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Hammerhead, ram ahead #2734

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About The Pull Request

After some "incidents" involving a Hammerhead class vessel, improvements have been made to their prow armor design which should result in more effective kinetic force ablation.
Unfortunately the Syndicate seems to have also gotten their hands on the design and has employed it on their own lines of Hammerheaded vessels.

The main part of this PR (or what it was supposed to be) is that Hammerheads (both NSV and the Syndicate ones) now have significantly more beneficial collision behavior when colliding head on.

However, while I was working on that, I also noticed that collision damage both never cared about mass (as opposed to the changelog comment), and also was very weirdly distributed (damage was calculated purely of each ship's own momentum, which means a stationary ship would always take 0 damage and a fast one would take a lot).

This reworks the damage calculation (but not the bounce) to take into account relative collision velocities, mass ratio, and potential other factors (see: Hammerhead).

Do note that while this makes collisions more useful if used by players (since those are usually the fast-side-colliding that would have nearly no benefits in the old system), it also may make low mass to high mass collisions VERY dangerous. There is a cap on the scaling, but if you ram something very heavy very fast in a Fighter, the outcome might not be good.

Why It's Good For The Game

Hammerheads do have that ram for a reason!

Testing Photographs and Procedure

Bunch of testing went into this, but as always some things may sneak through.

Changelog

🆑
code: Reworked the overmap vs overmap ramming damage code.
balance: Hammerheads now have a frontal "guard angle" which supports head-on collisions.
fix: Fighters shouldn't runtime anymore if nobody is in them when they try to shake occupants.
/:cl:

@DeltaFire15 DeltaFire15 added Code Improvement Fix Balance/Rebalance Overmap This issue or PR is related to overmap interactions labels Dec 19, 2024
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