Currently on the game, we have a ship turning system that functions solely based on how long, wide or tall the ship is. This system is okay for now as the game is still in alpha, but it has the major drawback of encouraging building borg cubes to hit a sweet spot in the conflict between ship maneuverability vs ship size.
In a nutshell, it means a 100,000.0 mass borg cube that is 400 meters long turns just as easily as a 50,000.0 mass 400-meter Star Trek ship. It also means that a 400-meter-long pole of hull blocks in every XYZ direction going out from a ship core, with a total mass of 239.5, turns at the same rate as that 100,000.0 mass borg cube. I don't care what anyone says, that's just stupid, plain and simple.
There is also a very low ship turn rate cap around 125 meters in every direction, which just encourages building really small and compact warships that leave little room for aesthetics if one is 100% serious about maximum combat efficiency.
I don't know about you guys but I think this is totally unfair, and we need a better way for the game to determine how easily a ship is able to turn.
The answer is simple: Have the ship's turn rate be based on mass.
The first question of course then is, how do we determine how the ship is able to turn on a particular axis based on just its mass? Well, you can't do it with just that really (I mean you could obviously, but it'd have to be distributed evenly along all lines).
So, to solve that problem, the ship's dimensions would still play a role in the turn rate, but instead of directly limiting it based on how long or wide the ship is, the dimensions as a whole act as ratios to determine how the turn limitations of the ship are distributed. For example, a ship with 50,000 mass that is 400 meters long and 200 meters wide and 100 meters tall would have 400/700 (or 57%) of its turning limitations distributed to the length-based turning axis, and the rest distributed accordingly to the other dimensional turning axes.
Basically this means that two ships with the same box dimensions, but one heavier than the other, would not turn the same rate, but the ratios of their turning abilities are proportionate.
In order for this to work in a game-appropriate fashion, a softcap then has to be set on how the ship's mass reaches toward the minimum maneuverability point of a ship. Currently the game has a relatively hard hardcap on this in the current system, with a 300-meter battleship turning at the same rate as a 1000-meter super-titan. I'm sure i'm not the only one who doesn't like that, right? This is why there should be a slowly-decreasing softcap on the turn rate as ships get bigger and bigger. I don't want it to make all ships beyond a certain size turn the same rate, but at least have a very slight and minimal difference in their turn rate to each other, based on their mass.
On this system, it will allow people of all different sci-fi franchise preferences to build the ships they want with a fair universal maneuverability mechanic for their ship. Those lighter but bigger-box-dimensioned star trek ships would now get the maneuverability they deserve, as opposed to turning like they weigh thousands of mass units more.
For those who understand what I mean here, please let me know what you think.
In a nutshell, it means a 100,000.0 mass borg cube that is 400 meters long turns just as easily as a 50,000.0 mass 400-meter Star Trek ship. It also means that a 400-meter-long pole of hull blocks in every XYZ direction going out from a ship core, with a total mass of 239.5, turns at the same rate as that 100,000.0 mass borg cube. I don't care what anyone says, that's just stupid, plain and simple.
There is also a very low ship turn rate cap around 125 meters in every direction, which just encourages building really small and compact warships that leave little room for aesthetics if one is 100% serious about maximum combat efficiency.
I don't know about you guys but I think this is totally unfair, and we need a better way for the game to determine how easily a ship is able to turn.
The answer is simple: Have the ship's turn rate be based on mass.
The first question of course then is, how do we determine how the ship is able to turn on a particular axis based on just its mass? Well, you can't do it with just that really (I mean you could obviously, but it'd have to be distributed evenly along all lines).
So, to solve that problem, the ship's dimensions would still play a role in the turn rate, but instead of directly limiting it based on how long or wide the ship is, the dimensions as a whole act as ratios to determine how the turn limitations of the ship are distributed. For example, a ship with 50,000 mass that is 400 meters long and 200 meters wide and 100 meters tall would have 400/700 (or 57%) of its turning limitations distributed to the length-based turning axis, and the rest distributed accordingly to the other dimensional turning axes.
Basically this means that two ships with the same box dimensions, but one heavier than the other, would not turn the same rate, but the ratios of their turning abilities are proportionate.
In order for this to work in a game-appropriate fashion, a softcap then has to be set on how the ship's mass reaches toward the minimum maneuverability point of a ship. Currently the game has a relatively hard hardcap on this in the current system, with a 300-meter battleship turning at the same rate as a 1000-meter super-titan. I'm sure i'm not the only one who doesn't like that, right? This is why there should be a slowly-decreasing softcap on the turn rate as ships get bigger and bigger. I don't want it to make all ships beyond a certain size turn the same rate, but at least have a very slight and minimal difference in their turn rate to each other, based on their mass.
On this system, it will allow people of all different sci-fi franchise preferences to build the ships they want with a fair universal maneuverability mechanic for their ship. Those lighter but bigger-box-dimensioned star trek ships would now get the maneuverability they deserve, as opposed to turning like they weigh thousands of mass units more.
For those who understand what I mean here, please let me know what you think.
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