Open ZachZent opened 4 years ago
On your last point with regards to a more precise docking mechanism, this is something that I think we've talked about in other docking threads like #2691. The old male/female docking system back in Skywanderers would fit this very well with a few changes. Block/brick versions like the maglock, and perhaps a more universal mechanism rather than male/female so that any docking block can connect to any other block. Visually, something like SEs merge block would work well I think.
So there is several topics. Regarding the shield I guess I need more testing to see if it is really an issue, and how we could prevent this. For the station to clarify my meaning the solution was simply to give a docking block just like @ProPeach suggested. Yes I prefer a universal dock! The model should also have some pipe so we can trade inventory. And thats it. If you want a door you build one. As stations are made to be compatible you will just need to reuse the same door design. Enter the prefab mecanism, so you dont need to rebuild the same door all the time! It just sucks for ship to ship docking, where having some sort of standard would be better. But I could always give a standard prefab for this. Maybe also add a way to define several door design by creating some group inside the docking port, so the algorithm only spawn compatible module at the right door design. Still not sure about it all, I need to make progress on prefab (I have copy/paste working btw, but still wip). There is some downsides, as I loose the ability to spawn module from various faction / builders.
Also I made the player model smaller in recent update! Cheers
Make the parent ship the primary ship with only its shield active. Any maglocked ships have their shields deactivated.
We need to define what a space station is in SEVO. Are they ISS like with no gravity and tunnels to connect to modules. OR Star Trek/Star Wars like where you have a massive station with gravity, shops, etc. More sci-fi and less real life. Right now the connectors (as nice as they are) seem like they lend more towards the ISS type space station.
IMO. There needs to be a large dock/door/connector for space stations with a door opening at least 4 wide and 3 tall. The exterior of the surrounding bit should have pipes/greeble built into them to make the connector feel complete, detailed and not simple. My thought on this is to help players build modules that all use the same end connector. Technically all the stuff in the contest will be able to mate to each other, but each author has different connector variations that makes things less compatible aesthetically. With a balance of premade in game props (connectors. med bay, seats etc) and player made items with blocks/bricks, we can help funnel players down a path. I know this means more work on your end, but it can also help to establish a style, and better compatibility between builds. I think the larger door/connector idea will make more sense once you run around in some of the space stations. They feel like sci-fi space stations, but with ISS door ways.
In regards to docking mate clamps. We basically need a ship yard married to a connector. Ship flies in the field, and it auto docks to a specific point. This would allow for the Escape Pods to be used and other things like the little Phantom ship that docked to the Ghost in Star Wars Rebels. There could be a Door/hatch/connector version for easy ingress/egress and a "clamp" version that allows the builder to determine their own ingress/egress for the docked ship. Same code, but two different art assets.
https://github.com/tsunamayo/Starship-EVO/issues/2817
Glad you liked the idea of 0 (current), 30, 45, and 60 degree connectors. It will really help make some more unique stations where most so far have the tendency to be very square like. Not sure you are keeping up with the station contest, but this is a common theme. Not a bad theme, just makes the stations look a little samey. So since the convo where the idea originally came from was closed, thought I make a separate thread as I have a few questions.
Considering the station contest which is coming to an end in a few days, if you like a set of modules enough to put it in game, will you allow the builders to continue making modules as well as updating the current ones? I have a set of modules, but have not been able to finish the interior just yet. Plus if I wanted to make new ones as well as different versions of current ones (think a hallway with boxes, an empty hallway, etc), would I be allowed to continue making them to be added into the current set of modules.
I like the idea of multiple door types, though the problem with this one is that the actual door part is too small for the player model. What do you mean by prefab route though?
A long time ago there was the child entity shield exploit where players can layer child entities to create super shields. One layer goes down, another stays up while the first recharges. Could make a 40k reference, but I won't. This has sort of returned with mag-locks where you can lock a structure to a ship that is made to have a shield layer just like a child entity shield problem. I don't have an idea for a solution.
Second going back to stations, the problem with different modules having the potential of having its own shield can lead to that problem again with modules specifically made to be multi-layered shield around the entire station or specific module groups. Plus part of the advantage of shields being so extended on larger ships means that fighters can go inside and damage it. The larger it is, the more vulnerable it is to smaller ships. Stations can be super large, but each module is protected by a relatively small shield making them all but immune to smaller ships. Stations should be massive bastions with very high defensive capabilities, but should be vulnerable just like ships.
DS9 (station) vs Klingons https://youtu.be/Uidd41oaPCI?t=110