While I personally feel as if docked hull is an interesting concept so to speak, others find this problematic mechanic or "advanced bug" to be game breaking. Several solutions were discussed but I think this particular array of solutions would not hinder ships with moving parts and docked aesthetics as long as they are implemented in unison.
I will keep this fairly simple:
1) "The parent entity's effects are absolute and overrule all child effects." If a shield of power drain weapon is used on a docked entity, power will be extracted from the main ship.
2) The main ship can inherit entities such as power, power capacity, armor/structure hp, shield and shield capacity from docked entities similarly to how the main ship can inherit thrust from docked entities. The docked entities will also be affected by the parent entity which involves soft caps.
3)Docked entities either than turrets DO NOT UNDOCK even when overheated unless done so through deliberate logic commands/activation and will remain intact as long as the rail it is attached to remains present. This will solve the lag issues that come with ships that have multiple docked entities such as wedge on wedge or tiger lily petals.
Basically the best you can get out of docked entities is fancy moving parts that aren't wasted space. This would solve a rather annoying meta to deal with while putting ships with docked aesthetics at zero disadvantage.
//Also If I may add, turrets are not part of this equation, turrets are fine the way they are until further discussions are brought about them. (It's a different discussion)
I will keep this fairly simple:
Solution #1
1) "The parent entity's effects are absolute and overrule all child effects." If a shield of power drain weapon is used on a docked entity, power will be extracted from the main ship.
2) The main ship can inherit entities such as power, power capacity, armor/structure hp, shield and shield capacity from docked entities similarly to how the main ship can inherit thrust from docked entities. The docked entities will also be affected by the parent entity which involves soft caps.
3)Docked entities either than turrets DO NOT UNDOCK even when overheated unless done so through deliberate logic commands/activation and will remain intact as long as the rail it is attached to remains present. This will solve the lag issues that come with ships that have multiple docked entities such as wedge on wedge or tiger lily petals.
Basically the best you can get out of docked entities is fancy moving parts that aren't wasted space. This would solve a rather annoying meta to deal with while putting ships with docked aesthetics at zero disadvantage.
//Also If I may add, turrets are not part of this equation, turrets are fine the way they are until further discussions are brought about them. (It's a different discussion)
Solution #2
This solution may seem to be the easier way to not only solve the problem but allow docked hull to be an integral part of the meta while introducing a much for feasible threat. Many PvP titles especially in the MOBA realm integrate a form of balance that follows the structure of rock, paper and scissors. If docked hull counters ion and sniper weapons, then surely there must be a hard counter for docked armor. I propose we discuss a ways to improve some weapon systems that can be dedicated towards countering or punishing the use of docked hull similarly to the way docked hull punished penetration weapon builds.
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