If you read "Or was it invented only to annoy people like so many other "features" of this game?" as a fair and legitimate question, I disagree. I see only tone suggestive of a desire to take jabs at ED, not an honest question.
I'm as critical of aspects of the game as anyone, but the OP is not conducive to reasonable discussion and does not suggest a willingness to discuss the mechanic - only use it as a means to complain, without considering whether that complaint is borne of ignorance of the complexities of what may actually be a decent mechanic.
As far as the rest of your post, most of this has also been discussed and explained by FDEV and the community. Simple example is "Why are the yaw thrusters disproportionately weaker than other maneuvering thrusters?" Try searching yourself, and you'll see this is actually a very well thought out mechanic that has been explained in detail by the Devs and increases combat complexity. It has even been brought up in relation to SC's flight mechanics of an example of how these kinds of limitations greatly increase the enjoyability of combat. Your dislike of it is just due to ignorance, as if you had read the reasons why it was implemented you'd realize how much it increases the skill cap, viability of tactics and complexity of combat, without which combat would have been reduced to "spinning turret mode" as it was described by FDEV.
Well I see the white knights are at it again.
Since you apparently view any criticism of the game as an "insult" and seem to be under the impression that the game is both internally consistent and has a well-developed background that supports the game mechanics, why don't you explain a few of the other game mechanics that make zero sense and have no background explanation whatsoever?
Don't answer them all at once, I expect you'll need a few minutes to compose yourself after all the "insults" I'm about to throw at the game.
Why isn't there an autopilot function for supercruise flight?
Why can we only use an autolanding feature for planetary landings when recalling a ship?
Why are there maximum speeds in space?
Why are the yaw thrusters disproportionately weaker than other maneuvering thrusters?
Why don't our NPC crew have escape pods?
Why is the SRV repaired instantly when it boards the ship but isn't refuelled?
Why aren't elemental materials available for purchase as commodities?
Why does cargo load and unload instantly?
Why does our escape pod return instantly to the nearest station with zero chance of failure upon ship destruction?
I can keep going but I'll see how you do with these ones first.
Protip: Maybe next time you can consider being more polite to posters who ask legitimate questions about arbitrary and frustrating game mechanics that are poorly implemented in the game.
Protip: How about doing some research?
None of the mechanics you've questioned are arbitrary, but deliberate design decisions made for 'reasons'.
E.g. The speed limit in space is a limitation of networking - without it the rubber-banding you sometimes get when instanced with another player would be much much worse.
Most of the others - because 'gameplay'.
It's a space pilot game, you're supposed to pilot your ship, not autopilot it.
Some things happen instantly because making them take a realistic time would be a pointless time sink.
I disagree with many of the gameplay choices FD have made but your choice of questions is poor.
They were arbitrary decisions that were made for poor reasons that had no background justification, in order to force players to use a specific type of gameplay and this was done without actually determining whether the game mechanics were enjoyable or if they added anything important to the gameplay experience.
Sorry but you have no idea what you're talking about. "Networking" has absolutely nothing to do with the various speed-related mechanics they implemented and forced players to use in the game. There is no good reason to require players to hit boost every 5 seconds to maintain our maximum speed. That is an arbitrary limitation to require players to micro-manage their power systems to maintain their top speed in space and to force engine power usage to continually compete with power requirements for other systems. That quite simply should not be necessary in space when a ship is not changing direction.
It's a game mechanic that is completely unnecessary, has nothing at all to do with "networking", and doesn't make for good gameplay at all.
"Because gameplay" only works as a justification when it makes GOOD gameplay, which the examples I've given do not do.
You fly with flight assist on a lot, don't you? You realize the ship with FA-On slows itself down intentionally, right?There is no good reason to require players to hit boost every 5 seconds to maintain our maximum speed. That is an arbitrary limitation to require players to micro-manage their power systems to maintain their top speed in space and to force engine power usage to continually compete with power requirements for other systems. That quite simply should not be necessary in space when a ship is not changing direction.
Is there any at least demi-realistic background to overshooting, e.g. in physics or rocket science? Or was it invented only to annoy people like so many other "features" of this game?
Cheers, Eric
You clearly have your mind made up and won't even give a second thought to ridiculous statements.
E.g. Boost - there's a reason it's called boost. Think about it![]()
You fly with flight assist on a lot, don't you? You realize the ship with FA-On slows itself down intentionally, right?
There's no reason why it should have to be applied every 5 seconds in space. Think about it.
