So I came up with this system where there is 1 big planet (1000r) and several smaller planets (250r). The big planet requires 1 halley to move, the small ones 3 each. I was still trying to balance if 1 halley on the big planet was too little, but I didn't get to the balancing stage as in the 1st (2nd and third) test an unexpected bug occured. As you can see from the system, the point was to build a halley on the planet and use it to fly to the smaller planets and destroy them by ramming them. As there is only 1 halley required, you can easily predict at least the hemisphere where the collision will occur. If your base would be close enough to the halley (which makes sense), you could potentially kill an enemy on the other side (race for halleys) or smash commanders on the small planets who rushed orbital. Looked like fun to me. Now to the bug aspect of this thread, afther the initial collision, there was an extra explosion (only white light though, but it did destroy stuff). This secondary explosion was seconds afther the first one and was semi random (semi as in each test it was on the hemisphere where the halley was build, but random within that area). One thing that popped in my mind was some sort of ghosting of the small planet, creating a second explosion when moving through the big planet on the other side. Anyway, I wasn't sure if this was a bug, since I'm not sure that it's an intended feature. Though it should be a feature because I would love to play on this sytem the way I intended it to be played.
Planets will now collide with other planets if they pass through each other instead of just phasing through them like a giant space ghost.
Sorry...I'm tired. I just sort of saw "words" and went Code: Planet>bug>halley>smash>ghost>second explosion if user = above then = incidental