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Ship modules

Discussion in 'StarLife' started by tiagocc0, Aug 7, 2011.

  1. tiagocc0 Arcane

    tiagocc0
    Joined:
    Jun 29, 2007
    Messages:
    2,056
    Location:
    Brazil
    I'm planning on exposing the math about how modules will affect how ships are made and react to the engine.
    I just thought of a easy way to doing it, I can expose one of the qml files, it looks like javascript, then if anyone is interested it will be easy to tweak.

    I've planned initially to have 5 values for each component, which may increase over time if necessary, so an engine could have:
    Value 1: Speed
    Value 2: Turn Speed
    Value 3: Jump Speed
    Value 4: Energy Consumption

    And a fixed value that is Weight.

    So in the QML we could have something like this:

    if (smallShip) ShipConstant = 6
    if (mediumShip) ShipConstant = 4
    if (largeShip) ShipConstant = 2
    if (hugeShip) ShipConstant = 1
    SpeedInHex = ( Speed * ShipConstant ) / Weight
    EnergyConsumed = Distance * EnergyConsumption

    Things like that.
     
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  2. Shemar Educated

    Shemar
    Joined:
    Oct 16, 2010
    Messages:
    260
    Two suggestions:

    1. Don't hard separate straight line speed with turning by default. I would do it like this (example):
    Total engine capability: 8
    Max capability assigned to straught line per turn: 6
    Max Capability assigned to turning per turn: 4

    So I can move 6 and turn two or move 4 and turn 4 or anythig in between. Adds more tactical options and also one more factor in engine usefulness, flexibility, that makes designing engines less predictable and less linear.

    2. Don't have fixed ship sizes but rather have ships be the sum of their components (make ship component sizes include the size required for their crews, spare parts etc). That way players will not be tempted to cram every hull with all it would fit, as that would reduce the capabilities of their engines or make them add more engines etc.
     
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  3. tiagocc0 Arcane

    tiagocc0
    Joined:
    Jun 29, 2007
    Messages:
    2,056
    Location:
    Brazil
    Nice suggestions. The first is great. I've to give a thought about the second one.
    So if you've spent 5 components on a ship it would need X crew members and Y hull to be built?
     
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  4. Shemar Educated

    Shemar
    Joined:
    Oct 16, 2010
    Messages:
    260
    Yes, and you caa either come up with some math of how much support mass and crew each componet adds to the ship, or just pre-incude these in the component itself so the ship's mass is the sum of the components mass and the ship's total crew is the total of the componets' crews.
     
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  5. tiagocc0 Arcane

    tiagocc0
    Joined:
    Jun 29, 2007
    Messages:
    2,056
    Location:
    Brazil
    Great idea to pre-include them. I will definitely put this on my to-do list.
     
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