Should excessive use of gyros cause structural damage?
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Capital ships are not fighters.
Big ships have high mass, being able to move them as easily as a small craft takes away from the idea of scale. This makes manoeuvring big ships look small or ridiculous especially in rotation. Having to pilot your ship, needing to predict stopping distances and turning radii will add to game play. It would make the use of supporting vessels more significant.
Should excessive use of gyros cause structural damage?
Centrifugal force and the damage resulting from extreme numbers of it would be very interesting. But it would need to be balanced gameplay wise. Perhaps an optional toggle?
Centrifugal force and the damage resulting from extreme numbers of it would be very interesting. But it would need to be balanced gameplay wise. Perhaps an optional toggle?
The reason may be simple - during combat turns, the edge of a large ship can very easily reach the "speed limit" of the game. Imagine a ship 250 meters long. When turning in the opposite direction - 180° - in one second, the circumferential speed of the ship's parts reaches up to 392 m/s! Centrifugal acceleration reaches up to 1233m/s2 - 123G.
The reason may be simple - during combat turns, the edge of a large ship can very easily reach the "speed limit" of the game. Imagine a ship 250 meters long. When turning in the opposite direction - 180° - in one second, the circumferential speed of the ship's parts reaches up to 392 m/s! Centrifugal acceleration reaches up to 1233m/s2 - 123G.
No it shouldn't cause structural damage purely because someone has a larger ship. Because then you're just punishing people who build "incorrectly" and build larger than you think a ship should be. Something like this would massively restrict the build freedom we have now and drive people away from the game. IRL if a large enough ship were to whip around fast enough, potentially yes you might see some kind of damage depending on several factors. However this isn't real life, but a video game. The game doesn't need to be 100% realistic to be fun, nor should it be 100% realistic in my book because then you defeat the purpose of it being a game. Even if someone somehow builds a large ship the size of a city that can whip around in a second, it's easily explainable in game by saying they have better materials, ways of building and abilities to account for excess forces than we do. Especially if they can make artificial gravity.
Another thing is if we're going to now say it should cause structural damage, you have to define a start point for when that damage starts to occur. In other words, how big is too big? Where is the start point? Because what some people consider a dreadnought sized object is a medium sized cruiser to me and so on. A ship that's 200 blocks long is still 200 blocks long even if it's able to move like a fighter. Also the larger builds are already balanced out by the fact it takes ALOT more investment resource wise to make a big ship move that fast vs a smaller one. In other words if I'm able to get a 200 block long dreadnought to move like it's a 40 block long cruiser or like a small fighter, there's a ton of extra prep and resources that went into making that happen vs the smaller ship. So you already have a balance, it's just not structural damage.
No it shouldn't cause structural damage purely because someone has a larger ship. Because then you're just punishing people who build "incorrectly" and build larger than you think a ship should be. Something like this would massively restrict the build freedom we have now and drive people away from the game. IRL if a large enough ship were to whip around fast enough, potentially yes you might see some kind of damage depending on several factors. However this isn't real life, but a video game. The game doesn't need to be 100% realistic to be fun, nor should it be 100% realistic in my book because then you defeat the purpose of it being a game. Even if someone somehow builds a large ship the size of a city that can whip around in a second, it's easily explainable in game by saying they have better materials, ways of building and abilities to account for excess forces than we do. Especially if they can make artificial gravity.
Another thing is if we're going to now say it should cause structural damage, you have to define a start point for when that damage starts to occur. In other words, how big is too big? Where is the start point? Because what some people consider a dreadnought sized object is a medium sized cruiser to me and so on. A ship that's 200 blocks long is still 200 blocks long even if it's able to move like a fighter. Also the larger builds are already balanced out by the fact it takes ALOT more investment resource wise to make a big ship move that fast vs a smaller one. In other words if I'm able to get a 200 block long dreadnought to move like it's a 40 block long cruiser or like a small fighter, there's a ton of extra prep and resources that went into making that happen vs the smaller ship. So you already have a balance, it's just not structural damage.
I agree there is often not much point to small fighters in Space Engineers as they are very weak, have the same speed as even the biggest ships and die pretty fast to auto turrets.
