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Team: Eminence Front
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Post realistic gravity from stars and planets ingame
it would be simple to do with RL gravity equations, and would add a new aspect of realism and make position in the galaxy actually matter in a fight, (much more than it does now)


post and say if you support it or not (and the reasons why)

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Wed Dec 21, 2011 10:48 pm
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Team: Resident Evil
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Post Re: realistic gravity from stars and planets ingame
I don't know about all stars, but it would add an interesting dynamic to Boss fights and exploring. I would like to see gravity wells tht are spoken of in the description of SS but aren't in the game. I always feared them when I started playing but there never were any.

Timmeh

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andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Wed Dec 21, 2011 10:58 pm
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Post Re: realistic gravity from stars and planets ingame
Boss fights or fuck no

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

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Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Wed Dec 21, 2011 11:23 pm
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Team: Resident Evil
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Post Re: realistic gravity from stars and planets ingame
How would they code it? Like giving suns/stars like 100 colourless tractors and infinite energy, LOL!

Timmeh

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Always forgive your enemies - nothing annoys them so.

~Oscar Wilde

andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Wed Dec 21, 2011 11:25 pm
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Post Re: realistic gravity from stars and planets ingame
The only issue I see is the lag it'd produce for the players. SPort was fine because none of the planets(or suns) moved. But SS has stuff that moves.

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Wed Dec 21, 2011 11:42 pm
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Team: Eminence Front
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Post Re: realistic gravity from stars and planets ingame
It would be cool if bullets were pulled in by gravity. Not lasers though (speed of light).

Not sure I like the idea of ships being pulled in by gravity. We could just handwave it and say ship engines are advanced enough to resist gravity even without thrusting.


Sun damage would have to be taken completely out of the game if this went in. I don't like the idea of afking meaning you will eventually be pulled into a sun and die 100% of the time.

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Wed Dec 21, 2011 11:43 pm
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Post Re: realistic gravity from stars and planets ingame
You mean there are people out there that don't know how to lock their brake?

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Wed Dec 21, 2011 11:45 pm
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Team: Eminence Front
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Post Re: realistic gravity from stars and planets ingame
Unnecessary over-complication. You shouldn't need to lock your brake.

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Wed Dec 21, 2011 11:48 pm
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Post Re: realistic gravity from stars and planets ingame
No matter how goddamn fun it would be in an insanely lightweight scoutship, I have to say no to this.
Its basically a large scale Fuck You to everyone who MCs 3+, we already have collision code, which serves a purpose and is quite helpful in quite a few situations, but this has nothing to do with anything.
Not to mention the huge detrimental effect this would have on AI, requiring a mass re-coding of AIs weight and engine, so fuck no.


Thu Dec 22, 2011 8:28 am
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Post Re: realistic gravity from stars and planets ingame
I'd say it would be fun for an uber sometime, but not universally.

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Thu Dec 22, 2011 12:28 pm
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Post Re: realistic gravity from stars and planets ingame
Cygnus wrote:
I'd say it would be fun for an uber sometime, but not universally.


Exactly. A single zone could have some gravitation effects (but then, only if they were done right and not haphazardly with current game mechanics), but it would not fit the rest of the game.

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Thu Dec 22, 2011 2:14 pm
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Post Re: realistic gravity from stars and planets ingame
SUN DAMAGE AND GRAVITY = STOPS RETARDED FUCKING AFK CAMPERS.

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Thu Dec 22, 2011 6:44 pm
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Post Re: realistic gravity from stars and planets ingame
Mail wrote:
How would they code it? Like giving suns/stars like 100 colourless tractors and infinite energy, LOL!

Timmeh


http://en.wikipedia.org/wiki/Gravitational_constant

According to the law of universal gravitation, the attractive force (F) between two bodies is proportional to the product of their masses (m1 and m2), and inversely proportional to the square of the distance (inverse square law) (r) between them, and force is proportional to mass times acceleration

m1 = ship's mass
m2 = planet's mass (to be determined by the type of planet and its size)
d1 = distance between planet and ship
G = gravitational constant

so ((((m1xm2)/(d1xd1))/m1)xG) = how fast the ships will accelerate

Visorak wrote:
It would be cool if bullets were pulled in by gravity. Not lasers though (speed of light).

