Speed Limiters Option
Can we have a configurable option for speed limiters in the cockpits?
This would be very helpful as someone who holds W but doesn't want to go over a certain speed.
Essentially just an option that doesn't allow a grid to exceed a selected speed.
Good for New Players:
- New players can use intro grids like the Grasshopper that are set at limit of 20m/s : no grid damage.
How it Works:
- Holding SHIFT will toggle OFF any set speed limiter. This feels like a natural way to proceed and not include Afterburner mechanics. Aligns with "Sprint" control for players.
- Configurable in Control Panel. A slider can dictate the set speed limit.
- UI on the panel also points out under 20 m/s = no collision damage
- By default, there is no speed limiter. This is an option players may turn on if they choose.
Future potential:
Unlocks possibilities for a cruise control - locks current or configured speed.
I like this feedback
Interestingly this could be great for the racing competitions Diggrok does. All ships that compete have to set their grid to a certain limiter. The SHIFT toggle allows for acceleration and deceleration as the ship returns to its set limit...
Higher set limits would be like in Mario Kart with the 50CC - 200CC. Higher limits = more risk of fatality ;)
Now THIS is podracing!
Interestingly this could be great for the racing competitions Diggrok does. All ships that compete have to set their grid to a certain limiter. The SHIFT toggle allows for acceleration and deceleration as the ship returns to its set limit...
Higher set limits would be like in Mario Kart with the 50CC - 200CC. Higher limits = more risk of fatality ;)
Now THIS is podracing!
One more potential from this idea came from a discussion on the SE2 Discord:
Faster Speeds in Space vs on Planets (Drag)
I think this can be accomplished via Global speed limiters.
To keep it brief here, Space allows the max speed of 300m/s.
Planets with atmosphere decrease this max speed. Can be linked to altitude for more realism (closer to the surface = slower)
Ex:
On Verdure Max speed becomes 150m/s at sea leve
On Kemik Max speed becomes 200m/s at sea level
*These are example numbers
This is also a potential way to introduce a "drag" mechanic without needing complex calculations. Planets with Thicker Atmospheres = Lower Max Speeds.
**Note... Holding "SHIFT" will allow grids to exceed this Global Speed Limit... Just like with my proposed Configurable Speed Limiter
One more potential from this idea came from a discussion on the SE2 Discord:
Faster Speeds in Space vs on Planets (Drag)
I think this can be accomplished via Global speed limiters.
To keep it brief here, Space allows the max speed of 300m/s.
Planets with atmosphere decrease this max speed. Can be linked to altitude for more realism (closer to the surface = slower)
Ex:
On Verdure Max speed becomes 150m/s at sea leve
On Kemik Max speed becomes 200m/s at sea level
*These are example numbers
This is also a potential way to introduce a "drag" mechanic without needing complex calculations. Planets with Thicker Atmospheres = Lower Max Speeds.
**Note... Holding "SHIFT" will allow grids to exceed this Global Speed Limit... Just like with my proposed Configurable Speed Limiter
Last note for clarification: This suggestion is for limiting speed while holding the Forward Key (W). Again, the speed limiter only prevents the grid from exceeding the m/s while holding "W". The SHIFT key overrides/turns off the speed limitation to allow grids to travel up to Max Global Speed. When SHIFT is lifted, the grid will slow down back to its set limit.
This option is essentially acting as Sprint for ships.
This is useful for: Docking, Maintaining Safety Speed, Racing, and setting speed limit that the grid best operates at. This option is OFF by default - but I can see many players using this for a multitude of scenarios.
Last note for clarification: This suggestion is for limiting speed while holding the Forward Key (W). Again, the speed limiter only prevents the grid from exceeding the m/s while holding "W". The SHIFT key overrides/turns off the speed limitation to allow grids to travel up to Max Global Speed. When SHIFT is lifted, the grid will slow down back to its set limit.
This option is essentially acting as Sprint for ships.
This is useful for: Docking, Maintaining Safety Speed, Racing, and setting speed limit that the grid best operates at. This option is OFF by default - but I can see many players using this for a multitude of scenarios.
I like the idea of cruise control and speed limiters, but there are a few questions.
When talking about speed, I assume you mean forward velocity. But what happens if you suddenly turn your ship while cruise control is active? Should the ship stop first and then accelerate again in the new direction? Or should cruise control be automatically cancelled? If so, under what conditions exactly?
In SE1, “cruise speed” was basically achieved by disabling forward thrusters or dampeners (in space). How is this system different or better? I assume you wouldn’t be able to accelerate past the set speed no matter what buttons you press. But that sounds very similar to the current hard speed cap, where once you hit max speed (300 m/s), that can feel pretty annoying, especially when trying to change direction.
One of the biggest issues with a simple speed cap is that you still waste fuel. If you keep holding thrust (like W) at max speed, you continue burning fuel for no reason. I really think this should be addressed first. If we have a max speed limit, there should be no fuel consumption once that limit is reached. Right now it’s a double inconvenience.
There should also be a clear indication when you hit max speed or your set speed — not just a small number on the HUD. New players should immediately understand what’s happening. Some kind of visual feedback would help a lot.
It would also be nice if the speed limit had some kind of in-world explanation, even if it’s fictional. Something that makes it feel like part of the game world rather than just an engine limitation. In real life, we have physical limits like the speed of light. In Almagest, there could be something like an unknown field preventing ships from going faster.
A good example is The Expanse, where ships slow down inside the gate area due to protomolecule effects. Something similar could work here — a lore-based limitation that players can eventually discover and understand.
I like the idea of cruise control and speed limiters, but there are a few questions.
When talking about speed, I assume you mean forward velocity. But what happens if you suddenly turn your ship while cruise control is active? Should the ship stop first and then accelerate again in the new direction? Or should cruise control be automatically cancelled? If so, under what conditions exactly?
In SE1, “cruise speed” was basically achieved by disabling forward thrusters or dampeners (in space). How is this system different or better? I assume you wouldn’t be able to accelerate past the set speed no matter what buttons you press. But that sounds very similar to the current hard speed cap, where once you hit max speed (300 m/s), that can feel pretty annoying, especially when trying to change direction.
One of the biggest issues with a simple speed cap is that you still waste fuel. If you keep holding thrust (like W) at max speed, you continue burning fuel for no reason. I really think this should be addressed first. If we have a max speed limit, there should be no fuel consumption once that limit is reached. Right now it’s a double inconvenience.
There should also be a clear indication when you hit max speed or your set speed — not just a small number on the HUD. New players should immediately understand what’s happening. Some kind of visual feedback would help a lot.
It would also be nice if the speed limit had some kind of in-world explanation, even if it’s fictional. Something that makes it feel like part of the game world rather than just an engine limitation. In real life, we have physical limits like the speed of light. In Almagest, there could be something like an unknown field preventing ships from going faster.
A good example is The Expanse, where ships slow down inside the gate area due to protomolecule effects. Something similar could work here — a lore-based limitation that players can eventually discover and understand.
In SE1, flight speed could be controlled by adjusting the thrust of the engines on ships flying in planetary atmospheres
In SE1, flight speed could be controlled by adjusting the thrust of the engines on ships flying in planetary atmospheres
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