upon death, a ship that was just destroyed, is being replaced by the very same model of the ship - but labelled "wreck". it does NOT spill its content just cause it explodes ( the first time ).
each wreck has hitpoints according to its initial hitpoints /3 ( or something ) .... no CAU or AU counts into that. ( so that a zoner juggernaut ends up with 500k hitpoints )
each wreck can then be shot by the survivers to "drop" bats/bots and or cargo. a Wreck disappears after like 5 minutes of "no player in its sensor range".
shooting a wreck produces an exorbitant amount of scrap metal! - ( like battleship: 3000 units ) - but cause this "source" only stays very shortly and only in rather hostile enviroment ( fight ) - a junker would need to be quick - or linger on the edge of the battlefield like a vulture - which is kinda inRP i think.
edit: ( in theory it might even be possible to flag a wreck: "wreck of [name]. destroyed by [name2], [timestamp]" )
the effect of it RP wise:
- you can take nicer photos containing "Wreck of [name]" instead of a blue message. - even if it hasn t been you who destroyed it - but it adds flavour
- even if the bats/bots that are dropped in a group fight are not such a problem anymore ( see 4.84 bombers who SNAC fighters and end up with a neverending supply of bats bots ) .... it still adds a more tactical decision to shoot a wreck instead of an enemy.
- tactical wrecks remain in space ... fighters can use it for cover if its a warship. ( + we have "tight-fit" boxes in 4.86 ... so a fighter could actually REALLY find a sniper spot between the shell pieces of a juggernauts forked tail for example )
- although it might increase the demands on the system - a big group fight becomes a scrap field.
is it possible?
- in theory it is... death is a trigger - and the trigger can trigger a fancy fuse ( explosion ) - but also spawn stuff ( chunks )
- do we have wreck models for every ship? - no... but we could also use the normal shipmodel
main problem:
- does it cause confusion when ppl in a hot fight still see aparently operational fighters which are wrecks? - yes.. thats the problem when you don t have a wreck model for each ship - which is unlikely to happen.
Sounds good, but maybe fighter wrecks are not needed. INRP when you hit a ship and it takes critical damage that will trigger a chain reaction in the reactor and the ship end up instantly in pieces.
what a ship contains should be based on what it was destroyed with - so yes... you might end up with shootnig a battleships wreck ... and end up with "only" scrap metal. but no bat / bot
basicly yes.... when a ship is being destroyed, it can trigger an event. that event can then spawn various effects. - for example:
- fuse: your ship shows a script of explosions as we have them now
- spawning stuff: like the osiris - it can spawn models of chunks... and or simply a model of the ship that was destroyed - or a cloud of debris ( not used really, cause that would put the server to a lot of stress )
- each spawned object can of course have specific properties, like carrying a set amount of a commodity - and/or carry part or all of the cargo of the playership.
all in all - the idea is to make ships - especially big ships - to be more persistent in an enviroment. - in practice however... fights move around quickly - so even if a battleships hull stayed in space ... the fight would quickly move away from its severed hull.
but technically - it is possible... you can spawn any amount of rediculous stuff, too - like you can make a player osiris spawn 4 NPC osiris if you really felt like it.
Quote:- spawning stuff: like the osiris - it can spawn models of chunks... and or simply a model of the ship that was destroyed - or a cloud of debris ( not used really, cause that would put the server to a lot of stress )
How is that different from the system you are proposing ? I'm no expert but I think that battleship wrecks dropping 3000 scrap metal would be pretty intensive work for the server, not to mention spawning the wreck themselves.
you may mistake it for dropping 3.000 individual units of scrap metal floatnig in space - which would indeed nearly crash the server...
but it can also be one single "container" containing 3.000 units of scrap. - which is no stress at all...
how is that different to now? - right now.... ships just pulverize and have no tactical value in space anymore after they are gone..... also a huge battlefield is nothing but empty space at the end.
if wrecks stayed around to dodge around, ram into or else.... it may add to the tactical enviroment... and a battlefield ... unless the combat moved off... might actually look quite scary in the end.
its the difference between imagining a ww1 frontline with thousands of dead bodies... or a ww1 frontline that is simply void of any corpses. - a matter of visuals.
about masses of life ejection systems - what puts the server under stress is tracking mobile objects and or defining their location in the grid. - the more you have, the more the server needs to work. - so spilling out an appropriate number of life pods - even if they have a rather short half life can freeze the fluidness of combat. - its like we cannot have battleships break up into too many ( or rather an appropriate number of actual chunks ) - but if they just turn into one immobile wreck - the server is not under too much stress.
it can also be RPed that the winner can interact with such a wreck.