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Non-linear thrust to velocity
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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.
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.
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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