I think I found something in real life that is important to in-cooperate in SM for immersion and learning effects for players as well as joy of playing.The reason why I even think is because something changes.
We have a natural language, our heritage.
We consume concepts. We share concepts to gain new input.
We are asked about how we change if we must. That's why we give an answer which is our thought.
Our answer changes everything and we are asked anew.
How things around us changed is dependent on many answers "we gave". A single ONE would say "I gave".
When everything is evened out, we don'T perceive time. Then WE are listening, because we see the little changes we missed out before.
The more questions you ask, the greater the flow of time and eventually the cascade of noise and understanding of every single question. The level of communication becomes simpler and we get detached enough to feel the finer changes elsewhere.
It doesn't matter much if your ship has 254 or 255 or 256 armor blocks or HP in the block I am firing at.
Either you are trashed or I am trashed from a fight.
The times that minority makes a difference is the time I stopped chess and started gambling.
Like: "Let's start a fight and see if we come out as brain-dead zombie or as a glorious hero!"
Only if we have insurance to revert time to before that event and reconsider actions =)
1. Make ships as strong as they look.
Perhaps we see 2D, because 2D contains truth. 5D is something we will learn.
Use orthogonal view (like a 2D minimap) to count topmost, rightmost and frontmost blocks of every axis together. (from other side, it would give same result).
The largest side would supply ship with FREE SOLAR POWER when idle.
Only the largest surface of a docking chain counts.
Solar power is limited to provide 1/10 basic thrust in void sectors, 2/10 and 3/10 in non-sun sectors and 5/10 in sun sectors (5/10 means 5 mass per square meter supported with 1:1 thrust ratio).
Notes:
2. Rework power to allow overkill of single systems and some redundancy but not until spam.The largest side would supply ship with FREE SOLAR POWER when idle.
Only the largest surface of a docking chain counts.
Solar power is limited to provide 1/10 basic thrust in void sectors, 2/10 and 3/10 in non-sun sectors and 5/10 in sun sectors (5/10 means 5 mass per square meter supported with 1:1 thrust ratio).
Notes:
Solar plates are not necessary, but in future they may improve that when they exist.
If it must be disable-able, require a few stabilizer blocks for a target.
If that's too strong on a plate made only of basic hull, numbers can be reduced to hit a sane amount.
Fun fact that can be used to explain balance: Basic reactors need no stabilizers, because the core is one. But the core also says: "No, I don't want to have anything to do with bigger amounts of power. Making steaks out of pilots is against my programming.".
If it must be disable-able, require a few stabilizer blocks for a target.
If that's too strong on a plate made only of basic hull, numbers can be reduced to hit a sane amount.
Fun fact that can be used to explain balance: Basic reactors need no stabilizers, because the core is one. But the core also says: "No, I don't want to have anything to do with bigger amounts of power. Making steaks out of pilots is against my programming.".
Stabilizer efficiency may grow with minimum distance to any other stabilizer group or active reactor.
This stops angle-exploits. Their conversion limit would grows cubic to that distance and linear to stab count until an optimum is reached.
Reactors would hard-limited to the 8 biggest (smaller groups don't work/count)
Stabilizer groups to the 24 biggest (smaller groups are disabled and ignored also)
(if game can'T decide, it runs amok and stops supporting all which push a decision it can't make)
Block count of active reactors sum up and the required chamber blocks increase too to avoid one ship having all chambers.
Every reactor can only support 275% of minimally required chamber blocks and RC-costs are doubled and then slightly modified if needed (so no reactor can hold an oversized chamber to gain more RC points). This encourages 2 reactors in standard builds if all RC should be used.
Civilians:
3. Power types:This stops angle-exploits. Their conversion limit would grows cubic to that distance and linear to stab count until an optimum is reached.
Reactors would hard-limited to the 8 biggest (smaller groups don't work/count)
Stabilizer groups to the 24 biggest (smaller groups are disabled and ignored also)
(if game can'T decide, it runs amok and stops supporting all which push a decision it can't make)
Block count of active reactors sum up and the required chamber blocks increase too to avoid one ship having all chambers.
Every reactor can only support 275% of minimally required chamber blocks and RC-costs are doubled and then slightly modified if needed (so no reactor can hold an oversized chamber to gain more RC points). This encourages 2 reactors in standard builds if all RC should be used.
Civilians:
Some ships may use 3 reactors to get some chambers all the time and make 1/2 swap-able.
With this, you can also hotswap reactor-groups without being completely out of power in the meantime (but perhaps completely out of chamber-effects).
