Greetings Citizens!
As there are still planned improvements to the way the game and ship designers handle thrust (Which will be explained further on in this thread), I have continued to look for optimal basic mechanics for the thrust blocks on which the control system will be built. Players have asked that more discussion be had with the community well in advance before any more such changes occured, so this thread is to gather opinions on the proposed solution.
(Please note, this is not in the suggestion forum, it is meant to detail the plans for the Directional Thrust system and to explain and ask for opinions on a change to the basic thrust blocks values. If you have a suggestion on alternate methods of setting up the thrust in the game, please use the suggestion forum.)
I'll start by explaining the change that I am looking for opinions on first, and below that I will explain the Directional Thrust system that we have planned so that you can better see how the scope of changes might affect gameplay later on.
Linear Thrust, Exponential Power Usage
Currently the thrust blocks on a ship are added up to determine the amount of thrust a ship gains. The thrust gained per block is slightly less for every additional block added, while the power usage is linearly based on the amount of thrust granted.
1 thrust block = 4.4 ship thrust & 4.4 power used
100 thrust blocks = 1795 ship thrust & 1795 power used
*Rough estimates*
The change to thrust blocks we are considering is to make the thrust gained per block linear, while putting the power usage on an exponentially increasing curve.
1 thrust block = 5 ship thrust & 5 power used
100 thrust blocks = 5000 ship thrust and 7500 power used
*Rough example*
What this means is that ships can achieve higher amounts of thrust with the same number of blocks that they have now, however, this increase comes with an even higher cost to power the more thrust blocks their are on a ship. However, larger ships incurring this larger power usage can mitigate this power usage by slowing down when they need more power, or stopping entirely.
This is the change that I would like to ask for your opinions on in the comments below.
Thank you.
Overall Plan for Movement
This topic has previously been discussed in Q&A's, but it has been some time since those and most players are unaware of this planned system. So I'll try to catch you up on what we would like to try to set up for improved directional designs for ships.
Currently a player need only place thrust blocks anywhere on their ship without concern for orientation or location. They are then granted an amount of thrust that may be applied in any direction. Although simple, this leads to things like capital ships flying maximum speed backwards while firing their primary guns at any ship persuing them.
While it would be technically possible to use the orientation of thrusters and trying to force their placement in specific locations on a ship, this would not only effect performance, but would greatly hinder current and future ship designs (how to make a "Warp Nacelle" when forced to use conventional rockets?)
Instead, we would like to try using an Omni-Directional thrust assignment system.
Basically, you will continue to be allowed to place your thrusters anywhere on your ship, and they will continue to put all available thrust into a single pool. From here however, things change. Instead of being able to simply apply that pool of thrust in any direction, a player must first enter a GUI (I don't have a sample for you currently, sorry) and assign the amount of thrust from their pool that they would like to use for each direction of movement. This means that if you want to fly forward (relative to your front of your ship) you must assign a % of your thrust in that direction. If you want to be able to stop moving forward, or even begin to move in reverse, you must assign a % of thrust to the rear direction of your ship (or rotate your ship and retro-burn with your forward thrust.)
This assignment process applies to all 6 directions on you ship, forward/back, up/down, left/right, you may assign any amount of your thrust that you like (in percentages) until you have used the entire 100% available in your thrust pool.
Caution should be used when assigning the % of thrust to each direction of your ship, as this same % will apply to the maximum speed (based on the server setting) that you can acheive in the given direction. So that a 50% forward thrust also means a maximum of 50% server max speed in the forward direction.
Rotating your ship might also cost a % from your ships thrust pool, although this should not impact the maximum speed in any of your 6 directions of linear travel. (Essentially rotating your ship would divert potential thrust before it enters your thrust pool.)
These as a whole are all of the systems that can affect a ships movement besides the thrust blocks. These all serve to modify the behavior established by the Direction Thrust system detailed above. Not all of these systems are finalized, this is just the basic concepts we are currently working with, many of these are also different from what is currently in game.
