The simple answer is that
gameplay > gamelore.
Pretty much stops there.
If you look at how targeting works; for instance, it's very much about player input. Having ships that cruise around at 1000ms would be more realistic, but you aren't going to hit anything with our current combat mechanics - if you are going to have ships moving that fast - with targeting and munitions mechanics to cater for it, you start waking into the realm of dogfight simulation. Like.. where sensor range, munitions speed and computerization takes over large parts of the combat.
Not necessarily. I said in a post above that the game could use faster ships but with slightly less acceleration, especially beyond the 200m/s rate. If a ship is passing you at full speed, sure, it would be very hard to shoot, but this would be difficult to accomplish without getting a good head start from a great distance away. The floating target would have to turn and begin boosting in line with the passing target to get on it's tail.
If the velocities in combat were raised on average from 250 m/s to 500 m/s, with the possibility of reaching 1000 (if spending enough time to get there as I suggested slower acceleration at higher speeds), then yeah, we might need other adjustments to make it work. Sensors would need better ranges, slightly better weapon ranges, a proper target orientation, and even information displayed such as the target's speed. It wouldn't really be that much of a difference though. There are already small ships that are currently capable of flying at average speeds much higher than 500 m/s, like Eagles and Couriers.
It just feels wrong that:
- Mass affects top speed instead of having a focus on acceleration and maneuverability.
- A ship can boost up to top speed in .7 seconds and then instantly stops accelerating at 450 m/s.
- Combat maneuvers are very limited and simplistic, almost entirely about the ship's weapons, shields, ramming, and pip management, while little to do with movement.
Last edited: