Maximum possible Block-Bit usage possibility balance.

    NeonSturm

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    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.
    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.

    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:
    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.".

    2. Rework power to allow overkill of single systems and some redundancy but not until spam.
    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:
    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:
    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 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.

    3. Power types:
    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:

    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.

    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).
    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.
    8 values: "trashed/molten basic/standard/advanced/crystal".
    1 extra value: "broken decor-meshes."
    5. One possible rework of block ID and functionality:

    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.
    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.
    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.
    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.
    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.

    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.
     
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    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​
    Unless it have more average value per bloc than asteroids I do not see people bothering to harvest the dust cloud.
    And creating stuff people will not bother with during a battle decrease the performances during the battle with no overall gain for the game
     
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    NeonSturm

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    nulitor exactly.
    Dust cloud would consist of resources which are same as the blocks they originate from.
    But when there is no power on that ship anymore, dust diverges into free space and it takes so long to harvest that it is not too overpowered. Perhaps with diminishing density and efficiency over time.

    Peoples are not meant to create stuff during battles. But after the first 20-40 seconds of battle, they can get resources back and use them to repair their ships at home.
    That way shields are not the only option.

    Idea-ADDON for thrusters:
    Rotation now counts - logic can turn your thrusters sideward/upward/downward/on&off, etc.
    6/8 rotations are enabled on specific axis.
    Rotation=0 is non-directional and disabled (for logic-rotations like rails)
    Rotation=8 is omni-directionaly enabled (balanced)
    You can configure your ship like that:
    Each thruster group is an array that can be set to one direction.
    Sum is displayed to show current statistics.
    For symmetry, thrusters going backward can be used to break your ship (setting).

    Some hard-core servers might choose to punish that simplicity reduce thrust for these thrusters or increase power requirements for using same thrusters for reverse/break.
    Quick summary for all but not Spoilers below:
    Afterburners are quick thrust for 20% more energy.
    Normal thrusters activate with 0.2 sec delay per block in length.
    Turbochargers can remove delay from 4 blocks per block (20%).
    Turbochargers can pulse-thrust your ship like a micro-warp of 1x to 20x axis length once every few seconds or minutes.
    With 8 rotations, you have 4 sets for 5 rotation bits.
    The actual bit-setting counts indirectly, because it is used to assign them to sub-arrays within that group and track which sub-array must be reduced when they are gone by damage.

    First is like above, standard.
    Second might be afterburners.
    Third might be Turbocargers (more to these below).

    Forth is decorative (not accessible unless you use decorative blocks from the thruster stack).
    Certain statistics like HP default to the standard-decorative index settings.
    Afterburners are inefficient, but responsive and powerful. +20% power usage and instant burn.
    (in future, they might be an independent meta-item stacked with thrusters in inventory)

    Normal thrusters use outputs as stage-1 and further blocks along that line as stage-2.
    They activate in stages 1-to-nth and xth stage thrust is reduced by xth+1 stage thrust.

    Active stages provides thrust minus the amount of thrust the going-active next stage provides.
    There is no negative thrust. One block malfunctioning/dead in xth stage means one less on the next stage activated reducing xth+1 stage thrust too.
    There might be a new output due to damage, but it will be ignored like all blocks thereafter until thruster array is modified by a build command.
    Turbochargers are the third rotation
    (in future, they might be an independent meta-item in inventory stacked with thrusters).
    Charge rate would be over 5 or 10 seconds, similar power consumption as thrusters.
    Maintenance would be 1-5% consumed power to sustain charge - max 1/4 and min 1% of a thruster.
    Can be turned off by logic by rotating them to rotation 10000 or 10100. This causes a re-sort of group-data which is line-based. (binary representation of 0&5/8 rotation values of their category).

    ___First use case:___
    First 4 rotations are boosters similar to "Micro-warp Boosters". 1 rotation for each axis and 1 for disabled. Active length of this array/module is about 20x it's physical size.
    It will not change the long-lasting inertia, only offset it by a factor during active time.