- Defensive Push (self buff)
- This system will operate on a system/ship ratio, you will gain up to a cap, an increase to your ships thrust amount (acceleration), at the cost of even higher power usage than normal. (This will not affect maximum speed)
- Offensive Push (effects target)
- This system converts the damage of the weapon it is linked to into momentum to shove the impacted target.
- Defensive Pull (self buff)
- This system will operate on a system/ship ratio, you will gain up to a cap, an increase to the rotational acceleration of your ship, at the cost of even higher power usage than normal. (This will not affect your maximum rotation speed)
- Offensive Pull (effects target)
- This system converts the damage of the weapon it is linked to into momentum to pull the impacted target.
- Defensive Stop (self buff)
- This system will operate on a system/ship ratio, you will gain up to a cap, resistance to outside forces pushing/pulling/stopping your ship
- Offensive Stop (effects target)
- This system converts the damage of the weapon it is linked to into momentum to stop the impacted target.
- Defensive Overdrive (self buff)
- This system will operate on a system/ship ratio, you will gain up to a cap, an increase to the maximum speed of your ship (based on server max speed)
- Anti-Gravity Module (self buff)
- This system will allow your ship to hover in the gravity of a planet
- Thrust Supply/Drain (Very hypothetical idea's currently, they might not be in game)
- A pair of support weapon systems, they will work similarly to power supply/drain beams, in that they will transfer thrust (instead of power) between your ship and the target. Based on the size of the system, an amount of thrust is given to one ship as a buff for a period of time, and the other ship is given an equivalent nerf to its thrust. This does not remove control of either ship, nor impart any specific momentum of its own, it simply modify's the available thrust of both targets for a period of time.
- Jump Drive / Interdiction
- The plans for FTL are listed below, but the same system blocks may be usable offensively to tackle other ships preparing to use their Jump Drives.
To everyone wanting a jump drive, or a wormhole gate, or a hyperspace, fret not, your getting all three!
But first, more warnings, these are still working concepts, and until they are implemented and working (or even after :p ) they may be subject to change, as pretty much anything is in an alpha. I appreciate your understanding and not mobbing me in the future if we change something
There are three basic ways of getting around really fast, (even in all of your sci-fi's they all boil down to some variation of these three.) We will of course put our own spin on them to fit the universe of StarMade, while allowing you to treat them as the FTL system of any sci-fi universe you prefer.
Jump Drives (any ship type, short range)
This system can be installed on any ship, it will require power to be channeled into it for a period of time to charge up (based on system and ship size.) After charging has completed it will instantly jump the ship to a pre-selected sector coordinate. This system however has a limited travel range, so going longer distances may require multiple charge-ups. (The distance we are considering is about 8 sectors distance currently, this may change)
Gates (Station only, long range)
These gates are installed in pairs, up to 8 Systems apart (1 system = 16 sectors currently) They constantly drain power from their host stations to open and maintain a ring of blocks. Withing this ring, a passageway between the two gates forms allowing instantanious travel between the two stations by flying through the rings Any looped shape may be used, so caution is advise on flying through unknown gates, as you may have parts of your ship lost if the paired gate on the other end is too small to fit you.
Hyper-Drives (Capital Ship Systems)
This subsystem, when placed on your ship, will activate a "capital ship" flag in your ships meta data, imparting a permanent debuff to your ship (currently we plan to have it set your ships thrust to 0 and reduce the ships max speed to 0%, based on server max speed.)
However, in exchange for this debuff, your newly minted Capital Ship will have the ability to charge up and activate its new hyperdrive, dropping the ship into a sort of hyperspace. You will have a few seconds to orient your ship, and then the acceleration will kick in, you cant slow down, and you cant stop without dropping from hyperspace (and loosing all of your charge) you can still steer however. You will have a set amount of time to navigate while in hyperspace, after which you will drop out. Charging takes a good deal of power and time (based on ship mass), so this is not something most smaller ships will want to do on their own, instead they are advised to hitch a ride with a carrier, or to use a Gate network.
Thanks for taking the time to read all that, and thanks again if you decide to provide your opinion on the Thrust Block's - Power Vs.s Thrust settings I proposed near the top of this post.
Calbiri