Thrusters inside the vessel

Discussion in 'General Discussion' started by R4z0rbee, Jun 20, 2017.

  1. Frankyln

    Frankyln Rear Admiral

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    1. Won't be the first time. Th e game is in alpha. Change is always happening. I'm sure there be an uproar if the factory get replaced.
    2. Builder will work with the new mechanics as well. Some accept change others fall to dispare.
    3. Hundreds of builds are already obsolete. Some have been retrofitted others decommissioned.
    4. Some will start playing
    It's alpha things change. Some good, some bad. There's no way to really know unless you try it. If a mechanic sucks this is the time to figure it out. Fix it, enhance it, trash it or replace it with somthing totally different.
     
    #501
    Last edited: Aug 18, 2017
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  2. Fluffy

    Fluffy Captain

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    Sadly, we already have hundreds of HV's in the workshop that no longer function after the Dev's changed how HV's operate.

    Not to mention all the blueprints with pre-alpha blocks still in the workshop.

    I have been wondering if the Dev's are ever going to clean out the obsolete blueprints by wiping the workshop.
    After all, all those obsolete blueprints are still taking space on the servers...

    ... musing complete, back on subject.
     
    #502
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  3. geostar1024

    geostar1024 Rear Admiral

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    The coding for it would be pretty straightforward (damage to blocks in a straight line from the end of the thruster to the bounding box of the ship) though, so it shouldn't take them that much time, and they'd likely give us a toggle for it as well (presumably they wouldn't want a repeat of the durability system outcry).

    In any case, I think the thrusters were intended for exterior use; otherwise why would they have visual modeled exhaust, and distinct nozzles? Either it's been the dev's plan all along to eventually introduce thruster damage, or they were just really bad at thinking through how people would use thrusters.
     
    #503
  4. Friendly Timo

    Friendly Timo Commander

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    If you need to hide thrusters in your vessels I wonder why would you even need to have thrusters? Just do away with them all together. Same thing with turrets. Some may think they look ugly so let's just put them inside the cubes and have them shoot through the cubes since even an attempt at some inkling of reality is...laughable?

    I do like the idea entertained here about alternative propulsion systems. Perhaps that would provide a reasonable solution.
     
    #504
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  5. geostar1024

    geostar1024 Rear Admiral

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    The issue for me is if there will be enough tradeoffs with reactionless drives to make reaction drives still useful and relevant. If they were bulkier, more massive, and drew more power compared to their exhaust-emitting counterparts, then I think I could suspend my disbelief enough to accept them.
     
    #505
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  6. ldog

    ldog Lieutenant

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    People ragequitting over mechanics changes in an alpha is just laughable.
    It's a cheesy exploit, and yes I do it too, but when/if they make it so thrusters damage their own ship then I will adjust.
    The HV engine change was a bitch, especially when I first logged in and had no clue how to fix my HV, but I think it was for the best.
     
    #506
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  7. kezzler

    kezzler Ensign

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    In space engineers you can turn that function on/off from the game option list. It would be a good function for both sides since admin of any given server would decide weather it should be on or off.
     
    #507
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  8. ldog

    ldog Lieutenant

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    And even still with it on, people build designs with internal thrusters, you just need to be a little more creative about it/build bigger, but it doesn't stop the people who are hell bent on doing it. It does cut down on the proliferation of featureless bricks a little though.
     
    #508
  9. kezzler

    kezzler Ensign

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    I used to work my way around that problem by learning how many blocks the jet blast would go. Easy way around by coding a rule that the jet needs to travel into space to work.
     
    #509
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  10. gevans

    gevans Ensign

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    It would make sense for thrusters to exit to the outside the ship rather than inside, I mean seriously.......having the thruster's exhaust exiting inside the ship should turn that ship into one big barbecue in a very short period of time.
    I have been designing my ships with concealed engines and allowing for them with a simple block removal........to exhaust directly to the outside of the ship for a while now.
     
    #510
  11. binhthuy71

    binhthuy71 Captain

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    A class of internal thrusters requiring a tunnel to the outside might be an intermediate solution. Internal thrusters would have 20 or so hit points to reduce the benefits of being protected, external ones would carry on as usual.
     
