Yeah, noticed that... probably they just did not like how thrusters consuming fuel would affect gameplay...In Elite dangerous, thruster output has zero effect on fuel consumption. For some reason it is based purely on module power requirements.
Kinda comes across as daft when people start talking about realism...for a game that's hundreds of years in the future.
We don't know what tech they'll have then, even just confining that to the role-playing of the ED universe.
The "afterburner" style mechanics were discussed on a separate thread, but I just don't have a problem with the current boost system. It works for dogfights and works for getting away. If the physics here were real, Elite dogfighting wouldn't happen. When you realise that you can accelerate indefinitely you would be all over the place and land a couple of hits on each other per hour.
More importantly, it's a good chance to just get your mindset into role playing. I am not asking you to turn up at your mate's with a D&D set and some geek spectacles, but get into the game rather than picking apart inaccuracies in a galaxy over a thousand years ahead of us![]()
Yeah, noticed that... probably they just did not like how thrusters consuming fuel would affect gameplay...
This seems to be wrong for SRV though, it looks like fuel consumption is higher when thrusters are firing.
Kinda comes across as daft when people start talking about realism...for a game that's hundreds of years in the future.
We don't know what tech they'll have then, even just confining that to the role-playing of the ED universe.
The "afterburner" style mechanics were discussed on a separate thread, but I just don't have a problem with the current boost system. It works for dogfights and works for getting away. If the physics here were real, Elite dogfighting wouldn't happen. When you realise that you can accelerate indefinitely you would be all over the place and land a couple of hits on each other per hour.
More importantly, it's a good chance to just get your mindset into role playing. I am not asking you to turn up at your mate's with a D&D set and some geek spectacles, but get into the game rather than picking apart inaccuracies in a galaxy over a thousand years ahead of us![]()
I also hope we can in 2.1 change the mechanics so I don't have to be like this all the time.
http://suptg.thisisnotatrueending.com/archive/13553948/images/1295300000545.gif
like good old sports games, the faster you smash the button the faster you go?
So we got boost in ED, maybe its time for it to retire?
Boost never come to me as something logical, why do you have a boost function? Is it like a nitro burn in race cars? well maybe we need another mechanic instead. Something that burn fuel as crazy but keep you on the same rate as the top boost will do. However you can keep it as long as you can burn fuel.
Just for the fun of it, they can build in the heat mechanics as well. I would like a afterburner kind of mechanic instead of boost, what do you CMDR's say?
Edit:
Boost, the mechanics should not retire, only the way its applied. One option could be to have two "boost" modes.
A. as it is now (don't touch my boost)
B. Add on function, Retro burn mode, where the fuel burn are 50% higher and the speed proportional higher, for a longer period of time.
If you look at the boost function as a nitro function in cars, you can also only inject nitro into the engine for a short period, however you can only do it as long as you have nitro in your nitro tank.
The reason I wonder about this are because often commanders spam the boost button endlessly in a combat or run away situation. The "not enough energy in capacitors" keeps spamming a long time after the actual situation is over.
if you could select a retro burn sequence and then get a longer burn time, but not an instant speed gain, you could for tactical reasons select this instead of boost.
There is nothing, other than the quantity of NOS you are carrying, that prevents you from running your car on NOS as much as you want.
What you are proposing would throw the game out of balance and give an advantage to large ships that can afford to weigh themselves down with spare fuel tanks.
Thankfully yes, imagine the tank sizes required for the massive thrusters on the large ships, and the diminishing returns for actually attempting to move the extra mass otherwise.In Elite dangerous, thruster output has zero effect on fuel consumption. For some reason it is based purely on module power requirements.
Why should they consume too much fuel?Thankfully yes, imagine the tank sizes required for the massive thrusters on the large ships, and the diminishing returns for actually attempting to move the extra mass otherwise.
I think boost is ok, but boost should strain your ship => it should cause wear and tear.....damage you ship slightly.
I would say that it depends on the ratio for the NOS, among other things. if you use the NOS systems excessively piston cracks can happen plus a lot of other issues. But to keep it on track within the ED universe its not to throw the game out of balance, I would like to make the game mechanics more interesting than just spamming the boost button.
In an escape situation we have boost boost boost high wake out option. If you watch videos of people playing you will see that the "no energy in capacitors" almost are on overload. That mean they are just pressing the button desperately. If you could switch to a second mode and start a retro burn, you will get the same result, however would not need to spam the boost button. The down side would be a higher fuel burn (so there is a cost of doing so) and more heat to manage.
physics are rather consistent even over a thousend years ahed. And Roleplaying in Elite needs a LOT ignorance to not see the most obviously non immersive flaws of how even the 20th century engineering found solutions to Problems that the Elites 34rd century has.
Boost doesn't makes sense the way it's implemented by the explanation, it only makes sense as "existing game feature".