Combat:With this, you can also hotswap reactor-groups without being completely out of power in the meantime (but perhaps completely out of chamber-effects).
This is desirable because single penetrating shots would not be an all-or-nothing anymore but still devastating, even if it only takes out 2/5 of reactors/chambers with 2 rounds.
Military may also have 7 reactors to have 3 basic and 2-2 swap-able.
Or 8 for symmetry and 3-3 swapable.
Military consideration:Military may also have 7 reactors to have 3 basic and 2-2 swap-able.
Or 8 for symmetry and 3-3 swapable.
Military would probably have 5 active reactors to have some power left after 4 penetrating rounds hit reactors. 2 reactors give 550% chambers. Given equal size, each chamber needs a sibling and eventually a third sister/brother chamber for backup would add to reliability of that chamber's effect (requires 2 penetrating shots) while some effects are still takeout-able by 1 shot.
Reactors produce raw power which is converted to the pure usable by stabilizers.
FREE solar power produce pure power with an addition of raw power near the sun.
Stabilizers convert raw power to pure power. It's evened out power levels.
To do that, they need distance from reactors AND other stabilizer groups.
The groups raw power conversion rate grow in cubic to the distance up to 1/4 available power.
Additional distance only reduces amount of stabilizer groups by linearly increasing 1/4 to 2/4 available power conversion.
Charging weapons converts pure power to safe power.
It's safe for that system to use but can't be shared.
Other ways raw power can be utilized without stabilization:
Overcharged weapons can are incredibly strong but they should use heat, fire most rapidly while in moderate heat-levels and heat-dissipation is in accordance to 5 charged shots and reload.
Thrust would be similar if it uses the raw power type.
Everything would be less responsive, not exactly random, but difficult to use, because it does not utilize power priority either and with a strength difference over use time.
To not break balance, reactors may eat pure power to produce even more raw power, requiring a minimum amount of stabilizers if solar isn't sufficient anymore.
Draining the power from reactors they need to continue fusion or shielding the black hole in their center or whatever may cause explosions or reactor-shutdown.
Using too much raw power is your own risk.
4. "Mass effect"ive balance:FREE solar power produce pure power with an addition of raw power near the sun.
Stabilizers convert raw power to pure power. It's evened out power levels.
To do that, they need distance from reactors AND other stabilizer groups.
The groups raw power conversion rate grow in cubic to the distance up to 1/4 available power.
Additional distance only reduces amount of stabilizer groups by linearly increasing 1/4 to 2/4 available power conversion.
Charging weapons converts pure power to safe power.
It's safe for that system to use but can't be shared.
Other ways raw power can be utilized without stabilization:
Overcharged weapons can are incredibly strong but they should use heat, fire most rapidly while in moderate heat-levels and heat-dissipation is in accordance to 5 charged shots and reload.
Thrust would be similar if it uses the raw power type.
Everything would be less responsive, not exactly random, but difficult to use, because it does not utilize power priority either and with a strength difference over use time.
To not break balance, reactors may eat pure power to produce even more raw power, requiring a minimum amount of stabilizers if solar isn't sufficient anymore.
Draining the power from reactors they need to continue fusion or shielding the black hole in their center or whatever may cause explosions or reactor-shutdown.
Using too much raw power is your own risk.
Is it realistic? Here is the answer:
15 mass reactors is realistic. Lead/Gold weights up to 23 ton per cubic meter. For ships, there might be 4-ton versions with more empty space or lighter metals, which is still 10x our current weight.
Yes, we have parseen and stuff instead of gold, but peoples also want 1:1 rebuilds of other SciFi ships.
1-4.5 mass armor would be tons of a cubic meter concrete, but for space, there might be something lighter. Especially for stations.
My chair in real life occupies 1 square meter of my room. It weights 0.001 tons.
The poster on my wall or my laptop is a decorative also weighting not more than 0.001.
Currently everything weights so much compared to reactors 0.4 equivalent to 15-ton real life ones./QUOTE]
Terrain blocks would be such a nice decor, but they have not even wedges or slabs.
But if we allow them to be manufactured into fake-surfaces as facade/wallpaper, we have a whole bunch of new block IDs for distinction of a crafted product vs raw one.
The idea now is, that certain block IDs have a frame-ingredient, a surface ingredient and a volume-ingredient. This whole combination is defined by one ID for look+content-type.