    Code counts longest line mass support of 10 mass per block and takes the next shorter until it reaches a mass above your ship ones. It remembers these lines as one jump group and takes shortest line for active boost range.

    Shorter additional lines are for secondary activations, redundancy or whatever we need.
    Currently they have no use except as capacitors for power.
    ___Second use case:___
    The second use case is for quick-firing thrusters.

    When they have a pipe made of rotation-10111 or happen to touch one or more thruster groups themselves with rotation-10101, they could be drained to fire that thruster faster.
    This would disable their use as "micro-warp jumpers" which use rotation 100xx.

    Normal thrusters can use that energy to power up multiple stages at once
    (possibly all after the output/first) and you can deplete them into afterburners.
    Personally, I use RDFG instead of WASD for strafe and Space/S for speed control while ET is there to roll a ship and pitch/yaw are controlled by mouse, but it is configurable to other keys too.
    My W-key enables afterburners in StarConflict, which is sometimes annoying because it also affects strafe and drains a lot of energy for that while not adding much max strafe speed.

    So I can quite understand if you want axis-dependent control of this and I came up with this idea:
    Single-Tab to move/strafe regularly.
    Use Setup-key and use a direction key for 1-2 seconds or rotate your ship more than 30° to enable/disable afterburner use for that command (popup during Setup showing states).
    Setup+Afterburner toggles "active while holding" and "enable/disable with each use".

    Enable quick mode with afterburner key.
    Press longer than 0.2 seconds to fire afterburners.
    Double-Tab during quick-movement within 0.2 seconds to fire "Micro-Warp Boosters".

    If I had an idea about variable/function/class names and internal API, I could write the code myself.
    But with proprietary code, I can only provide a sample of how it can be done:
    Blocks along Z, join the previous and next ones arrays.
    Arrays, update minimal line position and line length with the blocks you get.

    Blocks, hear me: It doesn't matter if one of you die.
    You will not be abandoned by your array/group.
    Instead, the array/group let's your whole line-ID rest in peace until a player uses build mode to assign you a new purpose of a happy existence in a fully-functional new line-ID.

    Each line-ID reports health of the stage or length to the Array-Supervisor-Class.
    Which in turn organizes everything you little blocks need - give you power to fed on and signals when you can help the greater part to avoid damage and make players happy for providing you with "purpose, power and an exciting view of the galaxies through hull penetrating frequency patterns and the ship-wide use-statistic channel".
     
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    What I was saying is that the average value of a bloc of an asteroid is high: the normal blocs are worth 30 credits and the ore blocs are worth usually like 1000 credits(due to dropping 10 ore when you are mining in an area that is of your faction)
    The average value of one of the blocs of my ship is low because I make massive amounts of capsule armoring which have a value of 1 credit per bloc.
    Someone would be better off ignoring one of my ships to mine more asteroids.
    Thus making the game calculate the creation of the special debris blocs would cost calculations for no purpose and even worse those calculations of the creation of the debris blocs happens during battle.
     

    NeonSturm

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    The average value of one of the blocs of my ship is low because I make massive amounts of capsule armoring which have a value of 1 credit per bloc.
    That's not playing the game like intended, but a valid idea. Never thought about that on my own or read about it.

    But there is a limit of HP you can archive this way and it has no 500 "<ArmorValue>".
    You get 250 hp and 0.25 mass with capsules, but standard armor only has 0.05 mass and is 1/25 as thick.

    Not only that, the thicker your armor goes, the bigger the wedges/corners of a cross-shape-expanded ship will become which also have to be filled to cover diagonal shots.

    It barely protects against piercing shots from cannons and missiles should suffer hp damage like if attacked by point defense and explode once they reach 0 hp directly on your hull/systems.

