Shipbuilding puzzle concept - barsandcat/HMS-Sunflower GitHub Wiki

Ship building optimization problems Inspiration:

Genesis alpha one

  • Ship layout for navigation
  • Module size and connection positions restrictions
  • Infestations spread mitigation
  • Power use minimization
  • Robot navigation

Galaxy trucker

  • Connection type restrictions

High fleet

  • Trust center vs mass center balancing
  • Structural integrity redundancy
  • Landing restrictions
  • Mass minimization
  • Crew requires power vs power requires crew - nonlinear dependency
  • Lots of fuel need more trust, more trust needs more fuel - run away effects
  • Weapon and engine arc restrictions
  • Edge placement requirements - armor vs static engines, missile launchers, sensors
  • Ammo placement consideration

Kerbal space program

  • Hatch access restrictions

Extra ideas

  • Boarding party fighting space consideration - boarding using jetpacks!
  • Fire spread mitigation
  • Ship load balancing
  • Boarding modules
  • Loading door access edge placement restriction
  • Fuel loading access edge placement restriction
  • Weather - environment mitigation
    • Raind - degrades lasers, makes fires go out faster, degrades sensors
    • Wind - deflects shells, makes fire spread faster
    • Cold - ice accumulation - hatches stuck, low combustion chances, easy cooling, degrades sensors
    • Heat - cooling problems
    • Dust storm - laser and shell degrading, dust accumulation - hatches stuck, degrades sensors
    • Dark - simply bad visibility, proportionally further from the ship. Search lights - automatically track nearby enemy ships
  • Fuel leak consideration - penetrated tanks will leak fuel to modules below

Layout problems:

  • Edge placement
    • Engines
    • Weapons
    • Sensors
    • Landing gear
    • Loading hatch
    • Fueling hatch
    • Crew hatch
    • Armor
    • Dust and snow accumulation mitigation
    • Boarding apparatus
    • Radiators
  • Arc restrictions
    • Engins
    • Guns
    • Search lights
  • Ship navigation
    • Repair access
    • Fire spread
    • Boarding party fighting
    • Ammo delivery from magazine to guns
    • Fire fighting access
    • Fuel leaks
  • General placement
    • Ammo explosion mitigation
    • Module shape
    • Module connection type
    • Trust center vs mass center
    • Structural integrity redundancy
      • Little damage - module non functional
      • Average damage - power delivery non functional - this is all what fire can do, this all you can fix on the fly
      • Serious damage - navigation impossible - this is fixable only out of battle
      • Destroyed - structural link broken - this is fixable only in shipyard

Balancing problems:

  • Mass vs trust vs fuel
  • Power generation vs consumption
  • Heat generation vs cooling
  • Crew vs living space
  • Magazine capacity vs guns
  • Cargo space vs size
  • Armor vs mass
  • Mass or cost limit

Design Problems:

In high fleet optimal ship shape is ball.

Landing restrictions favor another shape - candle

Can we have another mechanic that will favor flat ships?

  • Air resistance? Asymmetrical winds on different heights can tilt tall ships.

  • Winds are good idea

  • Actually using irregular shaped modules plus conector restrictions, will make shaping ship as round ball way harder

Armor vs Speed is not really working in a high fleet.

Well running away should be a viable strategy then?

Heavy guns should track very slowly, so even a big ship can dodge?

Dodgin should be a major part of the game, then why even do an armor? We do not want ships just to ignore damage?

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