To spawn a block, you would need 1 mesh manufactured by 4-24 surface, 4-36 frame ingredients and a number of volume ingredients which define mostly it's hit-point pool equal to surface ingredients or a generic basic/advanced armor type. It's shape dependent or fixed-6 and fixed-36 for strong frames. Best volume number is 1000 for decimeters/kilogram and comparison.
Basically, HP would double as fill-value and HP. Every HP which goes away fills a dust-cloud in their chunk, which can be salvaged but not immediately re-used for full value.Note, before raging peoples down-vote it, consider:
° This does not require a factory.
° It can be assembled on the fly.
° Only advanced hull needs to be manufactured with volume ingredients defined because it is supposed to be a top-of-the-line material.
° It does NOT clutter your inventory because the filling material would be every time the same and everything can appear as multi-slots.
° It does not cause too much lag (see below).
° It can be simplified (read below).
8 values: "trashed/molten basic/standard/advanced/crystal".
1 extra value: "broken decor-meshes."
There are 4 ID ranges which can be distinguished by two ID-bits.
In turn we get more hp bits for these blocks that really need it, but consist of less IDs.
If not all IDs are required, some can be used for shape-definition. To balance ID availability, there can be more than 4 categories which each inherit one of these 4 ID-range behaviors based on start-bits match.
Bit layout:
ID 2 bit statics for category (belonging to ID)
ID 4 more regular static bits (16 sub groups).
ID 5 more to allow swapping into each other if an integer of 32 bits has a matching bit for the last 5 bits of the destination ID. This integer is calculated from destination-IDs/names you allow in config.
--- total 11, 13 left ---
ROTATION 2 bits - also defines small/medium/big/full if parts get trashed.
ROTATION 3 bits - get converted to HP for rebirth as trash-block when parts get trashed.
FIXED-HP 4 bits - never used for something apart from HP.
LOGIC/HP 3 bits - can be reused for hp. But better handle light/function/accessibility with it.
LOGIC/SPECIAL 1 bit - flips other logic-bits to same state AND tells if a block is reborn as trash-block.
LOGIC/HP are needed for handling rotation in makeshift blocks at the same time along fill-rates which define the HP of the whole.
In turn we get more hp bits for these blocks that really need it, but consist of less IDs.
Note: Every HP value mentioned below can be up to 10x as long as blocks are allowed to divide damage by 10 and round up/down dmg values (so weapon modules make 1 dmg instead of 10).
1. Decoratives and logic which have only 0-160 HP.
They would round-up every damage they receive to the next-10, divide that number by 10 to get 160 HP with only bits for 16 distinctive HP-values.
Basically every hit reduces HP by 1 and for every 10 above the first point by 1 more.
Their 8-bits for HP/logic are 4 logic bits and 4 hp bits.
They don't need more than that.
They have a/b/c/d-channels for logic (a=default).
a=on/off all. Can be used as clock of a data-pipe and b/c/d would then be data.
b=often lights / visuals
c=often core-behavior. In case of lights it would be a boost in luminosity and for doors it could be a force-field effect so it is neither completely transparent nor completely opaque.
d=often doors / accessibility
Channels can be isolated from a-changes by block-ID-config.
2. Armor blocks which have 125-1150 HP and no logic bit.
Locks b/c/d-logic channels while placed and uses them as HP-extension (7 bits).
The a-channel is also locked and decides how rotation bits are used (for hp/scrap or for orientation while the block is still healthy)
When HP gets to below 0, they get "broken", using the a-logic-bit=0 to revive as scrap.
For damage-calculations, this revival-hp-pool and full-hp-pool are damaged at once and the result defines if they do a transition or are outright destroyed.
Most destruction-effects (lost logic-links, reducing block-count of a group) are done only once - either on transition or on destruction events (both apply when from full-to-none).
If they are "broken", they look like a demolished penta, a demolished wedge or a demolished tetra. They use only 2 bits to distinguish rough shapes and forfeit ALL other rotation bits, freeing up 3 bits for HP-value. Demolished blocks have 10 HP bits instead of 7 HP bits and last longer in their demolished state.
--- USE CASES ---
The actual bit-range is 0-127 + 0-1023 and 128-1151 total.
The HP-ranges we will use are 1-125 and 126-1150.
They can become 10-1250 nice-looking and 0-10000 demolished for first/second life by applying a buff of 10x so that every weapon block only makes 1 damage instead of 10.
There is a 4th rotation with only 2 bits we can use: a full block.
This full block can use the demolished state permanently and thus can be charged with HP by injecting ingredients, giving us flexible HP values in the shape of a full block.
