The existing exhaust-wakes from boost should be an interesting part of the combat's "terrain", not just purely visual.

The existing exhaust-wakes from boost should be an interesting part of the combat's "terrain", not just purely visual.

The eternal problem in 3d dogfighting games is that there is little or no terrain to be tactical with, so combat leans towards shallow.

Elite already lays down these great exhaust trails behind ships when they boost etc, so these wakes should become a form of "temporary terrain" that can be used tactically.


For example, perhaps older wakes act like chaff if you are trying to shoot directly through the wake. Let's say they're too narrow to block targeting while fresh and only become like chaff after a few seconds of expansion, so simply turning tail and boosting away doesn't give a chaff cover, but boosting around (or doubling back) creates cover that can be dueled around?

Or instead, perhaps the boost wakes are hot, so if your ship is inside an old boost wake, it's a bit like using silent running - it requires the other ship to be closer for the sensors to succesfully track it. Actually staying inside a boost wake is pretty difficult and limiting (and raise your temperature?), but players could intentionally fly through wakes to try to get their opponent's ships to drop target, forcing them to have to retarget - a momentary advantage. This would also make sensor upgrades more valuable in combat, encouraging interesting trade-offs in ship loadout.

Or perhaps, like light-cycles or drafting in racing, boosting inside someone else's boost wake gives you a speed advantage. So if you are fleeing, it's wise not to boost in a straight line, lest you create a speed-advantage tunnel for the pursuer. Conversely, when you're trying to bring your nose around in a dogfight, passing through a wake will momentarily alter your turn-to-speed ratio and potentially throw you off your game - or give you the edge you needed?

Or perhaps, like ionised gases lengthing the range of lighting, your laser range isn't decreased when passing through wake, so wake can be used for a long-range shot.

Or some crazy combintion, or...


These are just off-the-cuff ideas - I haven't thought them through; I'm not worried about what the boost wakes might be used for, it just seems like a missed opportunity to use them for nothing :)

That said, it seems like a kinda obvious idea so I assume it's already been suggested long ago :D
 
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Hello, Archvillain. :)

Using the wake for something is an interesting premise. I think it might have been suggested once before, in the last nine months or so. I'm starting to warm to it a little bit. I'm not keen on some of the other ideas, since they make less sense than most things in ED, but I can see an upgraded boost assembly being used as a chaff delivery system. That seems like perfect fodder for an Engineer modification. +1 for that.



PS: Love the avatar. Now, there's a book I haven't seen in a very long time. :)
 
For example, perhaps older wakes act like chaff
[...]
Or instead, perhaps the boost wakes are hot, so if your ship is inside an old boost wake, it's a bit like using silent running
[...]
Or perhaps, like light-cycles or drafting in racing, boosting inside someone else's boost wake gives you a speed advantage
[...]
Or perhaps, like ionised gases lengthing the range of lighting, your laser range isn't decreased when passing through wake

:)
:D
Ehh..

I definitely agree that the combat is a little two dimensional (hah) at times, and that 'terrain' as you put it would address this. I find your suggested ideas absolutely terrible though, but as you mentioned, that's not the point of the thread.

What is a wake? High energy/low energy wake. If it's energy, things trying passing through that energy should have to expend energy to do so right? I could see some inertial effects from smaller wakes (sidewinders) all the way up to actual out of control spinning shockwave coming from a larger wake (T9). But honestly I don't think wakes really solve the problem at all - 90% of the time wakes occur outside the general area.

Running exactly parallel to making terrain from wakes is chaff. Chaff is most definitely the superior answer to this issue. Why is chaff a target only thing? How incredibly fantastic would it be if chaff came in grades and emitted clouds of tracking-screen in varying sizes, potency, and duration, instead of just make one target immortal for 10 seconds?

If chaff had 10,000 ammo instead of 10 and it was rapidly dumped in a localized area instead of applied to a ship, we'd see a lot more interesting dogfight dynamics, especially when it comes to slower ships who won't outrun their chaff screen so quickly. Would definitely see more interesting play regarding the choice between fixed and not. Sit in a chaff cloud, vulnerable to fixed, or evade out of chaff cloud, vulnerable to gimbals?

Can you imagine a DBS spraying a line of chaff down as four FGSs follow from behind to do a bombing run on a station?
 
The hot exhaust gas from a boost might mask a smaller ship from gimbled weapons, that would be pretty cool, and some damn fine flying to thread the trail.

Perhaps it would give partial protection with a difference of one ship size, and full protection for tow. e.g. a Courier could hide in the wake of a FDL with just extra gimbal wobble, but hiding in an Anaconda wake would be like chaff.

Hiding in a wreck should be even more effective, especially if you went silent running.
 
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I agree with the statement that in a fight in the game is little opportunity to use the environment to win. Fragments of the ruined station, electromagnetic radiation away from the star, etc.
 
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