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 Ship corridor size and force field systems

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The Schmetterling
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PostSubject: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Dec 03, 2011 10:54 pm

Main question:
What do you guys think the average size of ship corridors would be? 2x2, 2x1, 4x, any other size?

This is needed for a basis to program the blast doors / force fields from so that the components ingame both aesthetically and functionally work.

Secondary, in terms of the force field:
which is better? an Open/ Closed field system where open means you can walk through it and closed means not ( but the blocks are always there until controller is destroyed), or an on/ off system where if the controller is not powered there is no field block, and when the controller is powered, there is?

Open / closed system is safer ( block is always there so any structure deficiency would be automatically contained), uses more energy ( always being on, though open uses a lot less power than closed), player can control the system via chair command to change states

On / off system is more energy efficient though not as safe. player can control system via command chair to turn field on and off.

Thoughts from anyone would be appreciated.

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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSun Dec 04, 2011 9:03 am

Reply to main question: I think the ideal would be 3 Wide 2 High. That leaves room for people to get through and doesn't feel cramped.
Reply to secondary question: I am more inclined towards on/off system just because it seems like that is the way it would work had we technology like such. Also, if you had a open/closed system wouldn't people run into them thinking they are off and them get stopped? What I mean is there would be no visual indicators as to if it is on or off.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSun Dec 04, 2011 1:16 pm

1. sounds good, just a slight variable change would fix that ( mine is currently at a 2x2 opening for doors and force fields)

2. That is true, though the open/ closed system could have different FXtextures ( same colour though different density / transparency ) to act as a visual marker
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSun Dec 04, 2011 5:56 pm

For ship corridors, I was thinking more along the lines of a space detector block put next to a couple sticky pistons. This would be because If I am correct, the space block will act like the air block where there is no resistance, but it will be zero gravity, and space will move like liquids did in Classic where they infinitely expanded, replacing only air blocks. If your ship was breached and space was flooding in, the space block would come in contact with the detector and slam the pistons shut to contain it. Space will only expand if it has an uninterrupted path to a space source block that are positioned randomly in space, so if you cut it off, then air will fill its place again.
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PostSubject: Spaceship Corridors   Ship corridor size and force field systems  Icon_minitimeSun Dec 04, 2011 9:11 pm

In addition to tonyri's idea, ships would be segmented into various parts where there would only be a few ways to go from one segment to the other. Corridors would have airlocks where two segments join the ship that would be always closed and only opened when someone traverses them.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSun Dec 04, 2011 10:35 pm

As i mentioned above that i am currently developing a force field of sorts,
your ideas ( MaggotKing and tony ) are good [ we dont want our super massive dreadnoughts succumbing to suffocation from space blocks like titanic did with water, which is sort of why i started designing the field, along with my darn blast shield ],
so i think the field could be used as a segmenting device, as long as the ship is large enough, so that that sort of thing does not happen.

Though tony, wouldn't the use of pistons in a space ship take up too much room ( as a 3 x 2 walkway would need 6 pistons to close off, plus wiring and the detector block)?
I had taken your comment into account though, and (though i dont have a detector block to test it on) the force field controller now responds to multiple activation commands, along with producing a 3x2 wall of energy.

I personally believe that this as a segmentor would be pretty good ( has an open / close system ( sorry Gem, I had it already coded when you said the opposite idea Razz), so that only people ( not fluids ) could move through the fields [ unless made closed, then nothing can go through].

Seems long hopefully everyone can understand it Razz

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PostSubject: Forceshield   Ship corridor size and force field systems  Icon_minitimeMon Dec 05, 2011 7:05 pm

Note: this is *relatively* off topic.

If any of you have watched Stargate SG1 then you know about the force shields. The take force put on them and multiply and reverse it. Maybe we could have something like this that would cost more power than a regular shield but would have the knockback effect and maybe reverse arrows/bullets/projectiles. Any thoughts?
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeMon Dec 05, 2011 9:08 pm

How large would the force shield be limited to?

If there is no limit i think that would be an unfair defense in ship to ship combat because say someone launches their doomsday device at the opposing ship only to have it redirected straight at the sending ship. That would be a 'wtf' moment.

Though as innership/ base defenses i think that would interesting to do ( thinking in terms of physics, i think that would be near impossible to done, but hey, this is futurecraft, anything is possible.)

Another option on top of that could be charging up the field capacitor so that it reflects / pushes the object away at an even greater rate or if laser, it powers it up when reflecting. Just an idea.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeMon Dec 05, 2011 10:43 pm

(OFF TOPIC)

Maybe the force fields could only deflect energy-based weaponry such as lasers. They would only let mass-based weaponry through such as mass drivers and missiles. This would allow for a wider range of defenses needed for good protection so it would be unlikely for someone to fully defend their ship eliminating many WTF! I QUIT! moments. (If someone were to do this, it would have to been very expensive and take up lots of on-board room and power)
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeTue Dec 06, 2011 12:05 am

That definitely seems more logical, as force fields are just energy, so any laser / energy based weapon would just be cancelled out by the field.

