short, we have a long range travel system, that can be affected by the "real world" galaxy, that is fantastic for moving fleets in precision
strikes, and is also able to be used to damage significantly larger vessels if used with some cunning.
by making it have a large charge up time, to ENTER, or EXIT N-space (it should charge in N-space regardless of power)
it'll be almost impossible to re-enter normal space within a minute. stopping player from diving in and out.