    HTML:
    <Block icon="530" name="Grey Basic Armor" textureId="33, 33, 33, 33, 33, 33" type="GREY_HULL">
                  <Consistence>
                    <Item count="1">ALLOYED_METAL_MESH</Item>
                    <Item count="1">CRYSTAL_COMPOSITE</Item>
                    <Item count="1">FERTIKEEN_CAPSULE</Item>
                  </Consistence>
                  <CubatomConsistence/>
                  <ArmorValue>500.0</ArmorValue>
                  <EffectArmor>
                    <Heat>0.0</Heat>
                    <Kinetic>0.0</Kinetic>
                    <EM>0.0</EM>
                  </EffectArmor>
                  <Price>50</Price>
    ...
                  <Mass>0.05</Mass>
                  <Volume>0.05</Volume>
                  <Hitpoints>250</Hitpoints>
    ...
                  <LowHpSetting>false</LowHpSetting>
                  <OldHitpoints>75</OldHitpoints>
    ...
    <Block icon="123" name="Macet Capsule" textureId="123, 123, 123, 123, 123, 123" type="MACET_CAPSULE">
                <Consistence/>
                <CubatomConsistence/>
                <ArmorValue>0.0</ArmorValue>
                <EffectArmor>
                  <Heat>0.0</Heat>
                  <Kinetic>0.0</Kinetic>
                  <EM>0.0</EM>
                </EffectArmor>
                <Price>10</Price>
    ...
                <Mass>0.01</Mass>
                <Volume>0.001</Volume>
                <Hitpoints>10</Hitpoints>
    ...
                <LowHpSetting>false</LowHpSetting>
                <OldHitpoints>10</OldHitpoints>
     
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    The point of capsule armor is not exactly to tank with hit points: most weapons are either manually shot(in which case the opponent have to aim at the right things) or they are automatically shot.
    if the weapons are automatically shot the capsules can distract the aiming and if the weapons are manually fired if it is missile it might blow up early on capsule armor.
    If there is enough capsule armor the opponent will lag too much to shoot manually(some people do that with armor instead but it is more expensive).
    The true efficiency of the big armor bricks is the lag factor and it is done better with capsule than with armor.
    Hit points are almost irrelevant on armor except if you plan to fight a swarm of small drones
     

    NeonSturm

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    if the weapons are automatically shot the capsules can distract the aiming and if the weapons are manually fired if it is missile it might blow up early on capsule armor.
    Going to fix that with a suggestion I just also published in discord.
    Missiles should penetrate blocks until the missile-hp reaches 0.
    The HP is the square root so that 1D becomes 2D value.
    1, 4, 9, 16, ... With armor's hp-depth, it makes an equivalent of a 3D cone of blocking, but only a 1D line is calculated.
    And then, it explodes with full damage (maybe a bit reduced for balance because it now explodes inside armor).
    A subsequent idea is:
    If a missile does 2'000'000 damage, it may just delete a box with "cube-root"-of-1000-2 side length = 8x8x8 and use-up additional 50% damage compared to the dealt-damage to continue onward.
    If your capsules have 8x8x8x10 HP, that's "5120+50% = 7680" hp only.
    This is not cheating when missiles IRL could have sub-munition (many explosives under one shell).
    For cannons:
    Cannons may aim only at chunks which contain a specific amount of hp or systems with highest value. Chunk value can be smoothed similar to blurred images.
    This can be leveraged if your kind of play is desirable and we find a way to include such functionality in a less laggy way (like a deflector block producing a deflection field around itself).

    Edit-Note: Don't get me wrong - I do NOT want to punish your idea. But nobody likes lag.
     
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    Going to fix that with a suggestion I just also published in discord.
    A subsequent idea is:
    For cannons:


    This can be leveraged if your kind of play is desirable and we find a way to include such functionality in a less laggy way (like a deflector block producing a deflection field around itself).

