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- Jun 29, 2013
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Okay, I know, Collision Damage isn't a high priority. I get that. But I think it's time to revisit its code - if only for an hour or two.
It's simple. You hit another ship while their shields are up, you deal damage equal to the difference of each ship's mass*velocity to both ship's shields.
If the damage put out is less than the shield capacity of both ships, then a push force equal to the amount of damage dealt is applied across the angle of impact to both ships - or, rather, if both ships' shields are up, then both get blasted away from eachother.
Bonus idea: Compare impact surface areas and mass of impacting objects to determine severity of damage. With shields down, ideally, you'd be able to punch through a wide and flat object by using a long and narrow one. Possible implementation method: Soften up the collisions a bit, allow for at least one or two frames worth of block overlap before doing collision calculations to determine comparative surface area in one go.
It's simple. You hit another ship while their shields are up, you deal damage equal to the difference of each ship's mass*velocity to both ship's shields.
If the damage put out is less than the shield capacity of both ships, then a push force equal to the amount of damage dealt is applied across the angle of impact to both ships - or, rather, if both ships' shields are up, then both get blasted away from eachother.
Bonus idea: Compare impact surface areas and mass of impacting objects to determine severity of damage. With shields down, ideally, you'd be able to punch through a wide and flat object by using a long and narrow one. Possible implementation method: Soften up the collisions a bit, allow for at least one or two frames worth of block overlap before doing collision calculations to determine comparative surface area in one go.
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