Not sure I like the idea of ships being pulled in by gravity. We could just handwave it and say ship engines are advanced enough to resist gravity even without thrusting.


Sun damage would have to be taken completely out of the game if this went in. I don't like the idea of afking meaning you will eventually be pulled into a sun and die 100% of the time.


conservation of momentum would ensure that you end up in an elliptical orbit, you wouldnt be dragged onto the sun and then stop moving

andezrhode3 wrote:
No matter how goddamn fun it would be in an insanely lightweight scoutship, I have to say no to this.
Its basically a large scale Fuck You to everyone who MCs 3+, we already have collision code, which serves a purpose and is quite helpful in quite a few situations, but this has nothing to do with anything.
Not to mention the huge detrimental effect this would have on AI, requiring a mass re-coding of AIs weight and engine, so fuck no.


its no more of a large scale "FUCK YOU" to MCers than concussions were. and concussions were as bad as a complete reset. concussions were as bad as taking MCers out into a field and shooting them in the head and part of the reason i dont play anymore is because concussions make MCing so frustrating that it is not fun anymore, how would one extra thing make any difference? if it would make the game more fun for non MCers then why shouldnt it be put in? two things fucking over MCers isnt much different from one thing fucking them over...

if you're saying no to this because of the effect on MCers then go make a 10 page troll thread about how concussions need to be removed, MCing is dead already, one extra bull

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Last edited by landswimmer on Thu Dec 22, 2011 9:39 pm, edited 1 time in total.

Thu Dec 22, 2011 9:23 pm
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Team: Resident Evil
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Post Re: realistic gravity from stars and planets ingame
landswimmer wrote:
Mail wrote:
How would they code it? Like giving suns/stars like 100 colourless tractors and infinite energy, LOL!

Timmeh


http://en.wikipedia.org/wiki/Gravitational_constant

According to the law of universal gravitation, the attractive force (F) between two bodies is proportional to the product of their masses (m1 and m2), and inversely proportional to the square of the distance (inverse square law) (r) between them, and force is proportional to mass times acceleration

m1 = ship's mass
m2 = planet's mass (to be determined by the type of planet and its size)
d1 = distance between planet and ship
G = gravitational constant

so ((((m1xm2)/(d1xd1))/m1)xG) = how fast the ships will accelerate


I meant how would they MAKE the ships move, sorry.

Timmeh

_________________
Always forgive your enemies - nothing annoys them so.

~Oscar Wilde

andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Thu Dec 22, 2011 9:27 pm
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Team: Eminence Front
Main: DemonBlood
Level: 1761
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Joined: Tue Jul 01, 2008 1:09 am
Post Re: realistic gravity from stars and planets ingame
Mail wrote:
landswimmer wrote:
Mail wrote:
How would they code it? Like giving suns/stars like 100 colourless tractors and infinite energy, LOL!

Timmeh


http://en.wikipedia.org/wiki/Gravitational_constant

According to the law of universal gravitation, the attractive force (F) between two bodies is proportional to the product of their masses (m1 and m2), and inversely proportional to the square of the distance (inverse square law) (r) between them, and force is proportional to mass times acceleration

m1 = ship's mass
m2 = planet's mass (to be determined by the type of planet and its size)
d1 = distance between planet and ship
G = gravitational constant

so ((((m1xm2)/(d1xd1))/m1)xG) = how fast the ships will accelerate


I meant how would they MAKE the ships move, sorry.

Timmeh


the admins just need to copy and modify pre-existing code, this thread is mostly for figuring out whether it would be a good thing for non MCers or just irritating like so many other "features" SS has

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Thu Dec 22, 2011 9:45 pm
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