I'm no physicist or scientist, so I may not be understanding this properly, but I always thought that if you maintain thrust at a particular rate of power in the vacuum of space, you continue to accelerate, fuel permiting. Isn't that true?
I think that's how it works... or at least something along those lines if you can achieve a prolonged boost (burn) - boost which we have in ED, but unfortunately nowhere near prolonged. Although, if a learned bloak out there can school me that it's not, then I guess I could understand and accept the speed limit we currently experience outside sc.
But if continued acceleration is indeed the way it works in space, then can somebody explain the thinking behind FD's decision to limit our boost speed in normal ops? Unless I'm way off in my understanding of the physics, I'm guessing it has something to do with guarding against boring gameplay in the combat departement... maybe???
I look at it from a simplistic, un-scientific frame of mind, granted, but also from a gamer's point of view, and what I come up with is - if Evochron Mercenary can make it work, and rather well I might add, then why can't ED? EM employs a speed limit too, in a sense, but boosting is different. You hold boost, you gain a lot of speed over time.
I'm not talking about achieving sc speeds, but upwards of something like 5,000m/s, and gained only after a lengthy, fuel burning acceleration.
If a player had the ability to boost away from danger at high speed using sustained acceleration with at least a halfway decent chance to escape, think how that might alleviate the griefing issue.
Point 1: fierce lions in the bush can obliterate their prey, just like Cobra/Anaconda flying pirates (or griefers) can do to trading/starting vessels; but the lions don't just waltz in and take their prey, they have to stalk it, and nearly always have to give chase... often very difficult chase. Why should it be any different for the pirate (or griefer)?
Point 2: I just feel that for folks who yearn to engage in pvp or pve combat, there's the desire for the combatants to get in range, stay in range, and blow their opponent away; so I don't think being able to boost to high speeds should necessarily facilitate a result in low combat victories and boring game play. Warriors always think they can pull out a victory, even from the toughest of fights, and I think a lot of folks - when commited to battle - will be so focused on winning, be it from adrenalin rush, murderous rage, over-cockiness, or a combination there of, eventual loosers and victors will arise often enough for a high degree of fun to ensue. There'd also be lots of fun to be had swooshing through space at high speeds, buzzing the stations... just for the rush of it. Meaning with no annoying instance change. I really want that in ED when outside the sc envelope.
Plus there's nothing wrong with running and escaping and surviving to fight another day. It's realistic. It's a natural part of the human experience, and it's a damned good military doctrine when appropriate (and it really es griefers off
). I don't think one should have to worry about mass lock in order to run away. Nor do I think boosting away should always be a sure fire bet for escape... after all, the predator can boost too... maybe he's been a very successful pirate (or griefer) and has upgraded his boost pack with a very costly but effective modification. Or not. Maybe it's the saavy trader who's smartly invested in the modified boost pack.
I don't know, perhaps there's a completely different thinking behind FD's implementation of the speed boost limit. I guess that's what I'm trying to figure out here while I argue for higher boost speeds.
I think that's how it works... or at least something along those lines if you can achieve a prolonged boost (burn) - boost which we have in ED, but unfortunately nowhere near prolonged. Although, if a learned bloak out there can school me that it's not, then I guess I could understand and accept the speed limit we currently experience outside sc.
But if continued acceleration is indeed the way it works in space, then can somebody explain the thinking behind FD's decision to limit our boost speed in normal ops? Unless I'm way off in my understanding of the physics, I'm guessing it has something to do with guarding against boring gameplay in the combat departement... maybe???
I look at it from a simplistic, un-scientific frame of mind, granted, but also from a gamer's point of view, and what I come up with is - if Evochron Mercenary can make it work, and rather well I might add, then why can't ED? EM employs a speed limit too, in a sense, but boosting is different. You hold boost, you gain a lot of speed over time.
I'm not talking about achieving sc speeds, but upwards of something like 5,000m/s, and gained only after a lengthy, fuel burning acceleration.
If a player had the ability to boost away from danger at high speed using sustained acceleration with at least a halfway decent chance to escape, think how that might alleviate the griefing issue.
Point 1: fierce lions in the bush can obliterate their prey, just like Cobra/Anaconda flying pirates (or griefers) can do to trading/starting vessels; but the lions don't just waltz in and take their prey, they have to stalk it, and nearly always have to give chase... often very difficult chase. Why should it be any different for the pirate (or griefer)?
Point 2: I just feel that for folks who yearn to engage in pvp or pve combat, there's the desire for the combatants to get in range, stay in range, and blow their opponent away; so I don't think being able to boost to high speeds should necessarily facilitate a result in low combat victories and boring game play. Warriors always think they can pull out a victory, even from the toughest of fights, and I think a lot of folks - when commited to battle - will be so focused on winning, be it from adrenalin rush, murderous rage, over-cockiness, or a combination there of, eventual loosers and victors will arise often enough for a high degree of fun to ensue. There'd also be lots of fun to be had swooshing through space at high speeds, buzzing the stations... just for the rush of it. Meaning with no annoying instance change. I really want that in ED when outside the sc envelope.
Plus there's nothing wrong with running and escaping and surviving to fight another day. It's realistic. It's a natural part of the human experience, and it's a damned good military doctrine when appropriate (and it really es griefers off
I don't know, perhaps there's a completely different thinking behind FD's implementation of the speed boost limit. I guess that's what I'm trying to figure out here while I argue for higher boost speeds.