The only downside is no logic is available. Bits used = 13 bits (current 5 rotation + 8 bits)
Blast doors would be best made with makeshift armor or docked entities while other doors use category 1 (decorative) or 4 (special behavior).
OR EVEN BETTER:
We make a controller that can enable/disable ALL blast-doors of the whole ship/entity by setting COMBAT_MODE=on/off (which can have various other effects).
3. Makeshift Armor.
First, the results will be bigger. 2x2x2.
The position of the hit block would be the nearest Makeshift-Block which manages that volume. The makeshift block then has a 2x2x2 area around it. XYZ would start at the chunks corner and it can protect the core/computer you want to protect.
Logic works like intended. All a/b/c/d channels are available until a damage-threshold after which it turns unusable for immersion reasons only.
° First corner is the Makeshift-Block. It has logic, rotation and 4 bits for whatever.
°°°° Second, Third, Forth and Fifth corners are filled with resources which come with EM/thermal/kinetic/balanced protections and vulnerabilities.
° Sixth corner is reserved for the Block to protect (like the core) it isn't touched in any way.
° Seventh corner defines surface look of all and how much internal pieces blend through depending on how much (8 bit without logic) or which (6 bit +2 bit damage level) surface is damaged.
° Eight corner is whatever Schema wants/needs. Probably a generated color for the volume or some group-index or something like that.
Now I defined what HP value is used for and have even left open rotation.
But I didn't define IDs of either but the makeshift and protected corner and texture block - YOU GET A HUGE NUMBER FREE BITS!
With this block you can make your own makeshift-alloy that looks and protects as good as you want!!!
Advanced armor should be best for fertikeen millionaires with 16000 HP and 36 mass in 2^3.
Good alloys are good for certain needs at a more affordable price with 10k hp and 25-125 mass.
Standard armor offers optimal balance for unspecified demands with 6400 HP and 12 mass.
Scrap alloys should be better than Basic armor at about 4000 total HP for 15 mass.
Basic armor is the lowest weight choice for it's good amount of 2000 HP and 8 mass in 2x2x2.
Scavengers build more or less only the frame with 300 total HP and 3 mass.
4. This block-ID range is for natural resources and fakes for decor only.
Here is everything that doesn't fit into 3.
If rotation rotates or enables logic bit (which is nonsense) than the game knows it's a manufactured block which is basically a wallpaper, a mesh to hold contents and a few rocks thrown in which originate from natural ones only when armor value is required.
° These special storage only hold blocks of one ID and use content volume and HP simultaneously.
Here, we can also have logic which forfeits all HP for doing 8-bit logic or whatever nonsense someone suggests when we get modding API done.
If the CPU-power and RAM-speed allows it, they can also have special behaviour, especially on rarely used blocks and 1-block per ship or computer stuff.
All blocks only need 13 bits and can have 11 ID bits from which after subtraction of 2 for ID regions there would be 512 IDs per category, 2048 total.1. Decoratives and logic which have only 0-160 HP.
They would round-up every damage they receive to the next-10, divide that number by 10 to get 160 HP with only bits for 16 distinctive HP-values.
Basically every hit reduces HP by 1 and for every 10 above the first point by 1 more.
Their 8-bits for HP/logic are 4 logic bits and 4 hp bits.
They don't need more than that.
They have a/b/c/d-channels for logic (a=default).
a=on/off all. Can be used as clock of a data-pipe and b/c/d would then be data.
b=often lights / visuals
c=often core-behavior. In case of lights it would be a boost in luminosity and for doors it could be a force-field effect so it is neither completely transparent nor completely opaque.
d=often doors / accessibility
Channels can be isolated from a-changes by block-ID-config.
Locks b/c/d-logic channels while placed and uses them as HP-extension (7 bits).
The a-channel is also locked and decides how rotation bits are used (for hp/scrap or for orientation while the block is still healthy)
When HP gets to below 0, they get "broken", using the a-logic-bit=0 to revive as scrap.
For damage-calculations, this revival-hp-pool and full-hp-pool are damaged at once and the result defines if they do a transition or are outright destroyed.
Most destruction-effects (lost logic-links, reducing block-count of a group) are done only once - either on transition or on destruction events (both apply when from full-to-none).
If they are "broken", they look like a demolished penta, a demolished wedge or a demolished tetra. They use only 2 bits to distinguish rough shapes and forfeit ALL other rotation bits, freeing up 3 bits for HP-value. Demolished blocks have 10 HP bits instead of 7 HP bits and last longer in their demolished state.
--- USE CASES ---
The actual bit-range is 0-127 + 0-1023 and 128-1151 total.
