ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Oct 2, 2018 15:16:49 GMT
These could be as simple as saying "HMSS Titanic 2 was hit by an ice micrometeorite." A mark would show up on the ship and, if it was not sufficiently armored, could critically damage it. You could also add in potential solar radiation events which would give you an incentive to armor your ship with radiation shielding (More prominent around Venus and Mercury probably). Things like reactors melting down if they hover too closely to the supercritical line forcing you to make your reactors/engines either safer or more redundant. You could even have one were a drone develops AI and blasts out of the hanger killing your drones and forcing you into combat (would be VERY rare). These would add a little more flavor to the game and make designs more realistic (ok, not the AI part). This would also add a time constraint on your missions. Unless a repair aspect is added, ships will eventually decay from Micrometeorite impacts.
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Post by Pttg on Oct 2, 2018 17:05:42 GMT
I think the point of the crews is that trivial events and damage are repaired live, and thus can be abstracted out. Otherwise, really these ships aught to be all automated.
Totally agree that the simulation should assume small variations during normal operation, though. Reactors need to have a little more clearance around safe operating temps....
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Oct 2, 2018 17:48:30 GMT
Well, as for the micrometeorites, impacts from enemy fire are not repaired between engagements. I think that would make sense as the frequency of a micrometeorite hitting the same place twice is very unlikely (though it would make external fuel tanks less useful). This would be a freak accident. There is no reason to try and repair the damage, you would have to dedicate extra mass towards those extra plates and machinery to weld them into place, plus those additional plates would be weaker and more massive than the "out of the box" armor because they had to be welded/bolted on.
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Post by The Astronomer on Oct 3, 2018 8:15:00 GMT
I'd hate it if this game gets luck-based elements. Debris collisions are pretty rare, anyways...
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Oct 3, 2018 12:00:11 GMT
But they are still a factor to be considered in space, enough that the ISS has whipple plates around critical areas. It would be impossible to reasonably simulate micrometeorite impacts any other way than through luck in the game due to rarity of their occurrence. Also, while they may be rare in the timeframe of ship engagements, but before the engagement ships operate in a timeframe measured in days. According to Robert Frost, Instructor and Flight Controller in the Flight Operations Directorate at NASA (I Ctrl+V'd his title from Quora)NASA has to maneuver to avoid significant collisions from large debris 1.5 times a year. Of course that is only for Earth orbit and not quite the same as micrometeorites in the solar system. However, I believe that as the system becomes more developed the amount of space junk will also increase both in Solar orbit and in orbit around other planets. Adding this to the simulation would fundamentally alter all civilian ship designs along with many stock military ones in order to protect weak points from impact. Partial armor would be an important decision as you could sacrifice immediate DV for the potential loss of an entire tanks worth. It could be miniscule chance but it should still exist as a possibility as real spacecraft need to take them into consideration.
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Post by anotherfirefox on Oct 3, 2018 13:01:40 GMT
Considering this game don't simulate any macro/strategical aspect, this is irrelevant. What you do anyway is just spawning around a body with your enemy, ram into them, fight.
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Oct 3, 2018 15:22:11 GMT
The fact that we have to manage the Delta-V of our spaceships is plenty of a strategic aspect. Tankers and Depots playing a role in the game further emphasizes this. Traveling interplanetary is an aspect in game and, although there is only one campaign mission that effectively sends you from one planet to another, the level editor is growing in prominence allowing for Mars to Earth campaigns with many planets and stations involved in just one "mission ". Also, spawning in Jupiter might as well be spawning in a separate solar system what with the deepness of the gravity well and the complexity of navigating from body to body or even from orbit to orbit not to mention the distance involved. Traveling these distances greatly expands the chance of micrometeorite impacts..
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Post by AtomHeartDragon on Oct 6, 2018 17:25:37 GMT
Adding random "technical" events such as severe malfunctions (ordinary issues can be abstracted away as dealt with by maintenance personnel) and micrometeorite impacts (simulated using game's combat mechanics) would be a nice way to encourage more robust designs.
Of course it would first be nice if we first had ability to patch the punctures instead of having them automatically and instantly kill the entire subsystem, second, ability to build ships of separate sub-hulls with their own armour layout (anti-micrometeorite Whipple shielding on top of drop tanks anyone?) and third, stock unarmoured designs (like all the tankers) supplemented with at least some directional Whipple shield.
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