Asteroid field density and slow ships

I always imagined that flying through and asteroid field would require great piloting skills as you bob and weave through tightly spaced asteroids.

Imagine if ships had the ability to fly faster, such that at their highest speed it would be almost impossible for a human pilot to fly though an asteroid field. In other words, flying too fast would be dangerous and trying to walk that edge would be challenging.

"Sir, you're not going to actually fly into an asteroid field?!"

(skip to 1:50 for asteroids)

[video=youtube_share;KvJDItC6tE0]https://youtu.be/KvJDItC6tE0?t=117[/video]

Would it be possible to increase ship speeds all around? That would improve even trench runs.
 
Would it be also possible to have like giant worms living inside huge caves dug into gigantic asteroids? That would be neat :D (ok that was kind of silly..)

But yeh I would really like to see ship speed increased to. Especially while flying over planet surfaces I really feel things are way to slow. And the cumbersome FSD mechanic does not help(tilt up 40 degrees, watch countdown, do not tilt below 0).

The problem with increased speed though, is keeping the combat dog fight'y and not end up like jousting matches..
 
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The problem with increased speed though, is keeping the combat dog fight'y and not end up like jousting matches..

But if the speeds are increased, it wouldn't affect your speed relative to other ships. It would affect your speed relative to asteroids.

And a dogfight in an asteroid field would have zero jousting. The better pilot in an asteroid field would win by being able to maneuver with more agility.

(I wouldn't mind some asteroid worms or dune like sand worms...but the lore won't allow)
 
But if the speeds are increased, it wouldn't affect your speed relative to other ships. It would affect your speed relative to asteroids.

And a dogfight in an asteroid field would have zero jousting. The better pilot in an asteroid field would win by being able to maneuver with more agility.

(I wouldn't mind some asteroid worms or dune like sand worms...but the lore won't allow)

Pretty sure that 2 ships flying at 200 [units] towards or from each-other accumulates to 400 [units] speed. If these 2 ships fly at 400 [units] the potential relative speed is doubled at 800 [units]. Tell me if I'm wrong but I'm pretty sure the relative speed to other ships quadrupled right there.

However, I agree fully with your thread as I too, am still looking for the danger in Elite Dangerous. This area differs little.
 
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Pretty sure that 2 ships flying at 200 [units] towards or from each-other accumulates to 400 [units] speed. If these 2 ships fly at 400 [units] the potential relative speed is doubled at 800 [units]. Tell me if I'm wrong but I'm pretty sure the relative speed to other ships quadrupled right there.

However, I agree fully with your thread as I too, am still looking for the danger in Elite Dangerous. This area differs little.

My response was going to be to say that ships would end up being farther part when they dogfight. But I guess the problem is that ships would be harder see farther away.

But this could be resolved by tweaking boost speed and duration and also thruster balance.

Another option would be to tweak asteroid side and density of the field.

My goal would be to make flying in an asteroid field dangerous and fun--a real test of piloting skills.

As a pilot, there aren't many challenges to your piloting skills outside of dog fighting.
 
M
y response was going to be to say that ships would end up being farther part when they dogfight. But I guess the problem is that ships would be harder see farther away.

But this could be resolved by tweaking boost speed and duration and also thruster balance.
Another option would be to tweak asteroid side and density of the field.
My goal would be to make flying in an asteroid field dangerous and fun--a real test of piloting skills.

As a pilot, there aren't many challenges to your piloting skills outside of dog fighting.

Now that's something I can get aboard with you with!

Playing with density would pretty much provide the desired effect, unfortunately this is tied to both visuals and already implemented "in a way".
Meaning that the visual generation takes the color of the what the ring is composed of, but also the density of asteroid field.
Some areas look darker/lighter than others. Density varies depending on rings and sometimes within the rings themselves! Fiddling too much with these values will create an adverse effect on how they look like in Super-Cruise. If they start being too packed the visuals will ensue.

The hinging variable would've been to play with asteroid vectoring. Unfortunately it's all set on rails and nor gravity, impact, nor damage really reflects any substantial consequence.

In other words, we're stuck with what we have because that's what they "gave up" as a trade-off to realize what we have.
 
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