Togglable Grid Flight Modes :) Please Read

Ian Tyson shared this feedback 3 days ago
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  • Why? To help emphasize the new SE2 mechanics while opening up the game to racing possibilities + more. Adding more engagement to piloting grids.


  • What? These modes do not interact with inertial dampeners - the "flight modes" here are essentially just speed limiters. AKA you can toggle on/off dampeners at any time.


  • How? A UI indicator will appear on screen when piloting to show what mode grid is in. Mode switching can be configured to ship hotbars too.

TLDR:

Precision/Landing - lowers to 20m/s max for avoiding damaging grids when precision is needed.

Default - max speed of grid is based off a thrust to weight ratio. Encourages good designing/engineering. Speed tops off at 150m/s.

Boost - “sprint” for ships. Same concept as jetpack boost. Consumes double the fuel but increases top speed to 300m/s.

Travel - Only usable in space/ high altitudes. Increases engine power and max speed (based on your ship's calculated speed T/W ratio above).

[Example: Default max speed 150m/s -> “Travel Mode” max speed becomes 450m/s]


Crashing above 300m/s = instant destruction of grid (no impact calculations)

No increased fuel/energy consumption. Differentiates this mode from simply boosting - proving its efficiency in long range space flight.


Below are the different modes in more depth:


  • Precision Mode (N)
  • -Easy.
  • Simply reduces a Grid's max speed to 20m/s. Not only will this be SO helpful for having ships with high thrust acceleration land+dock easier, but helps show new players there is a mechanic of no damage to grids under 20m/s!!!


  • Flight Mode (Default)
  • -A bit tougher
  • This mode is the current iteration of the flight model in SE2… but the max speed of grids is based off a Thrust/Weight ratio. Better balance of thrusters to mass equals a higher max grid speed.

Cruise Control? (toggle with Cntrl)

  • It would be awesome if it is possible to include a mode that turned off the thrusters that point in the retrograde direction so you maintain a consistent speed (kind of like flying a plane).

  • For gameplay and performance reasons I'm suggesting all grids default speeds limit at, say 150m/s. "But that's so slow!" .... this is where the fun begins... with boosting & travel mode


  • Boost/Afterburners (Hold L-Shift)
  • -Intuitive, effective, and simply cool.
  • Holding shift will allow your grids to exceed the grid’s max speed, just like the player’s jetpack.
  • In this way, your ships feels like an extension of the player.
  • For balancing, I'm thinking it allows a grid to reach 250m/s, and once it hits that number then you can push it further with a exponential decline in gained m/s until reaching 300m/s.
  • AKA ship speeds increase up to 250, then can slowly reach its peak at the current max speed in game of 300m/s.
  • This is a great method for getting around planets in atmosphere fast, while avoiding new performance issues.


  • Perhaps it can be an intro to overheating mechanics too.... If heat is added. The more heat sinks you have, the longer you can boost!


  • *There should be a sound + visual indication (slight camera shake) to show you’re exceeding the base speed limits of your grid. Similar to the jetpack boost but "meatier".


Now, the above is essentially a reworked idea of the current game's movement (and is highly based off Star Citizen's model which I think is really perfect for SE2). Below is an ADDITIONAL mode to help in long distance space flight:


Travel Mode (Hold T to toggle)

Engine Power is multiplied, and so is that grid's max speed (based on T/W ratio)

  • This mode consumes fuel at whatever multiplier value the thrusters have (say: 3x)

Example (at a 3x multiplier):


A large frigate’s max speed is at 85m/s based on it's Thrust/Mass ratio. When activating Travel Mode, the max speed becomes 255m/s [85 x 3] with increased engine power to get up to that max speed faster.


A small nimble fighter ship’s max speed is at max (150m/s) due to good engineering/design. When activating Travel Mode, the max speed becomes 450m/s [150 x 3] with increased engine power to get up to that max speed faster.


This mode is meant for long distance space travel NOT usable in atmosphere/low altitude. It’s main benefit is fast acceleration and much higher speeds. I suggest there is little to no increase in the fuel consumption rate to differentiate it from simply Boosting (L-Shift).


For developing this idea, Thruster Power multiplier and max speed multiplier could be independent (different numbers)…

(ex: thruster power: 2x , max speed is 3x)


There would be an on screen warning:

“A crash above 300m/s will result in instant destruction of grid”

to mitigate calculating physics. There would simply be a large voxel deformation where a crash occurred.


The short summary of Travel mode: "Get to where I want to go extra fast"

but at risk of total destruction if poorly piloted.


*All these numbers & values are up to the Devs to balance out to what feels right! I think focusing on the FEELING of flying will transform this game into so much more than a building game. It’ll make flying much more engaging and fun!!


Please share far and wide if you like this direction at all - I don't care for credit and Keen is more than welcome to take all these ideas as their own.


I truly think this will elevate the flight gameplay to a much more fun level + open so many more possibilities for this amazing game (i.e. racing, heat management, etc.)

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