Reworking faction HB, HB combat situation and faction membership

    NeonSturm

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    1) Who knows Battlestar Galactica? - The ship is the Homebase.
    But unlike BattlestarGalactica, these capital ships cannot move close to each other, except to their own faction.
    2) You fly out, scout a destination and then call your Capital to that location.
    3) The prep time depends on the distance traversed and a base value.
    4) The actual travel is instant for the whole distance to prevent trapping someone's capital ship.
    A wormhole appears at the target location and a jump effect on your capital.

    5) When you join a faction, your HB ship can enter a unique sector in a raster like 000,002,020,200,022,202,222 in a system where your faction resides - the spacing should prevent lag.
    6) Peoples can visit each other's ships, as long as the players are not enemies of each other, but not damage each others ships (this means no building or unbuilding anything in foreign capital sectors)

    7) The faction's members can use personal teleporters or small shuttles to travel to each other's ships and use public usable parts like factories or blueprints from it.
    8) Thus the whole System can work as one base!

    9) Being kicked from a faction TPs your Capital with all your assets 1 system away (or more if these systems are occupied by other capitals or black holes)​


    10) If a faction is attacked, every capital ship can spawn fighters to help defend each other.
    11) Each Fighter is repaired/respawned 1 day after receiving damage the last time as long as your mothership is alive.
    12) If everyone dedicates 1/3rd of fighters to help allies, he still has the majority for himself while making it virtually impossible to intrude into the faction territory
    13) Cloak makes you deal no damage to the sector's player's assets for 10 seconds (while active and afterward).

    14) You should be able to backup and restore your capital any time you provide the resources for it to prevent too much damage by griefers.
    15) Players could rent vaults from the Trading Guild to have ressources if their Capital gets killed.
    16) Capital Transporters might swap the contents of a 16x16x16 room with the contents of another capitals rooms (Like StarGate's ring transporters).
    If you dock your capital transporter room as a docked entity in the capital of someone else, you could have a password-protected transporter room with equal dimensions and looks.

    Trident's signature ship series, the Quantum Heavy Frigates (now reclassified as light corvettes) These vessels served us well for nearly two long years, battling pirates, rogue members, small military factions, and finally Odium. Only the FRQ remains in service.

    Just think your faction's system (not sector!) will look like that image in Jake_Lancia's post.
    And that they are linked together via 9x9x9 rooms which switch places between ships (maybe triggered by area triggers).

    Would that not be awesome?
     
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    Eh, um, I think you should revise your presentation a bit, it seems a bit rushed and complicated. Being TPd around the universe when you join or leave factions makes no sense at all. Likewise, having people cordoned off in predetermined systems doesn't help with lag at all, because having people spaced out more would in effect create more lag, due to spreading out server resources over a larger area in the simulation. It also prevents people from choosing where they would like to set up shop.

    Teleporting whole rooms within ships doesn't work, because not every ship is the same, and linkages between systems in a ship may be broken due to a room getting suddenly TPd out into another ship.
     

    NeonSturm

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    Likewise, having people cordoned off in predetermined systems doesn't help with lag at all, because having people spaced out more would in effect create more lag, due to spreading out server resources over a larger area in the simulation.
    Not if not all are online. It reduces lag if only a few are online and fewer capitals are loaded.

    It also prevents that one faction member lags another one unintentionally by overloading his client.

    It also prevents people from choosing where they would like to set up shop.
    No. You can use capital-teleporters to teleport logic information and display module or storage contents.

    If you setup a capital-teleporter, a room essentially exists in 2 locations at once and the target sector doesn't need to even fully load (only chunks which receive logic signals).
    Sachys, can you please be a bit more constructive? Do you want to quote my op and colourize these parts?
    But please don't just post the whole colourized - I cannot translate it to monkey-language for you ;)
     
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    No. You can use capital-teleporters to teleport logic information and display module or storage contents.

    If you setup a capital-teleporter, a room essentially exists in 2 locations at once and the target sector doesn't need to even fully load (only chunks which receive logic signals).​
    Can you run that by me once more and use more words and sentences to allow me to understand how these transporters work? What you're suggesting doesn't sound like it would be possible to implement in-game. As far as I know two entities can share the same room design in game, but the rooms will still be separate and have to be built as part of the entities. Via templates you could even copy over logic setups and display module information (the latter seems to be glitched though), but these rooms would still not be the same room, because the game doesn't allow that kind of functionalty.

    The system you're describing seems to not make a lot of sense technically and in in-game terms, and could be extremely complicated, if not impossible to implement.
     

    NeonSturm

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    Ship A:
    TP-Dock
    RoomA ;) Quantum-Entangled ofcourse
    Ship B:
    TP-Dock
    RoomB ;) Quantum-Entangled ofcourse
    When pressing the TP-Button:
    RoomA+RoomB undock/disappear, swap positions and re-appear/re-dock.

    This preservers all display module contents as they are simply copied over (like cut+paste templates of that area).​
     
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    Ookay! I think I'm done here, anyone else want to try and understand what this thread is about?
     

    NeonSturm

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    Snowtiger256
    It's about separating the HB into different entities so you are more flexible choosing new factions.

    It should also reduce lag (less chunks in a sector)

    Finally it should give nomads their mobile home.​
     

    Sachys

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    Sachys, can you please be a bit more constructive? Do you want to quote my op and colourize these parts?
    But please don't just post the whole colourized - I cannot translate it to monkey-language for you ;)
    Plain English with clear and sensible structure will do fine, thanks.
     
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    Wouldn't it be simpler just to make a Ship that can be made a HB (as in a capital ship) and fly that around like a normal ship, under thruster power and jump drive? Teleporting stationary HB's around from ship to ship seems far too complex a solution, for something that could be simply done using a capital ship that is the HB. You could even have a fleet of other ships to take care of logistics (mining, fighting, trading etc.) and keep the Capital ship as a simple mobile HB.

    A capital ship would be like any other ship except:
    - It would be capable of utilizing systems currently tied to stations (all factory systems, shipyards).
    - Like a HB station, it would be invulnerable to damage, and would extend this invulnerability to any docked entities.

    Doing it like this would allow for nomads to have a mobile base, and would require minimal config changes to the game, instead of a bunch of complicated features that are unlikely to be implemented.
     

    NeonSturm

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    Wouldn't it be simpler just to make a Ship that can be made a HB (as in a capital ship) and fly that around like a normal ship, under thruster power and jump drive?
    I thought about it, but it could allow you getting trapped.
    Also normal ships can't have factories
    And I like it being stationary so that you will use "e.g: dedicated miners" instead of your HB ship for every task.

    Teleporting stationary HB's around from ship to ship seems far too complex a solution, for something that could be simply done using a capital ship that is the HB.
    I want to use a capital ship that is the HB.

    Teleporting stuff is required to have different peoples being able to have their own capital
    and still have shared factories without requiring them to
    1. load the other capital and perform collision checks of it (except if they chose to go there)
    2. take a shuttle and fly to that other HB part.
    - Like a HB station, it would be invulnerable to damage, and would extend this invulnerability to any docked entities.
    So you have an invulnerable ship attacking enemy outposts which are not invulnerable? That does not sound good.​
     
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    So you have an invulnerable ship attacking enemy outposts which are not invulnerable? That does not sound good.​
    You would be right, that shouldn't happen. Even if the capital ship wasn't invulnerable, it would still be very large, carry enough shields and weaponry to be all but impossible to kill, so maybe you could get away with it being vulnerable after all.