To be honest, I was intending that point to be a semi-jab at the name. If it wasn't funny/fell flat, I'll see myself outA)If Quick-fire doesn't include equally Quick-build; it should be called Quick-exodous.
It would be (theoretically) possible to set that to trigger when a player enters build mode. Also, would there be a disable priority (e.g would factories disable before weapons/shield)? Alongside that, would reactors/shields have decreased effectiveness when fhp (I'll use that as an abbreviation for what we're discussing) is less than 0?B)No, having negative functional HP would just mean "it won't turn on" and be stuck in constant offline/overheat state till despawn. I suppose you could change the curent "systems debuffs" part of the XML to include negative HP states to stop "i'm building it" despawns while still including "no thing works" debuffs untill it becomes over 0. Conveniently already in the xml/gamecode (if not often refrenced)
Just thought of this, but could turret rail axis provide a set fhp bonus and rail mass enhancers (or a similar block) increase fhp as well? Or would that be potentially unstable?3)How do they currently work? Do turrets have RHP? Suppose the new one would give them "more" functional RHP, but I'm thinking it would be "tuned off" by being a docked entity unless there a reason to comment-out that part of the engine. Points out that "free RHP" from a core should be enough to offset the minimum 2-block active systems of a micro-turet(or a space-bike), and the minimum docker/rail combo should effectively double that "freebie".
Just to make sure that I am not misinterpreting what you are proposing, could you summarize the main aspects you would change?due to "basic tripod" being off-balance(above posts)