    #511
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  12. Neal

    Neal Captain

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    I'm ok with restricting thrusters to face outside the vessel, if there's a mor futuristic looking alternative (impulse drives from Star Trek for example), or at least have them just a glowing (maybe different colors) surface without the exhaust "fire".
    Also it would be nice if we had some sort of special effects parts that imitate various "energy" effects to be used in engineering sections or other interiors.
     
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  13. _Vyrus_

    _Vyrus_ Lieutenant

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    Since you asked for opinion:
    I think it's silly, kind of dumb (until they're some kind of anti-grav-sci-fi-repulsor-system or whatever), and wait patiently for someone (devs or a modder) to remove the ability to do it.
     
    #513
  14. StarFinder

    StarFinder Ensign

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    We should be able to create gravity drives with the 'mass block' placed up front, and a gravity gen behind it.. like in the other game perhaps. I loved using gravity to fly.
    The thrusters could then be used for maneuvering and docking etc., not cruising from planet to moon.
     
    #514
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  15. geostar1024

    geostar1024 Rear Admiral

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    We really don't need another type of perpetual motion thruster (the current thrusters are bad enough). Plus, the gravity generator shouldn't be able to do that anyway, as it likely only operates on an object's inertial mass, rather than both the inertial and gravitational mass (note that IRL we don't know of any way to affect one type of mass without affecting the other; they're identical as far as we can tell); we know this because CVs move the same whether the gravity generator is on or off.
     
    #515
  16. binhthuy71

    binhthuy71 Captain

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    The answer is simple, solar sails:
    sailingship-CV.png
     
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  17. Neal

    Neal Captain

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    Really?
    I think we are safe to assume that we can take such matters quite easy imo.
    @StarFinder s idea is a good concept for a alternative propulsion system imo, which works without those backward looking rocket engines we currently have in the game.
    Just look at the various types of propulsion in all kinds of Sci Fi there are, i'm sure there's are some interesting and practical drive systems that could be easily implemented into Empyrion.
    I find it also astounding that there are no alternative drive methods already in the game, especially with all the possibilities we have to build ships there's a major lack of different types of technology to work with.
    Hopefully, in a couple of decades there will be some more alternatives to the current weapons, propulsion and other equipment.
    I guess we just need a little patience.
     
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  18. geostar1024

    geostar1024 Rear Admiral

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    The thing is, once you abandon the requirement that a drive be based on any kind of known or projected physics, it might as well be magic. Reactionless drives, in all their forms, fall into that category (even the EM Drive, assuming it works, has an exhaust plume of sorts; it'd be about as close to the middle ground between reaction and reactionless drives that I think you could get). In order to get interesting and distinct drive systems that aren't just magic, we'd need to have a concept of propellant in-game; personally, I'd love the complexity that would introduce, but maybe others wouldn't.

    Could the developers introduce more magic drives with different shapes and sizes and TWR/thrust-to-input-power stats? Sure, but they wouldn't be fundamentally different than the thrusters we already have.
     
    #518
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  19. Neal

    Neal Captain

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    Personally, i don't care if a drive in this game is super realistic or not, as long as it makes sense and is not overpowered or too complicated. As a builder and SP mode player, i would cheer if we would got more different drive systems and i wouldn't care if they where only slightly different or just differnt looking.

    If you don't want sci-fi magic, then you won't like the upcoming energy shield systems which are nothing but sci fi magic. To me, something like that would be perfectly ok, since it fits into the game and the ships we can build.
    What about the FTL drive we already have in game, isn't that already magic?
    What do you think about that?

    To me Empyrion isn't a super realistic game to begin with. It is much more a game where the "rule of cool" outguns most other things anyway (as long as it makes sense to a certain extend).

    The more variation we get and the more parts we have to create the things we want, the better IMO.
    I think it should left to each player to choose what kind of propulsion to use. Each one of us likes a more or less different style and that's what makes this game so great.
     
    #519
    Last edited: Sep 1, 2017
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  20. Captain Jack II

    Captain Jack II Rear Admiral

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    Why is it "laughable"?
     
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