#RAM AND MELEE

25 messages · Page 1 of 1 (latest)

winter crest
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I hope this game will have some melee weapon. Like one of your ship are dying and no weapon. You just ram the enemy. and armor parts will get less damage. Other parts will see there armor level. Like canons are having armor level 3. And some other weaker parts have level1~2. The armor parts are level4~5. And it will have a parts give melee. And connect like chain guns. Like HUGE chain swords. It will have armor level 4~5. take same amount of damage like armor parts but more MORE expensive then armor. And having laser cutter but need to refill energy more often. you need to give them energy every second. Or they will disable like shield. Last thing. The impact shield. IT stop ship and it will waste energy like normal shield. Or just make a shield have the ability but waste more energy like the laser cuter I said before. (And I read there things after I get my idea. Which I am surprised that they also have the same idea. I wish I can give them a support and let them have a chance to finish this game with full version. I love this game NGL.)🙂

fringe canopy
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?roadmap

hollow pelicanBOT
fringe canopy
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There are plans for a buzzsaw melee type weapon

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As for ramming it's moreso an issue of how would it work and how to make it balance

winter crest
# fringe canopy As for ramming it's moreso an issue of how would it work and how to make it bala...

Cand do it with how fast and heavy you are when you ram. And the impact with the place decided the damage deal. If the impact are hit at none armor place (Like crew's room or storage.) deal more damage.
Also armor hit non armor parts. Rammer deal more damage impacted ship.
Armor hits armor deal same to the rammer and impacted ship.
But non armor parts hits armor parts will get destroyed. Impact ship will get less damage.

manic timber
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So both damage dealt and damage taken would be a function of the density of the colliding parts and their relative velocity.

winter crest
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Giving it a mass is a good idea. But that means the coding need more stuff to do.

manic timber
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Actually, no. Density is an already existing stat.

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Armor is already more dense than corridors (weights more per square).

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So you wouldn’t need to add a new stat.

winter crest
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Will yes. But if really need to add mass damage is going to be an other stuff.

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So ramming use impact damage by density. but also need other stuff to do. Like what kind of damage it will be come. A shock wave or a explosion.

manic timber
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I think just direct damage, like a bullet hitting, would be good.

winter crest
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But that only deal a few block. Bullet hitting is to low damage. I say shock wave means like you give impact point a 100k hit points. The next parts will get 10k damage. And go on. Like when you impact with armor with armor. the ram get smaller impact shock wave. But the impact ship deal more because it stop or slower.
2 ship head on. left both are the same ship with armor brick wall. One are slower and one are faster. The slower one get 3 armor layer off. But faster ship get 1 layer off.

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Or in the other side. one ship have very sharp armor layer . and one ship have only armor brick wall. They both have same speed.

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When they both hit. The wall armor ship get 3~5 layer off. but the sharp ships only get the tips armor off.

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Wait we talking about same things.

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Yeah just make it like bullet.

wintry rose
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one thing that damage by simply touching the enemy with armour, to deal damage, is that what if you are an ion rammer, you deal damage with the ions and now you just get a bonus without any effort at all for extra damage, this may also pose problems such as constant direct content, such as a ship pushing a smaller ship at 60 m/s dealing constant contact damage, there is also combiner ships

willow viper
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You probably should introduce some kind of modifier if you intend to have some parts offer more resistance than than others, but other than that it's pretty much all there. Like a roll cage, very resistant to damage, but not very heavy. Perhaps penetration resistance could serve this purpose?

You have the mass of both ships, and the impact velocity. Little bit of math later you have the strength (Health/Size) and its resistance to the impact.

You might want to set some threshold though - EG, unless it's > 25% of remaining health it does no damage. If the total impact energy is > the health of the components impacting, the impulse is applied to both ships, relevant parts destroyed, but it continues onward.

One tricky part of all of this is that impacts aren't always parallel between the canters of mass. You actually want the velocity of the individual parts involved, and somehow factor the angular inertia in to all of this.

What you would also expect to see in some cases is that the body pieces shear off at their weakest links. but the simple impact model will simply cause direct damage and impart spin.

To model the shearing, you'd have to solve the structure and damage several parts inside the ship instead of just the impact point.
EG: Heavy outer armour held on by a thin beam - that puppy is breaking off.

manic timber
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Oh, there would definitely have to be a threshold-and probably a pretty high one too. It couldn’t be linear! I’m thinking relative velocity differences of around 180 m/s, maybe? That’s definitely not a hard number, just a back of envelope calculation.

So it would be next to impossible to ramkill a stationary or slow-moving ship; you’d need a head-on collision between two reasonably fast ships to get up to ramming speeds. This would also balance it somewhat—more heavily armored (and thus more deadly) rammers would have to minimize weaponry in favor of engines to get up to ramming speed.

mild coyote
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It would be far simpler to introduce a ramming part, like on the roadmap. Or just a spike that does the damage on fast collisions but not when just pushing. Then we could make beyblades in space.

wintry rose