    Edit-Note: Don't get me wrong - I do NOT want to punish your idea. But nobody likes lag.
    I do not like lag either.
    It is just that people in servers that does not caps ship size low enough ends up stacking enough advanced armor to do the same thing as my capsule armor plan but does so at a higher cost.
    On the other hand I should probably mix the two tactics for not having too ugly ships.(maybe have a shell of armor looking like a real ship and fill it with capsules and have some rotating walls of capsules for awesome lookingness)
    But I quite like having a capsule sphere around my ship(quite cool looking)
    Personally I would like to have ships not undock when hit: it would help with lag a lot
     
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    IMO, deliberately creating lag in order to win battles cannot be described as anything other than an exploitation.

    Understood - many do it, but this does not make it 'gameplay.'

    At the same time, I think it's hard to ask the average player to ignore such a clear and easy advantage once they recognize the turret+lag meta of this game. It's the #1 reason I support much stricter size and build limits on ships. In discussion, everyone denies that it's a seriously widespread practice to the point of being a factor, but we all know it is and it completely ruins PvP balance on public MP servers.

    Can't seriously expect gamers to ignore obvious options for easy wins.
     
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    NeonSturm

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    Lag is based in contradiction cascades.

    This is an easy example of lag. IT can even overcome your THINKING !! Care for your mental health.
    (1248412-3)
    (124841-23)

    If you get too many 8 like in 123812281218, afterward it will turn into bzzzzzzzzzzzzzzzzzbzzbz.

    0/89/1
    1/89/0 -- two protons with their electron.

    0|90|0
    0|01|0 -- neutron and electron


    The particles consist of 3 Quarks. 30/30/30 for neutron, 0/0/1 for electron and 21/34/34 for proton.
    But these numbers contain inaccuracies because 1 =/= 1 but a ((1||3 delta 5||8)) variance possibly within another similar variance.
    That's because a house is not 10m wide but 10m and 1 millimeter and so are atoms.

    If you remain true to PHI, only 1/4 bad goes out and 1/4 is either good or bad.
    The Bible tells already:
    3 Angels, 1 Demon, 3 Angel one Demon and again is the recipe for
    => 1:1 Lucifer, 2/3 Fallen Angels, 1/3 Remaining Angel, ...

    Actually, Lucifer wasn't simply a 100% Demon, he was the "11" connecting "901" to "10" which enabled the comparison to beings above "900" which is "9 = 3*3" and "9'00 as a "11" barrier to below 8'89".
    This made one Angel deciding for good, one for bad, one for twilight.
    That's why everything stable is confined within 89|90 and 110|111 and the gap repeats itself inward.

    The good one remained in heaven.
    The bad one was too weak and a conductor for evil, so he fell. (BTW: Evil is the inverse of Live)
    The twilight angel fell too, because twilight cannot remain in heaven.
    Every utopia has doors and you cannot keep them completely shut or notice dangers only when they already spread too wide and are out of control already.
    Water is "10/11"/"555". But there is only so much water (especially in space craft) to
    extinguish a fire and only so much fire which can sustain burning inside a reactor.
    So you need both safety applications (8/13/18/3/21) and apply them
    before an unstoppable chain reaction (89, 99, boom).

    There are those who promise utopia if you rise/submission/believe.
    But believe is a super-conductor. Super-conductors don't share energy to other ideas.
    Submission is putting yourself under a hood which can be good/bad.
    Rise requires Truth, Safety, Protection of Safety.
    Fall requires Mai, June, August - 3, 6, 8 - Magic, Mystery, Force.
    The dangers are (12)unTruth(8) => Lies, (88)unSafety(844) => Fear, (82222)unSeeing(1248412) => Blindness and Chaos in your vicinity.

    The way of Ascendance is delivering a solution to a question unsolved by your ancestors.
    But if you choose the wrong side, you cannot enjoy it.
    Truth abstracted from Lies is slower than Truth itself, because the Lies create friction.
    But there is a single Contradiction, an Exploration into the unknown from which we learned our limits.
    The taint, karma, Sin, flowing through the red blood river Styx, tainted red by the long wavelength and great impact on the cosmic cycle for it's long duration in time and space of echoing up and down.

