RCON Module, Acceleration Modifiers, Shield Adjustments, Advanced Build Mode

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    • Legacy Citizen
    1) New System: RCON (Remote Connectivity)

    Ship Cores have an optional password that can declared at spawn or be changed in the faction module, if there is no password, it cannot be remote controlled.
    (Be explicit with a 'permit RCON' checkbox).

    New Block: RCON Terminal
    New Block: RCON Terminal Enhancer (Range Increase)

    When the terminal block is placed, input the password and select which module to link to (by name) from a list of cores that have that password (also in range of the terminal). The terminal is now bound to the core.
    Press R on the terminal and you have control over that core, serving its role as a turret/ship.

    This password system for remote connectivity is advantagous to attempting to force a direct link between two different entity groups using C/V, which may be currently out of the capabilities of the engine. This may be best implemented by adding public 'input control' and 'fetch_view_perspective' functions to the ship core class, provided they match the internal password. The password system also permits the ability to switch between available cores, by pressing the 'Spaceship: Change Mode' button (disable building remotely).

    The password can be 'locked in' by a checkbox, obscuring it from guests who may open the terminal. If the box is unchecked, the link is broken and the password is cleared.

    If the core gets out of range, the player is kicked out.

    If the core or the terminal is destroyed, the player is kicked out.

    A solution for multicrewing ships in a control center without being exposed.

    2) Advanced Build Mode: Symmetry: Off-Even Checkbox per plane

    3) Shields: Adjustable per 4 fields:

    HP
    Regen
    Regen Delay
    Additional Resistance %

    Shields are now affected by missiles
    Add variable 'Inheirant Shield Resistance to Energy Weapons' property in server.cfg
    Add variable 'Inheirant Shield Resistance to Explosives' property in server.cfg
    Add variable 'Inheirant Shield Resistance to Missiles' property in server.cfg

    These percentages are compounded individually as percentages, a 50% base +50% resistence equating to 75% total resistance.


    4) server.cfg: New property to scale acceleration rates (from 0 to 1)

    Ideally, you could set the acceleration 0.05 and set the top speed for 500, for a more "realistic" physics simulation, having to accelerate in and out of directions, building larger engines. Speed and maneuverability is no longer the game, but acceleration rates.
    Of course, this may not be for everyone, which is why the default will be 1, for full force acceleration as currently implemented.
     

    NeonSturm

    StormMaker
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    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    THRUST_SPEED_LIMIT = 1000, PHYSICS_LINEAR_DAMPING = 0.25, PHYSICS_ROTATIONAL_DAMPING = 0.05, TURNING_DIMENSION_SCALE = 1.5, PROJECTILES_VELOCITY_MULTIPLIER = 0.7


    From personal config+view: That is not enough, there are multiple threads suggesting additions.


    Ship Cores have an optional password that can declared at spawn or be changed in the faction module, if there is no password, it cannot be remote controlled ...

    2) Advanced Build Mode: Symmetry: Off-Even Checkbox per plane

    3) Shields: Adjustable per 4 fields:

    HP | Regen | Regen Delay | Additional Resistance %


    +1, like it

    Would often use password instead of faction (what if you get kicked out of it and lose all your stuff?)

    Downside: Knowledge of these passwords would enable a new, more complex role-system. But placing two terminals next to each other for different passwords (roles) and changing passwords after someone get kicked out would be awefull for big factions with many terminals.

    I would prefer to have a password-keyring. Each keyring is accessible by either a master password or a list of persons and it is not important what is inside (except to hackers, once implemented) - change the master password or list = equal to update all permissions on terminals using the keyring and notify everybody about the new password.

    • Faction-keyring (will get public if faction is deleted, all owner and permission-edit peoples deleted/banned)
    • Personal keyring (will get public on perma bans and inactivity - after some time not online? (~ while banned?))
    • Friendlist keyring (add/delete persons)


    Shields are now affected by missiles
    Add variable \'Inheirant Shield Resistance to Energy Weapons\' property in server.cfg
    Add variable \'Inheirant Shield Resistance to Explosives\' property in server.cfg
    Add variable \'Inheirant Shield Resistance to Missiles\' property in server.cfg


    Personally, I would prefer shield-hardener blocks; example categories (by range): very-short-range weaponry (like bombs intended for 30-100m), Artillery, normal weapons, maybe more.

    • If you yourself don\'t fire through your shield, you should have better shields.
    • If you use bombs, you should be more resistent to everything but bombs, although fighters can counter bombers by dodging their bombs and perma-fire.
    • If you use AMCs (fighters) you may be more resistent to missiles, while laser-batteries are effective vs enemy laser turrets and fighters, but not carriers with weapons on their turrets only and hardeners for these.
    • The downside could be that hardened shields also absorb damage from own weapons of that type.
    • They would just harden everything you don\'t make exceptions for - efficience as a balance for the \"gaps\" in your hardened-categories and the blocks you have invested.

    Personal preference ofcourse, but I guess any implemention is an improvement.


    If the core or the terminal is destroyed, the player is kicked out.


    To where? If you need 10 seconds to drill to a terminal, but 5 seconds to enter a new one that doesn\'t help you. Neither it does if the cannons destroy everything around a terminal every second.


    Ideally, you could set the acceleration 0.05 and set the top speed for 500, for a more \"realistic\" physics simulation,


    Like it. But you have disable 0.09 dampening while accellerating and a few seconds afterwards, lower power usage (or add a setting for it too - maybe in block config (power consumption) :P

    I guess some peoples will cry about their ships flying indefintely after an accidentally exit. Having a different, uncomon key like numpadDEL for not auto-stopping the ship with dampening + decelleration would help.

    But there is a second issue with collisions vs asteroids at such high speeds. I wouldn\'t mind to see asteroids as a light bulb with a load-delay of 40 seconds (time to cross ~5 diagonal sectors with 500) as long as you fly at high speeds (you can\'t salvage at this speeds anyway). You also need some sort of field-of-view-distortion to see things in front of you earlier - which is the real coding challenge.



    Hope that didn\'t get too long... @Pharenhite: Edit your OP to have a solution for the accelleration/speed problem and I will delete a part of my post - same with the kickout problem.