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Rockets should inherit their launcher's velocity.
Completed
Currently, when a rocket is fired by a rocket launcher, it moves only foward at 200 m/s. More realistically, a rocket should be launched already moving along the vector of its launcher, PLUS an additional 200 m/s forwards.
For example, if a ship sporting a rocket launcher is travelling 50 m/s to the right and fires, then the 200mm rocket it fires should be going foward at regular launch velocity AND 50 m/s to the right.
Conserved momentum, what madness! :D
Conserved momentum, what madness! :D
good
good
Yes!
But what's next... flies that don't hit the windscreen?! Hehe!
You have my vote!
Yes!
But what's next... flies that don't hit the windscreen?! Hehe!
You have my vote!
I've been asking for this for forever, hopefully Keen will listen now that it is getting some more traction!
GIFs for the more visually oriented
How rockets behave now (very poorly): https://gfycat.com/sharpindolentbergerpicard
How they should behave (proper velocity inheritance): https://gfycat.com/livesecondhandbangeltiger
Also... want to know how easy this was to fix? It was literally changing one number in an SBC file lol.
I've been asking for this for forever, hopefully Keen will listen now that it is getting some more traction!
GIFs for the more visually oriented
How rockets behave now (very poorly): https://gfycat.com/sharpindolentbergerpicard
How they should behave (proper velocity inheritance): https://gfycat.com/livesecondhandbangeltiger
Also... want to know how easy this was to fix? It was literally changing one number in an SBC file lol.
Yes, yes, YES!!! We really do need this, vanilla weapons suck. They did say that there's going to be a weapons rebalance, so here's hoping they'll include this! :P
Yes, yes, YES!!! We really do need this, vanilla weapons suck. They did say that there's going to be a weapons rebalance, so here's hoping they'll include this! :P
I agree with this suggestion because the lack of conservation of momentum is not only unrealistic, but leads to two very debilitating gameplay issues in combat:
1) While fighting a ship going the same velocity as you, to hit the ship, you still need to adjust for their velocity relative to 0 m/s. The HUD indicator for your own velocity is a tiny, vague cross in the bottom of the screen, so leading the target based on this arbitrary vector (and then correcting for differences in your opponent's vector) is very unnatural and can be quite difficult--especially if you have dampers off and are not thrusting in the direction of your heading, which is very common in ship to ship combat.
2) This causes your effective range to actually increase while running away from, and decrease while chasing, a moving target.
E.g., suppose you are chasing an opponent's ship and both flying at 100 m/s while shooting missiles at one another. Each fires a rocket that will travel 800 meters, at 200 meters per second in the direction of the opposing ship. In the time it takes each missile to reach the end of its range, you will travel 400 meters toward your opponenent's rocket, while your opponent travels 400 meters away from your rocket.
Thus, your opponent can fire rocket while 1200 meters away from you, and hit. Meanwhile, you cannot hit your opponent with a rocket until you are 400 meters away.
This result is anachronistic and harmful to gameplay, because everyone has an advantage while fleeing combat--making ship to ship duels a game of bluffing and surprising your opponent, especially if both sides are trying to abuse this mechanic.
I agree with this suggestion because the lack of conservation of momentum is not only unrealistic, but leads to two very debilitating gameplay issues in combat:
1) While fighting a ship going the same velocity as you, to hit the ship, you still need to adjust for their velocity relative to 0 m/s. The HUD indicator for your own velocity is a tiny, vague cross in the bottom of the screen, so leading the target based on this arbitrary vector (and then correcting for differences in your opponent's vector) is very unnatural and can be quite difficult--especially if you have dampers off and are not thrusting in the direction of your heading, which is very common in ship to ship combat.
2) This causes your effective range to actually increase while running away from, and decrease while chasing, a moving target.
E.g., suppose you are chasing an opponent's ship and both flying at 100 m/s while shooting missiles at one another. Each fires a rocket that will travel 800 meters, at 200 meters per second in the direction of the opposing ship. In the time it takes each missile to reach the end of its range, you will travel 400 meters toward your opponenent's rocket, while your opponent travels 400 meters away from your rocket.
Thus, your opponent can fire rocket while 1200 meters away from you, and hit. Meanwhile, you cannot hit your opponent with a rocket until you are 400 meters away.
This result is anachronistic and harmful to gameplay, because everyone has an advantage while fleeing combat--making ship to ship duels a game of bluffing and surprising your opponent, especially if both sides are trying to abuse this mechanic.
Firstly, why is it not like this already.
Secondly, so should Smoke in Space where there is no drag.
Firstly, why is it not like this already.
Secondly, so should Smoke in Space where there is no drag.
This - PVP on most servers overwhelmingly favors whoever is running away, since it essentially extends their fire range by a huge amount depending on projectile speed. The current system also means that slow missiles fired from fast ships actually fall behind the ship that's firing.
This - PVP on most servers overwhelmingly favors whoever is running away, since it essentially extends their fire range by a huge amount depending on projectile speed. The current system also means that slow missiles fired from fast ships actually fall behind the ship that's firing.
So.... Keen... care to communicate about this yet?
So.... Keen... care to communicate about this yet?
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