-
Notifications
You must be signed in to change notification settings - Fork 0
Collision Functionality
Now, with anything impacting another, at least one of the objects in the impact must have a momentum and thus force behind it. The same applies with ship impacts, and the impact can vary depending on the size and speed of a given ship. To start out, imagine one ship standing still getting hit by a ship of the game size. Now, both ships would be damaged from this attack, but the damage wouldn't be terrible since the ship that's ramming wouldn't have anything stopping the force besides the other ship since the other ship would essentially be 'limp' and wouldn't put up any resistance. Thus, the ship being rammed would more so just be moved to a different area since the force flowing through it would mostly be expelled into space through the other side with some of that force staying and breaking off the ship's pixels. Of course, the ship being rammed would lose more pixels and thus take more damage than the ramming ship, but the ramming ship would still take some degree of damage. But the main thing that would be affected is the speed of each ship. The idle ship would be propelled away into ship, not in a sense where it's completely weightless, but still pushed out a good bit as there would be a force that propels it through a very low-gravity area without the rammed ship putting up any resistance to cancel out the force that has pushed it out that far. The ramming ship would experience the opposite effect, as hitting the ship would have meant that a decent portion of its momentum (this depends on how fast the ship was going before impact as well as the area of impact) would be transferred to the other ship, meaning the ramming ship would be slowed significantly in comparison to how fast it was going. Of course, it needs to be kept in mind that this is regarding two ships with fairly equal size and thrusting power, so obviously with a larger ship on a smaller ship or vice versa, the effect would change in relation to the ratio of mass and momentum applied/lost. It's also worth noting that exact numbers and percentages can't be determined in this summary without proper simulations to back up these ideas. So, at least for now, I'll keep that noted as something that cannot be guaranteed without the right information. But anyway, let's say that there's one ship that's ramming another and the other ship is flying in a direction perpendicular to the ramming ship's direction. In this case, the ramming ship would likely be hitting the side of the rammed ship, though this could still vary depending on the speed of both ships. This varies in where on the side, since the effect the ram would have between the front-end, back-end, and middle would change that application/loss of pressure greatly. If it's an impact upon the center of the rammed ship's side, then this would mean the greatest effect out of the 3 (side-front, side-back, side-middle) possibilities. That's because there would be the greatest area of effect for the force to be applied to and to be applied from, since if the ramming ship hit the side-front or back, there's a very large chance that impact would just nick the other ship. Which, of course, that would still potentially do a decent bit of damage to both ships if the ramming ship is going very fast. But considering how small the area of impact would be, there's a very unlikely chance it would have a drastic effect on either ship, except for them being thrown off-course after the crash and having to readjust which could be decently significant. Of course, it's also worth mentioning the materials of given ships, which can majorly impact which ship is damaged the most. This mainly regards the armor/hull that the ship has on. For example, imagine that there is a ramming ship with armor on its front and a rammed ship with hull on its size. As such, the likely result would be the ramming ship dealing a significant amount of damaged to the other ship while only taking a bit of damage itself, due to most of the equal-opposite force would be absorbed through the armor far better than it would/could be absorbed through the hull. If it were the other way around, with the ramming ship wearing hull and the rammed ship wearing armor, this would likely result in the ramming ship crushing itself into the rammed ship only knocking the latter off its course lightly while the ramming ship would knock itself back a decent bit. This would be because of the momentum and force the ramming ship had built up was not one that it could withstand itself if it were fully sent back at it, which would be the case with it ramming a ship that could absorb all of the force the ramming ship had to offer without fully/mostly breaking apart. For a real-life example of this scenario, think of two cars getting in an accident where both of the cars are the same size but one is from 1970 while the other is from 2018. It doesn't even necessarily matter what brand or model there is; what matters is that the one from 2018 is far more durable and dense than the 1970 car. So regardless of if the 2018 car is hitting or being hit, chances are in most cases it will still take more damage than the 1970 car. Back to ship collision, this same idea also can typically apply to size, where a bigger ship typically has more mass and density than a smaller one, thus being able to better give/take collision damage. However, this isn't always the case, as there could be an instance of a smaller ship that is so dense that it can lodge itself in a larger ship similar to a bullet or a thrown projectile that's denser proportionately in relation to size than the larger ship.
This would work with how hot a pixel is in relation to how easy it would be to break out.
***Communicate with the technical artists to make sure the ideas are possible?