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Non-linear thrust to velocity

Jonathan Larson shared this feedback 13 months ago
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The idea is having thrust effect decrease as velocity increases. The point being is this can somewhat replicate relativistic speeds and implement a soft speed limit to the game.

For example to reach 100m/s the thrusters behave normally. At 200m/s thrusters could be half as effective. 300m/s could be one fifth. 400m/s is one tenth. Eventually you reach a point where the thrusters reach a minimal effect.

With this you won't hit the hard speed limit immediately unless you really push the thruster to weight ratio. This way reaching top speed is more of a curve and massive thruster packs can be effective even on smaller fighters that want to out run larger vessels. Top speed becomes more of a factor.

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This would make combat so much more interesting.

I would add that thrusters should accelerate to a higher max speed than gravity. This is to nerf gravity drive ships. Also helps with the simulation cost of faling objects hitting the ground.

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