Persistent Wrecks

    JNC

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    Persistent wrecks would be nice, but, Im actually thinking, as an alternative, it'd be cool if we could get the ability to turn a ship/station/wreck into something persistent (like an asteroid) at anytime with admin commands. This way, for RP reasons, we could ensure scenes do not disappear on a server... at least until they're salvaged or manually deleted.

    Currently, if you wanted to make an ancient wreck or battlefield, etc for story elements it must either be a station, ship or a bunch of both and if it's "destroyed" i.e. 0 hp than it will vanish after a certain amount of time.... :(

    Some other ideas:
    - Any derelict ships (no crew) in faction claimed space are flagged on map for that faction
    - Any derelict ships (damaged or not) in faction space will not ever disappear unless salvaged or marked to do so at appropriate faction levels.
    - Regarding ship damage status, the game knows how much of a designs blocks are missing so perhaps if 50% are missing than ship/station could be labeled as a wreck.
    - Allow wrecks in neutral space to be "claimed". This would prevent them from being deleted by trash cleanup so they could be salvaged later (by anyone) or the claim could be for a renewable amount of time.
    - Server automatic wreck removal services are applied to all space but faction space could have its own settings so they could salvage everything or only large ships or whatever faction leaders want.
     
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    If there was some very well thought out limits to total numbers of blocks, entities etc per server, system and sector, persistent wrecks would be cool, provided that if an excess built up a mechanic was in place to automatically control it, ideally without garnering much notice from players.
     

    JNC

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    Well, there's currently tons of asteroids just everywhere and they dont have a huge impact. That's why I figured just turning wrecks into immobile ship asteroids would be the way to go. I'd primarily like to see this as an option for admins though so that faction battles and such could be preserved.... Or maybe an option implemented where ships of <XYZ mass become ship asteroids when destroyed and everything below that has the usual timer than vanish feature? Then your cap ship battles would be saved for RP.
     
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    A few years ago, as an experiment I copy/pasted a small ship onto an asteroid, then deleted the rest of the asteroid.

    It floated around like a ship, and everything worked (logic, lights, and plex doors) but there wasn't any power so weapons were unusable and no ship core. I had just made a derelict
     
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    Persistent wrecks would be nice, but, Im actually thinking, as an alternative, it'd be cool if we could get the ability to turn a ship/station/wreck into something persistent (like an asteroid) at anytime with admin commands. This way, for RP reasons, we could ensure scenes do not disappear on a server... at least until they're salvaged or manually deleted.

    Currently, if you wanted to make an ancient wreck or battlefield, etc for story elements it must either be a station, ship or a bunch of both and if it's "destroyed" i.e. 0 hp than it will vanish after a certain amount of time.... :(
    Just reboot it: the damage will be preserved. In many cases, the effort of preventing a defeated ship from going critical is a fun "side quest" unto itself since this often means having to send someone on a space walk to stabilize the wreck. Also, timers pause on unloaded systems. This means they are all tagged as overheated so an admin can sweep them if he needs to, otherwise, they will stay until someone comes to clean it up, or until is floats around in a more active sector long enough to auto clean up.
     

    JNC

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    Meh, I think "critical" should be a status relating to reactors or similar "critical damage".... as in your other thread, and not something that every ship does at some point in its life.... probably should be "overheated" first, than "critical", that makes more sense if we're talking about reactors.
     

    Lone_Puppy

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    A long time ago I once suggested a debris entity that in essence acts like an asteroid.
    • better categorized in the HUD
    • Core replaced with grey inactive core block, so you know where the core would have been. Could possibly engineer a livening up mechanic to turn it back into a ship like buying derelict stations.
    • can harvest it like an asteroid
    • provide scrap when harvested with ship
    • provide complete block when harvested by astronaught
    • provide % of constituent resource components if block damaged, e.g. mesh, crystal composit, capsules
    • use as an alternative to the core auto destruct where the entity is converted to a debris entity.
     
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    If there was some very well thought out limits to total numbers of blocks, entities etc per server, system and sector, persistent wrecks would be cool, provided that if an excess built up a mechanic was in place to automatically control it, ideally without garnering much notice from players.
    Just covertly write in a code function similar to the way rats normally react to a faction having more than 2 or 3 stations. Exceeding block limits in a sector or system attracts attention - people have scanners. Except instead of some scrawny pirates it's an alien space-titan that shows up...
     
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    A long time ago I once suggested a debris entity that in essence acts like an asteroid.
    • better categorized in the HUD
    • Core replaced with grey inactive core block, so you know where the core would have been. Could possibly engineer a livening up mechanic to turn it back into a ship like buying derelict stations.
    • can harvest it like an asteroid
    • provide scrap when harvested with ship
    • provide complete block when harvested by astronaught
    • provide % of constituent resource components if block damaged, e.g. mesh, crystal composit, capsules
    • use as an alternative to the core auto destruct where the entity is converted to a debris entity.
    This would actually be really cool, provided that the way it was handled ingame was as lightweight as possible.
     
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    JNC

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    Turn on "break away" in the server config. Any bit of a ship that was cut off of the main ship will float around forever.
    Sure, but you still have a "main ship" that wont float around forever.