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Allow for negative (total) hull repair rate #2421
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This Pull simply allows the total hull repair rate and shield generation of a ship to become negative. I did not touch the bays, i.e. fighters and drones are not affected by negative repair rates of their carriers.
Then why do something like that? I'd suggest to create a new data entry for ships, something like "always disabled", "hulk", or "wreck" instead. (And maybe making it so that players can board them and maybe loot them, but not repair them.) |
In case of the dead bioship (internally dead, not destroyed) you can still fly around with it, you just have to make it to the next planet before you lose too many hull points. |
if ya board & loot a ship & end, autofire shoots it |
And landing on a planet would somehow re-vitalize a dead bioship? Sounds weird. Also, a dead bioship w/o hull points left wouldn't explode, it would just become uncontrollable (as in, its nerve cells finally died). Unless there are volatile compounds in its system which bring about an explosive existential failure. Giving fuel also counts as assisting. Maybe there's a way to override default behaviors for an "always disabled" ship. |
think futuristic |
not sure about your latter comment, Kile, but as I tried to describe in #2372, my imagination of a dead bioship was (similar to Tadrix' finally dead nerve cells), that it woudl rapidly loose energy AND loose hull points. |
@EndrosG This discussion probably shouldn't continue here, and I would PM you if GitHub had that feature, but as it is, here goes: I don't understand why you want anything additional to energy and functionality loss. Dead bodies decompose in atmosphere, in wet conditions. Warm & dry = mummy, cold & dry = frozen. And, if that bioship was something more akin to a plant, then think dead trees — things made of them last for centuries, if nothing tries to eat them. So, I suppose, a dead bioship would lose all of its functions and some percentage of hull points (also, no more regeneration, even if it had it before), but other than that, could drift in space for millennia. That is, unless it is self-destructing by design. What's wrong with installing some equipment (comm relays, sensors, repair docks) on/in a dead biodship's shell and using it as a space station? But it's your idea, and I probably am intruding too much; nvm. |
Nothing is wrong with that, Tadrix. Absolutely nothing. That's somewhat the idea behind, that once it is dead you can remove some organs (brain, muscles, ...) to gain some outfit space. Btw.: I am not sure if you are aware of: The hull degeneration stops once the ship is disabled. I did not change that part of the code. I.e. it wont self-destruct. |
Didn't know that. The thing is, once you upgraded that dead shell, it should stop losing hull points too. Or are you trying to make an outfit with negative regeneration? |
I have several outfits with negative regeneration. |
Take a look at Kor Mereti drones. They are supposed to evolve (upgrade over time), but mechanics-wise they are just different ship models (which allows them to look differently). I'm not sure why you would like to have a "hull breach" for usual ships. In atmosphere it could help to disintegrate ship, but in space nothing would really happen (except dead crew and probably damaged equipment in the breached compartment). Ships are supposed to have airtight compartments and self-sealing doors in such emergencies, so that rest of the ship can continue to function normally. No further deterioration would occur.
Oh, I see so much problems arising from that… For example, consequences of stacking repairs. I'd rather suggest to swap health-leaking mortally wounded ship for dead one instead (as in, different ship sprite, no ongoing damage, slightly different stats, etc.). Not sure how to best implement actual swapping though. |
i'm just throwing another option into the ring: |
@MCOfficer : how could this be applied to ships owned or captured by the player? |
@Tadrix : I have no idea (in terms of concept) what changes would be needed to allow the game to alter an existing ship in such a way. The introduction of depreciation eventually made such a feature even more complex. |
@EndrosG afaik this would only work for ships spawned by missions/events/whatever, and disappear on capture (not scientifically proven). maybe i got your demands wrong, i thought you needed this for a mission that included an unrepairable NPC ship. |
I want it for both. Missions and player stuff. |
This Pull simply allows the total hull repair rate and shield generation of a ship to become negative.
I did not touch the bays, i.e. fighters and drones are not affected by negative repair rates of their carriers.
I want this for:
I am fully aware that ships with a negative hull repair rate get stuck in space if they get disabled in space (either in combat or due to the negative hull repair rate). In the next frame after you assist that ship, it drops below the MinimumHull() again and get's instantly disabled again.
That ship in question is simply too damaged that a standard crew of non-experts could easily repair it in space.