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:
Landing restrictions favor another shape - candle
Can we have another mechanic that will favor flat ships?
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Air resistance? Asymmetrical winds on different heights can tilt tall ships.
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Winds are good idea
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Actually using irregular shaped modules plus conector restrictions, will make shaping ship as round ball way harder
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?