And i agree that shields should not be the be-all-end-all sort of defense ( look at Galactic Civilizations, their defenses for ships are three tiers, shields ( against lasers), point defense ( against missiles ), and armour ( against mass drivers )) where more than one thing is needed for an effective defense.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeTue Dec 06, 2011 7:34 pm

I wasn't really suggesting it for exterior use. The way they were used in Stargate was a sphere-shaped shield of energy. It wouldn't really work to use it in space. Maybe something in the script that specifies that it must be used in atmosphere (or fake life support air). Opinions?
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PostSubject: Shields   Ship corridor size and force field systems  Icon_minitimeTue Dec 06, 2011 8:43 pm

I find perfectly spherical shields ineffective. Probably the most efficient way for an exterior shield would be a close, tight fitting shield.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeThu Feb 02, 2012 10:35 pm

I would like to have force fields in my hallways to block space expansion, but also in the brig!


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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 4:28 pm

MaggotKing wrote:
I find perfectly spherical shields ineffective. Probably the most efficient way for an exterior shield would be a close, tight fitting shield.

Perhaps shields could be a toggleable layer of blocks surrounding the exterior hull.
This would resolve the problem of giant invisible spheres clogging the sky.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 4:38 pm

non_calamari wrote:
MaggotKing wrote:
I find perfectly spherical shields ineffective. Probably the most efficient way for an exterior shield would be a close, tight fitting shield.

Perhaps shields could be a toggleable layer of blocks surrounding the exterior hull.
This would resolve the problem of giant invisible spheres clogging the sky.
Don't do that! It's a trap!
[/squidhead]
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 6:21 pm

Last_Jedi_Standing wrote:
non_calamari wrote:
MaggotKing wrote:
I find perfectly spherical shields ineffective. Probably the most efficient way for an exterior shield would be a close, tight fitting shield.

Perhaps shields could be a toggleable layer of blocks surrounding the exterior hull.
This would resolve the problem of giant invisible spheres clogging the sky.
Don't do that! It's a trap!
[/squidhead]

Please, if you have meme posting to do, please do it elsewhere.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 6:25 pm

I have an idea for ship defence, sort of like the moons and asteroids. A metal thingy orbits the ship and intercepts missiles, excluding EMP missiles. It has a 1 hit vs nuke, can't touch EMP missiles, and 2 hits for the other missiles.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 7:33 pm

ACH0225 wrote:
I have an idea for ship defence, sort of like the moons and asteroids. A metal thingy orbits the ship and intercepts missiles, excluding EMP missiles. It has a 1 hit vs nuke, can't touch EMP missiles, and 2 hits for the other missiles.

Have you been playing bubble tanks?
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 8:19 pm

Noooo.......? What is bubble tanks?
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 9:22 pm

A flash game with some good concepts about this stuff in it. You are a tank made of bubbles.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 10:12 pm

Lord Mackeroth wrote:
Last_Jedi_Standing wrote:
non_calamari wrote:
MaggotKing wrote:
I find perfectly spherical shields ineffective. Probably the most efficient way for an exterior shield would be a close, tight fitting shield.

Perhaps shields could be a toggleable layer of blocks surrounding the exterior hull.
This would resolve the problem of giant invisible spheres clogging the sky.
Don't do that! It's a trap!
[/squidhead]

Please, if you have meme posting to do, please do it elsewhere.
Sorry. Ever since he joined, I've been waiting for him to post so I could do that.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 10:59 pm

Last_Jedi_Standing wrote:
Lord Mackeroth wrote:
Last_Jedi_Standing wrote:
non_calamari wrote:
MaggotKing wrote:
I find perfectly spherical shields ineffective. Probably the most efficient way for an exterior shield would be a close, tight fitting shield.

Perhaps shields could be a toggleable layer of blocks surrounding the exterior hull.
This would resolve the problem of giant invisible spheres clogging the sky.
Don't do that! It's a trap!
[/squidhead]

Please, if you have meme posting to do, please do it elsewhere.
Sorry. Ever since he joined, I've been waiting for him to post so I could do that.

On the trap note, is it possible that shielded vessels, if hit at a high enough velocity, would damage the vessel that hit them if they for some reason did not know that their enemy' shields were enabled?
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 11:04 pm

That makes no sense whatsoever.
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 11:07 pm

ACH0225 wrote:
That makes no sense whatsoever.

The trap part or the impact part?
The trap is a reference to the destruction of the second death star.
The impact is a result of inertia causing the destruction of part of a ship due to it hitting a solid (but virtual) shield surface, assuming that the shield is considered a block.

I do apologize if the sentence was incomprehensible though. I will try to avoid that in the future.

Edit: Wait, how does a ship behave if it impacts another; does it just stop or sustain damage?
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PostSubject: Re: Ship corridor size and force field systems    Ship corridor size and force field systems  Icon_minitimeSat Apr 07, 2012 11:18 pm

non_calamari wrote:
ACH0225 wrote:
That makes no sense whatsoever.

The trap part or the impact part?
The trap is a reference to the destruction of the second death star.
The impact is a result of inertia causing the destruction of part of a ship due to it hitting a solid (but virtual) shield surface, assuming that the shield is considered a block.

I do apologize if the sentence was incomprehensible though. I will try to avoid that in the future.

Edit: Wait, how does a ship behave if it impacts another; does it just stop or sustain damage?
Collision is an important and confusing part of the Copernicus engine. Ships will (hopefully) react realistically, you know, with the ripping and the crushing and the breaking of stuff *Ga-flavin*.
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