[IDEA] Dynamic top speed
I had an idea regarding top speed in space engineers, though I'm probably not the first to have it.
I think it would be cool if a ships maximum speed could be increased depending on how much thrust to mass it has in it's direction of travel For example, up to 5m/s² of acceleration would be base top speed, but if a ship is capable of 10m/s² of acceleration with its forward thrusters, it could get a bonus of 20m/s of top speed in the forward direction, 20m/s² would be 40m/s, and so on. Every time the acceleration doubles, the top speed would increase linearly. Though the numbers probably need some tuning. Also, the bonus could be a setting controlled by the player.
It would give thrusters a use beyond just acceleration, and allow building ships for top speed, with the energy concerns that come with it.
I like this feedback
I really like this idea, however I do see one problem with a detail of this suggestion. If grid maximum speed is based on the acceleration in the direction of travel, then if you rotate your ship while at max speed, you'd suddenly lose a lot of velocity even if not firing any thrusters, as your maximum speed is now lower than the speed you were going at previously.
I can think of a couple of ways to fix this.
Firstly, the simple solution, maximum velocity could be dependent on your maximum acceleration achievable, regardless of which direction you are facing. This way, you could turn around without your maximum speed changing.
Secondly, it could be implemented like the Relative Top Speed mod from SE1, with the mass-based speed limit part omitted (which is what I do in SE1). This way, there would be two maximum speeds, a "soft" aka "cruise" max speed, and a "hard" aka "hard burn" max speed. The soft/cruise max speed would be the same for all grids, say for example 250 m/s. However, the hard/hard burn max speed would be dependent on the acceleration which you are actively under, gaining another, for example, 2 m/s per m/s^2 acceleration you are "pushing into the speed limit" with. If you disengage your acceleration, you slowly move back to your cruise max speed.
An example of the second one would be a ship with 20 m/s^2 of acceleration. It accelerates up to 250 m/s, like any ship can. However, if it tries to accelerate further, it is able to push up to 250 + (20)(2) = 290 m/s, while under thrust. This allows bypassing the maximum speed to an extent at the cost of constant fuel usage. This way, the ship with a higher acceleration will be able to outrun a ship with a slower acceleration, even at max speed, if under a constant hard burn. After it got away, it could stop accelerating to save fuel, drifting back to 250 m/s.
Of course, all numbers I mention, like yours, are just placeholders.
Now, which of these is better? I'm not entirely sure. One one hand, the dual speed system requires a form of "space drag" (I'm sorry for uttering those evil words) to apply only past the soft speed limit. On the other hand, the simple, single speed limit based on maximum acceleration system gives no reason to accelerate after reaching your top speed, so chases would just be accelerating to stop speed, and then coasting at their respective top speeds, which is a lot less exciting than a constant hard burn until out of range. Additionally, the simple solution would cause your maximum speed to be reduced when losing thrusters, as well, even if not thrusting, which is again a bit weird still. So, I think both ideas each have their own pros and cons. I'd love to hear what you think about them.
I really like this idea, however I do see one problem with a detail of this suggestion. If grid maximum speed is based on the acceleration in the direction of travel, then if you rotate your ship while at max speed, you'd suddenly lose a lot of velocity even if not firing any thrusters, as your maximum speed is now lower than the speed you were going at previously.
I can think of a couple of ways to fix this.
Firstly, the simple solution, maximum velocity could be dependent on your maximum acceleration achievable, regardless of which direction you are facing. This way, you could turn around without your maximum speed changing.
Secondly, it could be implemented like the Relative Top Speed mod from SE1, with the mass-based speed limit part omitted (which is what I do in SE1). This way, there would be two maximum speeds, a "soft" aka "cruise" max speed, and a "hard" aka "hard burn" max speed. The soft/cruise max speed would be the same for all grids, say for example 250 m/s. However, the hard/hard burn max speed would be dependent on the acceleration which you are actively under, gaining another, for example, 2 m/s per m/s^2 acceleration you are "pushing into the speed limit" with. If you disengage your acceleration, you slowly move back to your cruise max speed.
