If pull it off correctly, it would indeed be epic.
The game engine wouldn't crash, and if you keep the power core low-poly enough, it shouldn't tax resources too much.
The AI would work during the battle inside, but the AI will absolutely fail at trying to escape, unless you waypoint each and every single fighter or something like that.
Vidmaster actually made an "indoor" dogfight for TBP so it is possible. Some issues in multi like respawning outside the object sometimes and passing through walls occasionally but single shouldn't have that issue.
It'd take up more ship slots in the tables though.
If you aren't anywhere near running out, then its of no consequence, so ignore if that is the case.
The idea about moving corridors I posted earlier would be to avoid the 400 ship limit and reduce the number of objects in the game at one time. You could literally make an endless maze with only a handful of objects in mission at any one time.
The idea about moving corridors I posted earlier would be to avoid the 400 ship limit and reduce the number of objects in the game at one time. You could literally make an endless maze with only a handful of objects in mission at any one time.
You'd have to be quite creative with your SEXPs though. And it may be a bugger to bugfix.
Red-Alerting isn't the best plan, since more than one red-alert makes you incapable of going to the one before it to fix it up if you find you took too much damage in the first section to survive another.
If you designed the sections so that they all have exactly the same distance from center to each corner then placing them would be a lot easier since their centers would all be on a grid no matter which way you rotated them. You would only need a few sections. Straight, dead end, 90, T, 4-way, 5-way, and 6-way. Lay it out in cubes and have events triggered when you hit a certain area to move all the objects from one position to another. Another event reverses the process. You could lay each section out in FRED and save the type, coordinates, and facing needed for each block of objects for use in the events.