I support that bigger ships should have less speed. Would make the game more interesting.
Some may answer: "But bigger engines work more efficient!"
I am prepared for that - read below:
"Neodyne-thrusters" would occassionally fire backwards (damage your own ship too) to discourage from building them inside ships.
They can skip up to 2 or 4 blocks to allow deko for thrusters. (output-Z-pos per xy is updated after leaving build mode)
Not all of them - that would cause lag. Only the ones at the back of a thruster array.
ship.maxSpeed = ship.thrusterBlocks / (ship.allBlocks *x) *server.speedLimit
// x: percentagethrusters (vs allBlocks) to reach max server speed.
thrust = t6*4 +t5*3.5 +t4*3 +t3*2 +t2*1
// t6/5 = thrusters with other thrusters on 6/5 sides.
// 2x2 to 5x5 thick thruster strips would be the preference of most players
targetBlockDamage = (thrust
/array.getNumberThrustersAtBack() /*from the array, not the ship.*/
/distance /*to thruster array*/
/block.armour
Lower thrust and more thruster surface (at back) = less damage.
More thrust and lower surface = more damage per "projectile".
Also "Neodyne-thrusters" would do damage only from maximum hp, but keep existing damage.
They can kill low-hp things, but only scratch hardened hull.
That makes dedicated landing shuttles or hardened docking platforms neccessary, if you don't want to kill terrain or damage your ship.
Some may answer: "But bigger engines work more efficient!"
I am prepared for that - read below:
"Neodyne-thrusters" would occassionally fire backwards (damage your own ship too) to discourage from building them inside ships.
They can skip up to 2 or 4 blocks to allow deko for thrusters. (output-Z-pos per xy is updated after leaving build mode)
Not all of them - that would cause lag. Only the ones at the back of a thruster array.
ship.maxSpeed = ship.thrusterBlocks / (ship.allBlocks *x) *server.speedLimit
// x: percentagethrusters (vs allBlocks) to reach max server speed.
thrust = t6*4 +t5*3.5 +t4*3 +t3*2 +t2*1
// t6/5 = thrusters with other thrusters on 6/5 sides.
// 2x2 to 5x5 thick thruster strips would be the preference of most players
targetBlockDamage = (thrust
/array.getNumberThrustersAtBack() /*from the array, not the ship.*/
/distance /*to thruster array*/
/block.armour
Lower thrust and more thruster surface (at back) = less damage.
More thrust and lower surface = more damage per "projectile".
Also "Neodyne-thrusters" would do damage only from maximum hp, but keep existing damage.
They can kill low-hp things, but only scratch hardened hull.
That makes dedicated landing shuttles or hardened docking platforms neccessary, if you don't want to kill terrain or damage your ship.