Any chance to get rid of nerfed speed limits?

Doing 300 km/hr in space... My biggest wish would be to ditch this. I so miss the I-War series where I was waiting at distance for a nice juicy mega-frieghter to show up along with its escorts, and I would use I-Wars version of frame shift to drop out practically on top of it, I would thrust to maybe 5 km/sec while flying sideways, plasma guns blazing into the freighter to get it to drop its cargo and before the escorts could react, and then thrust to 50 to 100 km/sec out of there with escorts in hot pursuit. Yeah, you were dead if you hit something going that fast, but that was half the fun!

No one to this day has recreated I-War 2 and true Newtonian physics space combat. Dogfights in this required precision and forward thinking. It is very similar to Elite Dangerous here, just better with no speed limits, and far more fun.

I encourage anyone who wants to experience what Elite could be to give I-War 2 a shot. You will feel very at home, but you will also be far more free.

-X

Edit: Link - https://en.wikipedia.org/wiki/Independence_War_2:_Edge_of_Chaos
 
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Last thought for the night - I want to experience the danger of no speed limits in a planets rings, dodging fire in and out of asteroids that could rip my ship apart at the slightest mistake.

I guess I can dream for now.

-X
 
First of all, the max speed is 500 m/s which equals to 1800 km/h.

Second. No this won't go away. There are two main reasons for this.

  1. Keeping the close dogfighting feel becomes problematic if people can accelerate forever. People will start to speed past each other back and forth which really isn't that fun. Something that happened all the time in I-war 2 (a game that I really liked BTW).
  2. Networking and physics calculations gets problematic in a game like this with higher speeds. Star Citizen will also have a similar speed limit applied for the same reason. I even think it will be the same exact max speed if I remember correctly.
 
You're doing m/s, not km/h. So you have to think on a way bigger scale in how fast you're moving.

To put it into even better perspective, an Anaconda is two football pitches long. A sidewinder is maybe about the size of two big pickup trucks side by side. Things are -LARGE- in this game.
 
speeds are not absolute, they're relative... while static on a RES site you're all but static, you are in fact rotating with the asteroid ring propably at dozens of km/s

relative speed limit is a safety core feature that is impossible to tamper with
 
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First of all, the max speed is 500 m/s which equals to 1800 km/h.

Second. No this won't go away. There are two main reasons for this.

  1. Keeping the close dogfighting feel becomes problematic if people can accelerate forever. People will start to speed past each other back and forth which really isn't that fun. Something that happened all the time in I-war 2 (a game that I really liked BTW).
  2. Networking and physics calculations gets problematic in a game like this with higher speeds. Star Citizen will also have a similar speed limit applied for the same reason. I even think it will be the same exact max speed if I remember correctly.

1. There were tools in I-War 2 to stop this. The faster ship can get away assuming someone doesn't disable it, but the slower one at accelerating is dead meat if they can't fight. The dogfights were epic compared to Elite, though I can't claim I never ran into anything at extreme speed and blown up instantly... I am pretty good at that part actually. I think we need a mod for no speed limits to see how it feels and how it fights. I would like to give it a shot.
2. This might be an issue. New rule - no 300 baud modems <jk!> :D All kidding aside, you need location, ship direction, direction of mass accelerating, movement plane, and weapons intersecting. Shouldn't be too hard for anyone who has got 5Mbit or better connection.

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speeds are not absolute, they're relative... while static on a RES site you're all but static, you are in fact rotating with the asteroid ring propably at dozens of km/s

relative speed limit is a safety core feature that is impossible to tamper with

Orbital dynamics is not implemented to any degree.

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You're doing m/s, not km/h. So you have to think on a way bigger scale in how fast you're moving.

To put it into even better perspective, an Anaconda is two football pitches long. A sidewinder is maybe about the size of two big pickup trucks side by side. Things are -LARGE- in this game.

Fast enough for aircraft, but pretty dang slow for space. Space station is doing what? 30,000 kmh?
 
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2. This might be an issue. New rule - no 300 baud modems <jk!> :D All kidding aside, you need location, ship direction, direction of mass accelerating, movement plane, and weapons intersecting. Shouldn't be too hard for anyone who has got 5Mbit or better connection.

There more to it than that and bandwidth isn't the issue, latency is. The devs must also take into consideration the highest theoretical matchmaking instance with the worst conditions when deciding the max speed since the lowest common denominator will set the bar.

At the end of the day it doesn't matter. This discussion has been had with the devs many times long before the game was even released. As long as the Internet is what it is it won't change.

Just want to save you time when pondering this subject . ;)

Orbital dynamics is not implemented to any degree.

Things DO follow orbits around other objects. There are plenty of timelapse videos showing this. There are even stations that needed to be moved since they where moving so fast that the players could never catch up to them and dock. When you drop out a bit away from a ring you will see it move below/above you. When you get close enough you will shift your frame of reference to the ring instead and follow it around the planet.

Here is a timelapse of me sitting on a pad at a station seeing it orbit the planet:

eiwFhHO.jpg
 
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Once upon a time I too wished for Newtonian flight in space games. After really thinking about how it would change the game, I'm glad that we're all swimming around. I really hate jousting in a dogfight.

Somewhere out there (I don't remember the name) there's an indie space game in development that features Newtonian travel.
 
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