"Boostiness" of every ship

ifZl76M.png


Data from Coriolis.io and in-game, based on minimum capacitor size to boost and recharge rate of max capacitor.

Essentially confirming what we already knew: big ships can boost more frequently than small ones.

Curious as to why the devs made such a decision considering how vital boosting is for a ship's manoeuvrability
 
http://i.imgur.com/ifZl76M.png

Data from Coriolis.io and in-game, based on minimum capacitor size to boost and recharge rate of max capacitor.

Essentially confirming what we already knew: big ships can boost more frequently than small ones.

Curious as to why the devs made such a decision considering how vital boosting is for a ship's manoeuvrability

A couple things come to mind.

1) Bigger Power Distributors

2) Big ships need more help w/ maneuvering without it being a constant assist.
 
Almost, when you have full pips to engines. Like I said, bigger Power Distributors.

I'm aware of the reason, I'm interested in the rationale


I graph power distributor and order the ships by it

Big ships also have a higher cost to ENG capacitor to boost, but this increases less than the exponential PD
 
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I'm aware of the reason, I'm interested in the rationale


I graph power distributor and order the ships by it

Big ships also have a higher cost to ENG capacitor to boost, but this increases less than the exponential PD

Ahhhh, the reason. If I had to guess, it would be so flying them wouldn't feel like you're piloting a submarine constantly. I love the Anaconda, but she isn't quick, that's for sure. Now if turrets worked well or had NPC small ship fire support, I wouldn't mind a shuffling behemoth, but you know...

I'd love to fly a battleship, but she'd just get torn apart :(
 
So what you're saying is your boosty-ness available from your booster is boosty-er than my booster's boosty-ness? That seems unfair!

Honestly who knows why, but it's appreciated when the ship has a lower non-boost speed and/or a lot of intertia ship drift. Reduces the face-planting and rebuys. It's a helpful option for inexperienced or reckless pilots in an expensive ship when additional boosts are immediately available to rectify your previous poorly-though-out mistakes.
 
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What they could do add in a new stat specific to the hull of the ship, countering the frequency of being able to boost. A delay multiplier essentially. This allows smaller ships to boost more frequently without actually altering Power Plant ratios directly.

It'd also allow them to fine tune boost ability on a per ship basis easily and efficiently.
 
What they could do add in a new stat specific to the hull of the ship, countering the frequency of being able to boost. A delay multiplier essentially. This allows smaller ships to boost more frequently without actually altering Power Plant ratios directly.

It'd also allow them to fine tune boost ability on a per ship basis easily and efficiently.

This already happens. It costs more MJ to be able to boost on larger ship.

The weirdness happens because this scales up less than PD recharge
 
This already happens. It costs more MJ to be able to boost on larger ship.

The weirdness happens because this scales up less than PD recharge

True but I'm talking about a time based delay (or boost), not a MJ related one. If they apply say a 50% modifier to an Anaconda, it'd reduce the recharge time on it's boosting ability by 50%. If they put a -50% on a Sidewinder, it'd be able to boost twice as much as it does now. All without changing recharge rating levels for the class of PD.
 
There's another number not captured here that I'm very curious about: boost length.

How long do boosts last in each ship? It's certainly not uniform. And you can't start a new boost until the current one is finished, which may tweak some of these numbers somewhat.

So some measurements that would be helpful:

* What's the boost time (in seconds) for each ship?
* With 4 pips in ENG, how long can each ship chain-boost before running dry?


Also helpful and related but not directly part of this question:
* What's the boost accel (in m/s^2) for each ship?
 
There's another number not captured here that I'm very curious about: boost length.

How long do boosts last in each ship? It's certainly not uniform. And you can't start a new boost until the current one is finished, which may tweak some of these numbers somewhat.

...
Yes, for example on corvette 8A distributor with 4 pips to engines is fully recharged between boosts.
Overall boost seems to last longer on bigger/heavier ships...
 
Yes, for example on corvette 8A distributor with 4 pips to engines is fully recharged between boosts.
Overall boost seems to last longer on bigger/heavier ships...

More testing is needed. Unfortunately some aspects to boosting (in particular the bonus to turn rate) is exceedingly hard to measure objectively
 
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