One solution to this is to allow for admins & players to create ship classes which place certain limits and restraints on what can be built on certain ships. With such a system one could for large ships limit the amount of gyros available and thereby turning them into the big hunkering behemoths they should be.
https://support.keenswh.com/spaceengineers2/pc/topic/46193-ship-class-system
I agree there is often not much point to small fighters in Space Engineers as they are very weak, have the same speed as even the biggest ships and die pretty fast to auto turrets.
One solution to this is to allow for admins & players to create ship classes which place certain limits and restraints on what can be built on certain ships. With such a system one could for large ships limit the amount of gyros available and thereby turning them into the big hunkering behemoths they should be.
https://support.keenswh.com/spaceengineers2/pc/topic/46193-ship-class-system
Hmm... Perhaps but I understood that structural integrity in Medieval engineers is quite heavy to run. I love complexity but it could be too much for servers perhaps.
Hmm... Perhaps but I understood that structural integrity in Medieval engineers is quite heavy to run. I love complexity but it could be too much for servers perhaps.
An interesting thought...
-To be sure it would feel odd to simulate just gyro-related structural stress without simulating other similar structural mechanics, so we'd want to ensure excessive conventional thrust did the same thing, and probably find a way to work out how the strain translated across a grid's structure so that we weren't ignoring the single line of small armor holding two halves of a huge ship together in combat in favor of damaging parts further from the center of mass.
-This would definitely need a toggle so that those that want the extra engineering challenge can have it on while those that don't keep it off.
-It would probably also require the ability to pilot it with something akin to key-lock so that people don't give themselves repetitive motion injuries trying to turn a 1-1 scale ISD.
-This would definitely affect the game's difficulty for new players and the combat-balance, so would require significant testing to balance properly and probably some manner of system that either auto-dials the output of gyros and thrusters to avoid breaking the ship, or some kind of obvious warning for people that hop in to the cockpit of something with the power to break itself that way...
-I find myself most concerned with the cpu-load this would cause, and while it would probably make for a passable combat-balance-mechanic to people flying things large enough to gravitationally retain their own atmosphere, unless Keen works a miracle it would probably need to remain off by default to avoid bogging the game down just because someone decided to turn while flying a common football field made of detail blocks.
An interesting thought...
-To be sure it would feel odd to simulate just gyro-related structural stress without simulating other similar structural mechanics, so we'd want to ensure excessive conventional thrust did the same thing, and probably find a way to work out how the strain translated across a grid's structure so that we weren't ignoring the single line of small armor holding two halves of a huge ship together in combat in favor of damaging parts further from the center of mass.
-This would definitely need a toggle so that those that want the extra engineering challenge can have it on while those that don't keep it off.
-It would probably also require the ability to pilot it with something akin to key-lock so that people don't give themselves repetitive motion injuries trying to turn a 1-1 scale ISD.
-This would definitely affect the game's difficulty for new players and the combat-balance, so would require significant testing to balance properly and probably some manner of system that either auto-dials the output of gyros and thrusters to avoid breaking the ship, or some kind of obvious warning for people that hop in to the cockpit of something with the power to break itself that way...
-I find myself most concerned with the cpu-load this would cause, and while it would probably make for a passable combat-balance-mechanic to people flying things large enough to gravitationally retain their own atmosphere, unless Keen works a miracle it would probably need to remain off by default to avoid bogging the game down just because someone decided to turn while flying a common football field made of detail blocks.
I don't know, while the idea is nice, how do you will make this structural damage? Random blocks are damaged? Hard to find them all to repair a larger ship, could be easily get way too annoying when such damage happens. So there need to be a good solution for that.
But I generally agree, it should not be possible to put endless gyros on your capital ship to fly it like a small fighter. I'm only not sure if that is a practical solution.
I don't know, while the idea is nice, how do you will make this structural damage? Random blocks are damaged? Hard to find them all to repair a larger ship, could be easily get way too annoying when such damage happens. So there need to be a good solution for that.
But I generally agree, it should not be possible to put endless gyros on your capital ship to fly it like a small fighter. I'm only not sure if that is a practical solution.
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