Fleet Collisions
Forum » Fragmented Galaxy / Game Play » Fleet Collisions
Started by: Craig MacomberCraig Macomber
On: 1238740182|%e %b %Y, %H:%M %Z|agohover
Number of posts: 6
rss icon RSS: New posts
Summary:
It be cool!
Fleet Collisions
Craig MacomberCraig Macomber 1238740182|%e %b %Y, %H:%M %Z|agohover

I just though I should post a note on fleet combat. The project is not dead, just slow. Fleet combat is a long way out, but it is most certainly not forgotten!

Because we have true scale space, ships are tiny, and move really freaking fast, and take a long time to accelerate and slow down (equal for each). Thus, when two fleets meet, what happens? They simply pass near or through each other and continue on their way. What if we give them super thrusters to stop and destroy each other? Well, they will just fly by each other, but be going much faster. Also, getting ships to stay together in fleets and properly stay next to rapidly moving planets is difficult. Super awesome solution of all of these problems? Attractive field technology (force fields, tractor beams, magnetic fields, super gravity, electric fields, what ever)! Then instead of fleet passes fleet, they shred each other into bits throwing ships in all directions! What could be better!

Have a video of this effect using simulated gravitational fields (video a simulation of a galactic collision, but the ideas is similar).

unfold Fleet Collisions by Craig MacomberCraig Macomber, 1238740182|%e %b %Y, %H:%M %Z|agohover
Re: Fleet Collisions
NorthwindNorthwind 1238773255|%e %b %Y, %H:%M %Z|agohover

That would be pretty interesting to see. Would it be a collision effect that ends up in destroyed ships? Or just something like a repulsor effect that makes your fleet go 'wheeeee!' and end up in places they perhaps don't want to be. For travel between the stars, stating you have true scale space, and because well.. it's a long way to tiparary(sp), what kind of systems do you think are going to be implemented for 'ftl' travel?

Unless of course that's not quite important yet :)

unfold Re: Fleet Collisions by NorthwindNorthwind, 1238773255|%e %b %Y, %H:%M %Z|agohover
Re: Fleet Collisions
Craig MacomberCraig Macomber 1238773948|%e %b %Y, %H:%M %Z|agohover

It wouldn't destroy the ships, but it is the only way I can think of to allow ships to get and stay close enough to fight. Some will die, but not from the collision most likely. They will get shot. Repulsive fields can be used to avoid conflict possibly, but we want lots of conflict, so they may not be too effective.

The general faster than light travel concept is basically like it is in the Ringworld series (I just realized that). It does not work near solar systems and such. Our justification for why may be different though.

unfold Re: Fleet Collisions by Craig MacomberCraig Macomber, 1238773948|%e %b %Y, %H:%M %Z|agohover
Re: Fleet Collisions
tbg10101tbg10101 1239686138|%e %b %Y, %H:%M %Z|agohover

Read here: http://f-g.wikidot.com/forum/t-32784/inter-fleet-combat#post-448228 for FTL stuff. I just posted it. I want to change the time scale and the way FTL is handled.

If two shps do happen to collide going FTL, the explosion would be massive!
Hmmm, would it explode into Tachyons or just a regular explosion…?

unfold Re: Fleet Collisions by tbg10101tbg10101, 1239686138|%e %b %Y, %H:%M %Z|agohover
Re: Fleet Collisions
Craig MacomberCraig Macomber 1239686826|%e %b %Y, %H:%M %Z|agohover

If two shps do happen to collide going FTL, the explosion would be massive!

No. The it works by creating a bubble in space that moves FTL, or a wormhole, or what ever. Regardless, the velocity in local space is low, or even 0. If you actually collided them with regular physics going FTL, it would not work (Time dilates to 0 as soon as you hit light speed, so you have no time to accelerate further, nor does the concept of change exist (change requires time), so a ship can not be altered (thus can not explode).

Also space is big and no collision would ever happen (well, if you made one small crowded wormhole, it's a different story)

Also, Tristan, don't miss the discussions on the dev site, some important stuff there at the moment. (None devs, expect a game play summery in the not too distant future)

unfold Re: Fleet Collisions by Craig MacomberCraig Macomber, 1239686826|%e %b %Y, %H:%M %Z|agohover
Re: Fleet Collisions
tbg10101tbg10101 1239724128|%e %b %Y, %H:%M %Z|agohover

There are many different ways for FTL to work:

Method Collision effects
Tachyon sail propulsion ? - This method would turn the ship into tachyons which have negative mass
Alcubierre drive Ships will rip each other apart
Frame teleportation Cannot collide
Wormhole Just an extension of real space so collisions are handled normally
Temporary Universe translation Cannot collide
Krasnikov tube Cannot collide
Quantum tunneling ?
Black Holes (infinite blue-shifting) ?
Transporter (star trek style) Cannot collide

I'm sure there are many others.

I read some dev stuff last night but it was late so I haven't replied yet.

last edited on 1239770700|%e %b %Y, %H:%M %Z|agohover by tbg10101 + show more
unfold Re: Fleet Collisions by tbg10101tbg10101, 1239724128|%e %b %Y, %H:%M %Z|agohover
New post
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License