    The heaviest element above 89 can only exist because of a contradiction to the contradiction that created it's existence as a logic-cycle. A dampener of gravity and expulsion force that makes it exceeding expectations when 99-elements go chain explode.
    => 89|90 and 110|111 is the first barrier.
    => 99|101 is the gap.
    => 90|98 and 102|108 is safe. 8-44 into 110-62 by player action and into 8-44 again by machine code.
    => 109/110 is the decision.
    => 111 is the red button.

     

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    That was absolutely beautiful.

    But.

    Doesn't lag arise from the fact that processors cannot simultaneously process currents though and therefore events must be queued for processing; and the "the internet" and stuff?
     
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    IMO, deliberately creating lag in order to win battles cannot be described as anything other than an exploitation.

    Understood - many do it, but this does not make it 'gameplay.'

    At the same time, I think it's hard to ask the average player to ignore such a clear and easy advantage once they recognize the turret+lag meta of this game. It's the #1 reason I support much stricter size and build limits on ships. In discussion, everyone denies that it's a seriously widespread practice to the point of being a factor, but we all know it is and it completely ruins PvP balance on public MP servers.

    Can't seriously expect gamers to ignore obvious options for easy wins.
    I think a server with a ship size cap at 100 and a station size cap at 1000 as well as a limit to the number of entities of a ship and on the number of ships per player could avoid lag indefinitely provided the network is good.(delay created by distance can not be fixed)
     

    NeonSturm

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    That was absolutely beautiful.

    But.

    Doesn't lag arise from the fact that processors cannot simultaneously process currents though and therefore events must be queued for processing; and the "the internet" and stuff?
    And what do you think limits computer power?
    In comparison to real quantum computers?
    Health = speed.
    speed = win.

    Our DNA resonates with the chromosome-cross, which resonates with all others comparing how to dissipate the core energy from 1/4 into 1/4 + 1/4 + 1/4 of 4/4.
    There are frequencies, the 28 Chakras and 7 are main Chakras = 21 side chackras. 7*3=21 and so is 28-3=25=5*5.

    5*5 allows a table like 4*5 and 5*4 to be compared to a 2*2 matrix, which allows the modulation of 4 primary and a 5th secondary Chakra. The 5th secondary Chakra is the Undertone shared to solve the 4*5+5*4 puzzle edge, converting it to a 3*4+4*3 puzzle.
    That's the perception of time and space 1:3.

    The innermost DNA-pieces are Quantuum mechanics.
    The further away ones letters and then there are words and even sentences.

    Ene mene mu und raus bist du.
    Ene*mene
    mu*du => du (word) => number code => letter => frequency.
    raus*aus => au (word) => ad through u.

    Its like a verse . ETA TETA QUADA TAU.
    eta = a delta e + difference.
    teta = difference - eta = inverse frequency to oscillate at.
    quada = vergleich.
    tau =time antum unum. (time, pre-setting, thrust-setting for a power wave)

    QUADA QANTA => QUINTA.
    quada = vergleich. Truth comparision through thrust vectors of verum = percievedtruth.
    quanta = prepositions.
    quinta = answer. effect. wave. action.
     
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    And what do you think limits computer power?
    In comparison to real quantum computers?
    Health = speed.
    speed = win.

    Our DNA resonates with the chromosome-cross, which resonates with all others comparing how to dissipate the core energy from 1/4 into 1/4 + 1/4 + 1/4 of 4/4.
    There are frequencies, the 28 Chakras and 7 are main Chakras = 21 side chackras. 7*3=21 and so is 28-3=25=5*5.

