Antimatter Containment

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posted on July 10th, 2004, 10:13 pm
Ok we all know in Star Trek that when a ship loses antimatter containment, the unleashed antimater reacts with the ship, and explodes, without leaving a single debris. this image will show a ship (USS Oddyssey) losing antimatter containment after collliding to a Jem Hadar Fighter
Image
It is evident that there wont be much debris left in this kind of explosion.

In Star Trek battles, especially in the later DS9 elisodes, when a ship is considered "destroyed" or "lost", the fundemental framework of the shp is intact, just like on this image
Image
The Akira class ship is not as "destroyed" as the Oddyssey, but it is still beyond repair, and thats the kind of losses we are seeing when we play Fleet ops. During the development of Star Trek Armada 2, they considered the possibility of debris, which means the kind of losses shown in the second image, and never considered about a ship losing antimatter containment, which means exploding and leaving almost no traces of debris.

What I was wondering if we get to have a status called "Antimatter containment", when a ship is completed constuction, it sais "Antimatter containment, 100%" If a ships shields are down, and starts getting damage on the warp core, the antimatter containment will be lost, and if it goes down to zero, it will emanate a large shockwave which will damage all ships in the area, as specified in A Star Trek Voyager episode, "Equinox Part 2"

So what I am saying is, wouldnt that add much more realism as a Star Trek game? I realy think that Fleet Ops is like a semi-fantasy of the Star Trek universe and I thikn it needs some.....very Star Trek aspects (used as an adjecttive, "Star Trek") to the gameplay

Any thoughts?
posted on July 10th, 2004, 10:23 pm
mh, that might be true, also i think its nearly impossible to add a new status bar like core-containment or something without the sorcecode. but i will have a look at it for the next version :)

but there are some questions about that topic: that does only work for anti-matter cores. what's with quantum singularities (black holes) which are used by the romulans? what type of energy source do borg or 8472 ships use?

Optec
posted on July 10th, 2004, 10:27 pm
Actually, I'll look into those 2 races power sources and what will happen if they lose containment, I could have sworn I saw this..
NieKnight
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posted on July 11th, 2004, 8:42 pm
very intresting and you had good evidence to back it up, if every body did this it would be a lot better that way you know ppl are'nt just saying well i saw this and i saw that and no else on the forums saw this or saw that. WEll done.
posted on July 11th, 2004, 9:33 pm
but, you see, the problem with that is that most ships would lose containment before the ships "were lost" and they're frames were still there, thus the entire attacking and defending fleets would be lost, because of one ship
NieKnight
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posted on July 11th, 2004, 10:12 pm
humm well maybe thats why it might be a good idea to use different deployments (scattered, box ect) maybe have them close up to avoid one thing but maybe spread out for another.
posted on July 11th, 2004, 10:48 pm
I seriously doubt that a loss of antimatter containment on a single vessel will destroy an entire fleet, but it would damage weak nearby vessles, small ships such as fighters will probably be destroyed, but Sabers, Monsoons will probably take heavy damage, but I doubt that Sovereigns or Galaxies will take shield damage for more than 15% max. This is just a guess btw...:P
posted on July 12th, 2004, 12:35 am
How bout when ships lose hull integrity they explode, just like it is now :D
posted on July 12th, 2004, 3:30 am
all thes things add to grafics and mak the game biger and harder to run on computer with out the best stuff in tham. keep that in minde
posted on July 12th, 2004, 4:13 pm
all thes things add to grafics and mak the game biger and harder to run on computer with out the best stuff in tham. keep that in minde

With all due respect, did you even look at what I wrote?
posted on July 12th, 2004, 6:38 pm
yes i did adn i am not saying you are rong i am just saying ceep this in mind i have a older computer and i wont to be abul to run fucher batas.

i like the idea.
posted on July 12th, 2004, 7:09 pm
Is it possible to just randomly attach kind of explosion to a ship when it is asked by the game to explode, making it look as if they exploded for different reasons? Os just a very broad setting as to how large (and how many) chunks of debris will be scattered? So a ship might blow into a few dozen chunks, another one of the same class explodes into thousands of little pieces. I played around with the chunk generator settings a while ago and got some very nice effects, like a Galaxy breaking up into two larger chunks, but both warp nacelles scattering into lots of pieces...
posted on July 12th, 2004, 8:24 pm
How many hulks can we have fly thru space at once without computer slowdowns?
posted on July 12th, 2004, 8:30 pm
Well, if all hulks remain in space for an unlimited or even a very long time performance degrades very quickly. Give pieces a linger time of, say, between 5 and 25 seconds and the requirements are acceptable. Plus, it depends on how many polygons need to be drawn for the wrecks and how many pieces' flight path, speed and rotation needs to be calculated, i.e. how many small pieces of debris you're going to have fly around, which heavily depends on the polycount of the original models.
posted on July 12th, 2004, 10:08 pm
yes i did adn i am not saying you are rong i am just saying ceep this in mind i have a older computer and i wont to be abul to run fucher batas.

i like the idea.

Same here, My comp will not be able to run Beta 3, I no by just looking at the screenshots...... :cry:
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