The HP-ranges we will use are 1-125 and 126-1150.
They can become 10-1250 nice-looking and 0-10000 demolished for first/second life by applying a buff of 10x so that every weapon block only makes 1 damage instead of 10.
There is a 4th rotation with only 2 bits we can use: a full block.
This full block can use the demolished state permanently and thus can be charged with HP by injecting ingredients, giving us flexible HP values in the shape of a full block.
The only downside is no logic is available. Bits used = 13 bits (current 5 rotation + 8 bits)
Blast doors would be best made with makeshift armor or docked entities while other doors use category 1 (decorative) or 4 (special behavior).
OR EVEN BETTER:
We make a controller that can enable/disable ALL blast-doors of the whole ship/entity by setting COMBAT_MODE=on/off (which can have various other effects).
First, the results will be bigger. 2x2x2.
The position of the hit block would be the nearest Makeshift-Block which manages that volume. The makeshift block then has a 2x2x2 area around it. XYZ would start at the chunks corner and it can protect the core/computer you want to protect.
If there is a Makeshift-Block in the corner (which ideally isn't the core-position), the whole 2x2x2 area is Makeshifted and shares one HP-pool.Only alternative is make it dependent on makeshift block rotation, so you can also define if the protected core is on floor level or not. Worth a consideration, but has own disadvantages.
Same as 3x3x3 it might be cross-chunk which isn't good for optimizations.
Logic works like intended. All a/b/c/d channels are available until a damage-threshold after which it turns unusable for immersion reasons only.
° First corner is the Makeshift-Block. It has logic, rotation and 4 bits for whatever.
°°°° Second, Third, Forth and Fifth corners are filled with resources which come with EM/thermal/kinetic/balanced protections and vulnerabilities.
° Sixth corner is reserved for the Block to protect (like the core) it isn't touched in any way.
° Seventh corner defines surface look of all and how much internal pieces blend through depending on how much (8 bit without logic) or which (6 bit +2 bit damage level) surface is damaged.
° Eight corner is whatever Schema wants/needs. Probably a generated color for the volume or some group-index or something like that.
Now I defined what HP value is used for and have even left open rotation.
But I didn't define IDs of either but the makeshift and protected corner and texture block - YOU GET A HUGE NUMBER FREE BITS!
With this block you can make your own makeshift-alloy that looks and protects as good as you want!!!
Advanced armor should be best for fertikeen millionaires with 16000 HP and 36 mass in 2^3.
Good alloys are good for certain needs at a more affordable price with 10k hp and 25-125 mass.
Standard armor offers optimal balance for unspecified demands with 6400 HP and 12 mass.
Scrap alloys should be better than Basic armor at about 4000 total HP for 15 mass.
Basic armor is the lowest weight choice for it's good amount of 2000 HP and 8 mass in 2x2x2.
Scavengers build more or less only the frame with 300 total HP and 3 mass.
Here is everything that doesn't fit into 3.
If rotation rotates or enables logic bit (which is nonsense) than the game knows it's a manufactured block which is basically a wallpaper, a mesh to hold contents and a few rocks thrown in which originate from natural ones only when armor value is required.
° These special storage only hold blocks of one ID and use content volume and HP simultaneously.
Here, we can also have logic which forfeits all HP for doing 8-bit logic or whatever nonsense someone suggests when we get modding API done.
If the CPU-power and RAM-speed allows it, they can also have special behaviour, especially on rarely used blocks and 1-block per ship or computer stuff.
If not all IDs are required, some can be used for shape-definition. To balance ID availability, there can be more than 4 categories which each inherit one of these 4 ID-range behaviors based on start-bits match.
Bit layout:
ID 2 bit statics for category (belonging to ID)
ID 4 more regular static bits (16 sub groups).
ID 5 more to allow swapping into each other if an integer of 32 bits has a matching bit for the last 5 bits of the destination ID. This integer is calculated from destination-IDs/names you allow in config.
--- total 11, 13 left ---
ROTATION 2 bits - also defines small/medium/big/full if parts get trashed.
ROTATION 3 bits - get converted to HP for rebirth as trash-block when parts get trashed.
FIXED-HP 4 bits - never used for something apart from HP.
LOGIC/HP 3 bits - can be reused for hp. But better handle light/function/accessibility with it.
LOGIC/SPECIAL 1 bit - flips other logic-bits to same state AND tells if a block is reborn as trash-block.
LOGIC/HP are needed for handling rotation in makeshift blocks at the same time along fill-rates which define the HP of the whole.