An example of the second one would be a ship with 20 m/s^2 of acceleration. It accelerates up to 250 m/s, like any ship can. However, if it tries to accelerate further, it is able to push up to 250 + (20)(2) = 290 m/s, while under thrust. This allows bypassing the maximum speed to an extent at the cost of constant fuel usage. This way, the ship with a higher acceleration will be able to outrun a ship with a slower acceleration, even at max speed, if under a constant hard burn. After it got away, it could stop accelerating to save fuel, drifting back to 250 m/s.
Of course, all numbers I mention, like yours, are just placeholders.
Now, which of these is better? I'm not entirely sure. One one hand, the dual speed system requires a form of "space drag" (I'm sorry for uttering those evil words) to apply only past the soft speed limit. On the other hand, the simple, single speed limit based on maximum acceleration system gives no reason to accelerate after reaching your top speed, so chases would just be accelerating to stop speed, and then coasting at their respective top speeds, which is a lot less exciting than a constant hard burn until out of range. Additionally, the simple solution would cause your maximum speed to be reduced when losing thrusters, as well, even if not thrusting, which is again a bit weird still. So, I think both ideas each have their own pros and cons. I'd love to hear what you think about them.
Thanks for the detailed suggestion this is noted.
Tying max speed to thrust-to-mass (or available acceleration) is an interesting idea and we understand the goal of giving thrusters more impact beyond just acceleration, as well as enabling more specialized ship roles.
That said, this kind of system would have wide implications for physics, combat, and overall balance (especially around speed limits, control, and predictability), so it would need careful evaluation.
We’ve passed it on to the team for consideration.
Arron, Community Manager
Thanks for the detailed suggestion this is noted.
Tying max speed to thrust-to-mass (or available acceleration) is an interesting idea and we understand the goal of giving thrusters more impact beyond just acceleration, as well as enabling more specialized ship roles.
That said, this kind of system would have wide implications for physics, combat, and overall balance (especially around speed limits, control, and predictability), so it would need careful evaluation.
We’ve passed it on to the team for consideration.
Arron, Community Manager
This would require devising a consistent set of "nonsensical physics"...
A functional solution ("same rules for everyone") to the problem is to limit the achievable maximum speed by the ratio of thrust to mass and to introduce cosmic drag (as negative acceleration = braking) when moving at speeds exceeding the limit.
In other words, to create something similar to aerodynamic drag...
"The resistance of spacetime to the motion of a material object"...
Spacetime drag would manifest as negative acceleration, in its most primitive form, for example, as follows:
a = ((v - 200) /200 )^3 (or an even higher power)
This would allow the object to move continuously at a speed of 200 m/s without running engines. The thrust-to-mass ratio of a spacecraft determines the maximum achievable acceleration—and through the introduction of such "spacetime drag," the thrust-to-mass ratio would also define the maximum speed with the engine running.
I chose a value of 200 m/s instead of 300 m/s so that even the extreme achievable speeds and accelerations would remain within a range that the game engine is likely still capable of handling (2000–2500 m/s).
Or, as 4Peace suggests above, the speed limit for an inertial flight could also be lower—for example, 150 m/s. The equation for "spacetime drag " should take the form
a = ((v - 150) /150 )^3
This would require devising a consistent set of "nonsensical physics"...
A functional solution ("same rules for everyone") to the problem is to limit the achievable maximum speed by the ratio of thrust to mass and to introduce cosmic drag (as negative acceleration = braking) when moving at speeds exceeding the limit.
In other words, to create something similar to aerodynamic drag...
"The resistance of spacetime to the motion of a material object"...
Spacetime drag would manifest as negative acceleration, in its most primitive form, for example, as follows:
a = ((v - 200) /200 )^3 (or an even higher power)
This would allow the object to move continuously at a speed of 200 m/s without running engines. The thrust-to-mass ratio of a spacecraft determines the maximum achievable acceleration—and through the introduction of such "spacetime drag," the thrust-to-mass ratio would also define the maximum speed with the engine running.
I chose a value of 200 m/s instead of 300 m/s so that even the extreme achievable speeds and accelerations would remain within a range that the game engine is likely still capable of handling (2000–2500 m/s).
Or, as 4Peace suggests above, the speed limit for an inertial flight could also be lower—for example, 150 m/s. The equation for "spacetime drag " should take the form
a = ((v - 150) /150 )^3
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