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Sentinel (Obliterator) Weapon Pod Carrier Ship 
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Joined: Sun Sep 06, 2015 2:31 pm
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I don't know how much you hard-core Reassemblers follow the game sub-reddit, so I'll repost this link here: https://youtu.be/vRRx9eyYKCk
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It's a video I spent last week making, that's (mostly) about a little build trick that lets you have lots of Obliterators (or nukes, etc) aboard your end-game ship.

It took a whole lot of fiddling and different configurations before settling on this (below). As stated in the video, the pods seems to glitch less without thrusters. The key seems to be to keep them loose in their sockets, so there's no block over-laps, but while having them close off the factory space so another pod can't spawn atop an existing pod. That the spawned command modules seem to always be oriented in the same direction as the mother ship's module made this harder too (as the side spawning pods are orthogonal in their sockets, and more likely to jam a little. (Perhaps a minor game design change - to have the spawned ship's command modules face forwards away from the factory surface they spawn on...?)
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Of course this technique doesn't gain anything for competitions, and is probably ineffective as an agent, but it's quite fun to play about with (if you're careful of nukes and other weak-spots in the design).

I'm curious to know any thoughts you seasoned experts have on this build (and my video in general). Has a similar (captive ship) idea been posted before? Did Arthur change the collision physics relatively recently such that it wouldn't have worked previously? Was it an oversight that Sentinel may retain spawned ships, unlike the rest? Or is it related to a unique characteristic (their armour spikes)?

I'm a relative noob to the game (3 weeks), so I'd love to see what others might come up with, in terms of design refinements or alternative uses...

Edit: oops, forgot to link the fleet files: wormhole, dropbox.

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Last edited by ZeroGravitas on Mon Sep 07, 2015 5:01 pm, edited 1 time in total.



Mon Sep 07, 2015 4:31 am
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I had on my to-do list to test an idea like this. Now I don't have to. :)

You could make an Agent-functional version with this concept if you optimized your blueprints so there was only mother/factory ship and cheaper square insert designs.

Actually, now I'm putting it back on my to-do list to see how far you can take this concept. :)

Would be interesting to see this idea used with different factions and/or weapons.

EDIT: You're right about it not working for other factions.
I've tried about everything I can think of, but the insert ship slides outside the bounds of the larger ship even if I leave gaps or try other work-arounds.

I'm thinking Arthur may have hard-coded this function in so ships don't get stuck inside each other .... perhaps that's why Sentinels ships tend to have that problem. :)
This being workable for the Sentinels may be a bug. Looking at the files, I can't find any reason their blocks would behave differently than the other factions.

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Mon Sep 07, 2015 6:19 am
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This is really neat, I hadn't even considered this kind of thing.

I hope Arthur decides to let it it stay. In some kind of system where ships with thrusters pop out and ships without them will stay put. Then you can just drag tiny weapon pod ships around and have them murder everything.

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Mon Sep 07, 2015 4:42 pm
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Had to copy your ship design exactly to make it work, otherwise the tiny ships kept popping out...

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Mon Sep 07, 2015 6:21 pm
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it can be pretty sensitive, yeah, but I'd have thought you'd get it to kind of work, messily, for a while, even with quite a different design... (I added links to fleet files in my first post.)

I was pretty happy I got this to work at all, since I tried capturing ships first with crystaline (which didn't work, of course :( ). I only tried again with Sentinel because I saw lots of ships with armoured spikes getting glued to each other. Thought it was spike or armoured plate specific when I started making the video, but found out otherwise while making the "Test" ship demo. Goes to show that you don't really understand a thing until you can explain it to somebody else! :)

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Mon Sep 07, 2015 8:33 pm
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I was able to get a nuke version working. Not perfect, but it's fairly stable.
http://reassemblyerect.com/2015/09/11/factory-tricks/

ships here.

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Thu Sep 10, 2015 6:49 pm
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MonsPubis wrote:
I hope Arthur decides to let it it stay. In some kind of system where ships with thrusters pop out and ships without them will stay put.
Thanks. And I wondered about something like this, but then stations could get stuck inside your ship (e.g. when you're trying to conquer the galaxy). Maybe a more subtle tweak, so that spawns only get spat out if they (grow to) overlap the parent ship...
sumplkrum wrote:
I was able to get a nuke version working. Not perfect, but it's fairly stable.
http://reassemblyerect.com/2015/09/11/factory-tricks/

Awesome! (Consider your reply 'Liked'.) And I'm flattered you've posted my video, etc, in your article. :)

So the (pre-launched) nukes cause jitters and general trouble when overlapping the mother-ship then? Hmm, but they're fine overlapping the ship they are bolted too, right (like other missiles)? Good job getting it to work, anyway. Part of the reason I didn't go for them first is I imagined them being more awkward. ;)

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Fri Sep 11, 2015 3:59 am
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Genius designs.

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Fri Sep 11, 2015 9:06 am
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Unfortunately the nuke pod self destructs far too easily. Then again I turned on the setting where explosions don't care what faction you're on...


Turned it off, had some fun.
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Fri Sep 11, 2015 1:15 pm
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@ Camo ... rectangular peg in a square hole? :)

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Fri Sep 11, 2015 7:44 pm
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