Dalas120 I'm still in favor of the raycasts method of doing explosions (or an approximation). So a shield would block 100% of damage as long as it's up, but if the missile kills the shield then the remaining explosion damage gets through. If there's any way to make that work on the technical end, I think it's by far the best option (for armor and internals as well).
I'll think about this some more. My main issue with the raycast method, assuming I can get it performant enough, is that it doesn't really work with projectiles (unless I greatly increase the number of raycasts, which would impact performance).
I have another idea that's kind of a hybrid of both, which I'll continue to think about.
Dalas120 Right now, missile launchers don't factor in ship velocity when deciding when to shoot. This would be nice to have for all missiles, but is especially important for nukes because of their very slow projectile speed. Maybe remove nuke guidance, especially if it makes this easier to do.
Factoring in ship velocity for guided weapons is weird, not sure how that'd work.
Changing nukes to unguided is something I'm totally open to. (In which case, ship velocity would definitely be factored in.)
Dalas120 I also suggest having nukes shoot out from the launcher at a high speed, then slow down to "cruising speed" over a couple of seconds.
I'm not opposed to this, but why?
Dalas120 What would you think about the name "Sub-nuclear Torpedo"?
I don't mind calling it a torpedo (especially if it has no guidance), but I don't like the "Sub" part, sounds underwatery. How about "Tactical Nuclear Torpedo", or "Tac-Nuke" for short?
Dalas120 Is it still planned to have a separate unloaded storage and loaded firing tube for missiles? IMO that's very important to make nukes interesting.
I dunno, there's not a lot of room in the existing launchers without decreasing the size of the missiles. And I don't think I want to do have a "queue" with different missile types either, that's a bit complex in terms of design and very complex technically, it's not sitting right with me. I'd rather figure out a fast-loading solution that's simpler.
I wonder if missile storages could be used somehow? Like somehow a missile launcher could fast-load from an adjacent storage? Not sure.
Dalas120 I think that the number of shards per mine is very small, and their penetration (10!) is way too high. I would suggest significantly increasing the # of shards per mine, and decreasing their penetration from 10 to 3.
Wasn't the point of the mines to start fires deep in enemy ships?
Dalas120 The way mine attraction works also feels very odd. First off, they don't always aim for the closest part of the enemy ship. There's also no way to dodge or avoid a mine once it's locked on - they accelerate very fast and hunt you forever. I suggest making mine acceleration work like gravity. So they would be attracted rapidly to a very heavy enemy, but would be barely attracted at all to a very small enemy. Small, fast ships might be able to get through a minefield without taking hits.
Making mines attracted to the closest point on a ship is probably easy. Making mines realistically attracted to a ship depending on its size and shape is not feasible, that's too complex a calculation to run performantly. Making mines more attracted to larger/heavier ships is easy, but then you have strange edge cases like what if only a long skinny part of an otherwise large/heavy ship is close to a mine, realistically the mine wouldn't be strongly attracted to the ship, but without taking the actual mass distribution of the ship into consideration, the mine would be attracted strongly towards the ship.
Dalas120 Is it still planned to have mines spread out automatically?
Not sure. One of the reasons I didn't do that in this prototype or make mines repulsed by their own ships was so that you could potentially build ships to physically manipulate the mines, like building bucks to release a bunch of mines on the enemy, crazy (maybe OP?) strategies like that.
Dalas120 Also, I noticed that mines don't time out. Is that permanent, or will they eventually have a time limit/per-launcher limit?
Also not sure, need to test what the practical limit is.