Yes, and that makes sense only because of the need to continually apply maneuvering thrusters. It does not make sense to slow a ship down from boost if you are not maneuvering. They should have simply had the ship speed remain at maximum after boosting, with no additional power consumption from the Eng capacitor, until the ship receives some other type of control input from the flight stick. Unless you are telling the ship you need to slow down to maneuver it should not be pre-programmed to continually waste fuel and power reducing your velocity back to cruising speeds every 5 seconds.
I thought about it.
Nope, boost still means the same to me as it meant a minute ago.
Also, if there is a another target BEHIND the one you are going to, target that and re-target orignal when close enough.
4. Play Elite and push boost every 5 seconds, keeping in mind that steps 1-3 should be telling you how annoying, arbitrary and unrealistic that is, not to mention that it makes for poor gameplay.
It is pre programmed to to bring you down to the speed that you are currently throttled too, which is your ships max speed pre boost. To have that ignored largely, turn off Flight Assist AI.Yes, and that makes sense only because of the need to continually apply maneuvering thrusters. It does not make sense to slow a ship down from boost if you are not maneuvering. They should have simply had the ship speed remain at maximum after boosting, with no additional power consumption from the Eng capacitor, until the ship receives some other type of control input from the flight stick. Unless you are telling the ship you need to slow down to maneuver it should not be pre-programmed to continually waste fuel and power reducing your velocity back to cruising speeds every 5 seconds.
Is there any at least demi-realistic background to overshooting, e.g. in physics or rocket science? Or was it invented only to annoy people like so many other "features" of this game?
Cheers, Eric
Sorry, I missed a few steps. I didn't realize you lacked the necessary education and knowledge base to think about the topic properly.
1. Read a basic physics textbook. This may take you quite a while, because the goal here is to actually understand the basics of Newtonian physics.
2. Watch non-fiction shows illustrating spaceflight maneuvers (space shuttle or EVA). That will show you how those concepts actually work in practice when applied to actual spaceflight.
3. Watch sci-fi shows that depict realistic spaceship maneuvers. That will show how those concepts would likely work when applied to a fictional space combat setting. BSG and Babylon 5 are good examples here in case you have no idea what shows I'm talking about. It is also worth noting that NASA expressed interest in using the basis of the fictional Starfury starfighter design from B5 for possible development as an EVA frame because it was such an efficient engine arrangement for space maneuvers.
4. Play Elite and push boost every 5 seconds, keeping in mind that steps 1-3 should be telling you how annoying, arbitrary and unrealistic that is, not to mention that it makes for poor gameplay.
5. Think about it.
Unrealistic? definitely. Poor gameplay? Not so sure about that, I think it was done that way to avoid the sort of horrible gameplay they'd inevitably get if they stuck religiously to Newtonian motion rules in space. Elite II Frontier worked that way and the combat was really, really terrible. FD wanted to avoid that sort of hyper-speed jousting combat and IMO did a good job of making combat fun in ED even though - yes - its unrealistic.
Oh dear! You just lack basic comprehension that this is a game with limitations.
1. Newtonian physics does not apply. I tried before but I'll try again. The speed limit exists because of the need to try and track moving objects that are simulated on separate machines communicating over a network. Latency means that there is an actual limit to how fast FD can allow objects to go before real-time tracking breaks and you get rubber-banding.
I have no real problem with a maximum speed limit for gameplay purposes but there are far better ways of implementing the boost mechanic than what FD has chosen. For example they could have restricted boost "decay" to FA-On flight model only and allowed you to retain boost speed during FA-Off maneuvers. As it currently stands however FA-Off not only gives you zero assistance with maneuvering (i.e., the FA-Off mode won't even help to stabilize the ship's direction when you center the flight stick) you are still required to repeatedly boost to maintain your velocity.
The only situation where you get "free" maximum velocity with no need to repeatedly boost is when you're boosting and your thrusters are destroyed. For some reason the game is OK with indefinite boost speed when your thrusters are completely shot out, but not at any other time.
If you reboot-repair, however, you immediately start losing speed so that you return to zero velocity to repair those inactive thrusters.
It's not just an issue of being a poor gameplay decision, it's an issue that the game mechanics aren't even internally consistent with how the thrusters behave when comparing FA-On, FA-Off, "destroyed" thrusters and reboot/repair modes.
Duly repped!
Having my ships rendez-vous took me hours, and docking about 50 minutes of bumping around and exploding stuff.