But lets try a more productive approach:
>> make armor / HP of any docked entity additive to the the cumulative total of the main entity it is attached too (while it is attached).
in that way docked armor just becomes pointless, as it is identical to
actual armor on the ship (as i believe is intended in the concept of ship armor/hp in the first place)
"docked entities are the worst offenders, and people use them whether for performance or for interesting quirky shit" (kulbolen)
what about the fundamental concept of having an actual/more defined 'main ship/entity/etc' as a basis for working through several issues with 'docked builds' ?
[doublepost=1511604119,1511602254][/doublepost]Examples:
-At spawning all cores are default
'ship' - not just AI but 'core designation' now also needed to activate turrets during building
- Designated
'turret-part' cores remain 'turret-parts' (not
'ship') if detached, unless the core is entered and the designation is reset (eg to 'ship') - it will remain the case that any core can be re-designated as any other type through player action.
-docked 'doors' and similar (including docked hull-plates)....not sure about how to work those entities in; as-well-as
'ship' and
'turret-part',
'ship-part' could also be added to core designation scheme...
also just remembered where this was also said:
Turret core - specialized to hold weapons, no need for propulsion/navigation, stationary except for swivel action
Station core - stationary, can't dock/can only be docked to, doesn't use internal power to supply docked ships/drones, can hold factories
Ship core - feeds power to docked turrets but not drones, requires human pilot
Drone core - fleet AI, self-navigation/docking/undocking, combat like default faction ship AI
what do you think ?
By 'fixing' the relational status of different entities, it might be easier to arrive at solutions to several problems > eg
A)
limiting high-load calculations for collisions, turret clipping, undocking etc, ...
B) and also be a basis for solving 'status-unclear' items like docked armor/'mega-docked-builds'
without resorting to arbitrary limits and nerfs...
C)and provide clear clear
foundational logic as to how "My Ship" has its numerical attributes summed and calculated, both as a single cohernet and pilot-able creation, and potentially as an unloaded fleet entity.