Mass and thrust based top speed

Peter shared this feedback 16 hours ago
Not Enough Votes

There's a lot of debate around the max speed, and I'd like to add my two cents on it.

I would say there are two distinct issues around max speed, the first is the issue of chases ending up just both parties at max speed with no chance of catching one another, the second is the actual top speed.

In my opinion, what's needed for the first is a mass based top speed, similar to the relative top speed mod from SE1, however it should also take forward thrust into account, so two ships of equal mass would normally have the same max speed, however if one ship has more forward thrust, it should have a higher max speed.

The second issue is the actual top speed itself, now a mass based top speed actually helps with this too, as the reason why the top speed isn't higher is engine limitations, calculating crashes essentially, however with a mass based top speed, the only vessels that will be actually hitting the top speed are small vessels, thus when they crash into each other it's less important and less computationally expensive (two fighters each travelling at 300m/s crashing into each other with an effective crash speed of 600m/s not only is easier to calculate than two battleships crashing at a 600m/s crash speed but it also matters far less, who gives a crap if the crash calculation is off slightly on a fighter?). So assuming a medium sized vessel can handle a 600m/s crash speed right now, you can easily set the max speed of fighters to 500m/s, rather than setting the absolute max for fighters to 300m/s then reducing the max speed of every other vessel under that.

The other part of the max speed, is in my opinion, there should be a different max speed based on your proximity to a planet, since on a planet 300m/s is plenty fast for the current planet size (would love if planets were larger to compensate, but with water it's unlikely to happen), however in space, 300m/s is painfully slow. As such I would actually argue in favour of having the max speed increase by the percentage of the planets gravity you're in, so using verdure as an example, at 1G (100% of the planet's gravity) you have a speed limit of 300m/s, then at 0G in space, you have say 600m/s max speed, at 0.5G (50% of the planet's gravity) you have a max speed of 450m/s.


I think those two systems are a solid way to be able to increase the max speed while circumventing the engine limitations, there's obviously tons of debate around this issue, but most of it results in "I want higher speeds" "you can't have higher speeds, engine limitations" and very little actual discussion on how to get around those engine limitations. I'm curious to hear everyone's opinions on the system and potentially other solutions.

Replies (1)

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I know it makes zero sense in a space game, but being able to follow the Slipstream of another ship to catch up, is one possible solution. So any ship can catch up to any other ship while having the same maximum speed for all ships.

Alternatively, relative maximum speed, but the problem with that is, relative to what, when there are multiple grids flying all over the place.

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