Forums » Suggestions
Bumpy travel should damage ships
As ships travel out far away from the center of a sector, things get choppy. This choppy/bumpy behavior should damage turboing ship. Including shielded ships.
Heh. That's an odd request.
I think it might be better to state your goals? Because we're probably going to change how floating point precision works in the sector, so it isn't "choppy" anymore.
I think it might be better to state your goals? Because we're probably going to change how floating point precision works in the sector, so it isn't "choppy" anymore.
I suppose it is an odd request, and since you will be changing things to remove the choppy behavior, this is moot. But i will expand on the idea a bit:
A few of us had been involved in a deep space chase (over 500k from the center of the sector). Things were getting shaky. And my thought is that all the ships shaking about should get damaged after experiencing that much turbulence. If we were piloting these ships for real, we could not just ignore (by going afk) turbulence in the sectors. The inside of the ship and the people piloting the ships would be getting thrown about. Cargo would be getting damaged.
Lightly armored ships like hounds (that are designed for fast insterception) would not be able to survive extended chases in deep sector space without repairs. Even shielded capital ships would experience internal damage after a while.
The end goal of a change like that would mean, that a slower ship with more armor could out survive a faster ship with less armor by making a run for choppy waters (so to speak). I thought it could be an interesting tactic. Theoretically with this change, a trident could out survive a chasing goliath just due to armor levels along.
A few of us had been involved in a deep space chase (over 500k from the center of the sector). Things were getting shaky. And my thought is that all the ships shaking about should get damaged after experiencing that much turbulence. If we were piloting these ships for real, we could not just ignore (by going afk) turbulence in the sectors. The inside of the ship and the people piloting the ships would be getting thrown about. Cargo would be getting damaged.
Lightly armored ships like hounds (that are designed for fast insterception) would not be able to survive extended chases in deep sector space without repairs. Even shielded capital ships would experience internal damage after a while.
The end goal of a change like that would mean, that a slower ship with more armor could out survive a faster ship with less armor by making a run for choppy waters (so to speak). I thought it could be an interesting tactic. Theoretically with this change, a trident could out survive a chasing goliath just due to armor levels along.
I think the issue is that there is no good reason for space to be choppy far from the arbitrary center. You're asking for a feature to accompany a bug.
Whistler,
I fail to see why you responded the way you did. Before inc responded, i did not know it was a bug. I stated in my first sentence of my reply that I understood my suggestion was pointless now. But I expanded anyways because there was a suggestion that I should better state my goals.
In regards to space, there is really no reason for our turbo speed to cut from turbo to cruising the moment we take our fingers off of tab. Other than game play reasons. My suggestion was in regards to gameplay, not real life.
Regards,
WAF
I fail to see why you responded the way you did. Before inc responded, i did not know it was a bug. I stated in my first sentence of my reply that I understood my suggestion was pointless now. But I expanded anyways because there was a suggestion that I should better state my goals.
In regards to space, there is really no reason for our turbo speed to cut from turbo to cruising the moment we take our fingers off of tab. Other than game play reasons. My suggestion was in regards to gameplay, not real life.
Regards,
WAF