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Starmade | Build mode controls all other docked entities on a station and or a docked ship
Closed, RejectedPublic

Description

On a station in build mode activating turrets will activate all station turrets and all turrets on docked ships.
In a docked ship in activating all turrets via the entity structure tab will also reset and activate all station turrets and docked ship turrets,

This leads to lag, as quite alot of turrets could be docked to a station via ships and I would imagine that any ship being able to switch on or off all the turrets is not a good thing.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
v0.19485
Category
AI
First occurrence (version)
v0.19485
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

Phocian updated the task description. (Show Details)Nov 7 2015, 6:52 PM
Phocian set First occurrence (version) to v0.19485.
Phocian set Last tested (version) to v0.19485.
Phocian edited Serverconfig (server.cfg). (Show Details)
Phocian edited Clientconfig (settings.cfg). (Show Details)
Phocian added a subscriber: Phocian.
Phocian created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptNov 7 2015, 6:52 PM
lancake added a subscriber: lancake.Nov 8 2015, 9:56 PM

-Feedback-

Hmm, that's probably intended or an oversight.
I imagine the logical thing to have would be that it activates the turrets on your own ship + everything docked to it (the whole chain) and not the things you are docked to yourself.

This is debatable though...so what do you think should happen if you activate all turrets on something like a station? You don't want the docked ships to activate the turrets...but what if someone else does want this?

lancake shifted this object from the S1 Public space to the S3 Starmade space.Nov 8 2015, 9:56 PM
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake set Task Type to Bug.
lancake set Category to AI.
lancake set Affected Gamemode(s) to Single and Multi.
lancake set Reproducible to Yes.
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
lancake moved this task from New / Unconfirmed to Feedback on the Issue Navigation board.
lancake claimed this task.
lancake triaged this task as Low priority.
Comr4de added a subscriber: Comr4de.Nov 8 2015, 9:58 PM

This also affects the "Fire at Selected Target" setting for AI turrets on docked ships. Found this out the hard way when I dunked a faction mate in a core.

I think this relates to performance really. If you build a station that can defend itself then it will require a reasonable number of turrets.
Now if you have say two ships docked each with ten turrets then this just drops the fps to single figures and PINGs the server to where it effects other players.

If performance was not an issue, personally I would like each entity (ship/station) to be seperate, but maybe other players would want the maximium amunt of firepower to be activated.

lancake closed this task as Rejected.Nov 30 2015, 10:30 AM

-Rejected-

I'm not sure what should happen with this. Since in some cases you want some docked entities to enable their turrets and in others you don't. It's not a bug so you should maybe leave a suggestion here http://starmadedock.net/threads/game-balance-suggestions.22101 and let the council discuss it. Perhaps they can find a solution that should satisfy most players.

Restricted Application edited projects, added Starmade; removed Issue Navigation. · View Herald TranscriptNov 30 2015, 10:30 AM
AndyP moved this task from Unclassed to Archived on the Starmade board.Dec 4 2015, 9:48 PM
Restricted Application added a project: AI. · View Herald TranscriptMar 10 2017, 6:22 PM