    5*5 allows a table like 4*5 and 5*4 to be compared to a 2*2 matrix, which allows the modulation of 4 primary and a 5th secondary Chakra. The 5th secondary Chakra is the Undertone shared to solve the 4*5+5*4 puzzle edge, converting it to a 3*4+4*3 puzzle.
    That's the perception of time and space 1:3.

    The innermost DNA-pieces are Quantuum mechanics.
    The further away ones letters and then there are words and even sentences.

    Ene mene mu und raus bist du.
    Ene*mene
    mu*du => du (word) => number code => letter => frequency.
    raus*aus => au (word) => ad through u.

    Its like a verse . ETA TETA QUADA TAU.
    eta = a delta e + difference.
    teta = difference - eta = inverse frequency to oscillate at.
    quada = vergleich.
    tau =time antum unum. (time, pre-setting, thrust-setting for a power wave)

    QUADA QANTA => QUINTA.
    quada = vergleich. Truth comparision through thrust vectors of verum = percievedtruth.
    quanta = prepositions.
    quinta = answer. effect. wave. action.
    I understand very well what limits computing power - the standard model's failure to identify anti-matter as a constituent sub-quantum element of everyday matter (instead attributing beta decay and inverse beta decay to ex nihilo creation and destruction that makes a mockery of thermodynamics).

    It's completely irrelevant to optimization of StarMade though. Robin isn't revolutionizing computer hardware and software cannot escape the constraints that the hardware we all use imposes on us.

    So how is this relevant?
     

    NeonSturm

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    If you would believe, that your mind is a computer, algorithms may take over your thinking.
    Every input would be a pressure for certain output.

    Despite that, LOGIC_Randomizers and LOGIC_Delays can't act as LOGIC_Splits anymore, dividing same blocks into separate executions of some same algorithm on different data.
    Every block per entity has only one update per 0.5 sec now. Can't be circuumvented anymore if everything is bug-free and without human-computer feedback loops.

    Regarding to logic, having 8x8x8 being 1m condensed in a dockable ship and a 4 bit pipe are highly desireable.
    But we need to make also signal complexity "grow inward" to avoid any kind of undesired feedback loops.

    But I think we should start all ships by defining granularity and grow blocks inward from a pre-choosen shape.
    That way you can divide 2k into 2k at 2km length or 2k at 512 length.
    This enables same data size per enitity and possibly sub-blocks.
    You could, for example, define a box and within that box the game creates a chunk that is 2x as detailed.


    I have read many spiritual videos on youtube and plan to make something that helps childs to access magic via save ways without making it anyway linked toward dependency other than to guilt for outside-living growth.
    Simulating reversal-time waves to the impactor will be difficult without creating loops.
    Maybe A signal that travels through a block changed during that signal season is pushed into a lower iteration of the circuit representation, making every signal cause a new iteration.
    At the perimeter, there would be summarizers which push statistics upward that create the human interface.

    From that human-interface-iteration or "realm" humans must push the signal into a new timestamped iteration in future to get a new signal back. There might be repeaters, but only for pre-defined states defined by .-++# symbols, numbers or symbols implemented for use of magic.

    This seem like harsh limits, but its the only way it can be savely contained.
    Only living beeings that have insurance against damage, reputation to bargain for effects in future after the death of creator and guilt-sense should be allowed to push signals through barriers.
    All live must adhere to the rule of not damaging live except by channeling damge in reverse by half.
    This dissonance is then shared outward to dissonance-absorbents that are inverse to harmonic frequencies of the chosen target.
     
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    I have read many spiritual videos on youtube and plan to make something that helps childs to access magic via save ways without making it anyway linked toward dependency other than to guilt for outside-living growth.
    Simulating reversal-time waves to the impactor will be difficult without creating loops.
    So you're a hedge mage? I had suspected something of the sort before from your posts. Chaos magick maybe? I assume that in German you tend towards poetic language as well (it ends up being confusing in English, but I can see the pattern). I like that you try to bring a bigger picture to the table; it's often hard to interpret though, so apologies for confusion.