Ship and Combat balance?
FFE made you relative to the closest (or largest) cosmic body (star, planet, moon, station, ect).FFE's scanner didn't give sufficient data either, but since everything was relative to one another instead of relative to some kind of zero-velocity relative to the system centre, ships could easily slow down and accelerate relative to each other.
So if you are clickin' along at 20000 kps in deep space, that speed is relative to the closest cosmic body. Your ship's laterals won't do much to change your vector at that velocity. They will, over time and distance, but not really very noticably ( unless you kick in the star-dreamer and accelerate time).
Now, if another ship closes into combat distance, then they are also flying at 20000 kps ( relative to the closest cosmic body), and then thrusters are useful in changing orientation to that incoming ship.
Please Log in or Create an account to join the conversation.
In EoC (and Terminus), everything moves relative to the solar system reference point (i.e., the star), and it just feels a little more "sticky" to me.
_______________
This is a public service announcement: Please look through all six degrees of freedom before crossing the L-point.
_______________
Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
Please Log in or Create an account to join the conversation.
Which make lateral thrusters even more important, because of where you are pointing the nose of your ship, changes your velocity indicator and alters the onboard flight-assist. With extremely weak laterals, flight becomes an exercise in frustration.In EoC (and Terminus), everything moves relative to the solar system reference point (i.e., the star), and it just feels a little more "sticky" to me.
I liked your explanation about combat though. Exposing your flank in order to close to a target is not a very sound combat tactic.
{EDIT}
I just made these changes to the tug.ini file.
Maximum linear acceleration as a vector (m/s/s)
acceleration=(150, 150, 450) Alot higher then the (5, 5, 150).
Please Log in or Create an account to join the conversation.
- GrandpaTrout
- Topic Author
- Offline
- King of Space
Take a look at the standard EoC values for a better idea of normal. 150/50 is more the norm for fast ships. Player ships are better at lat movement. Nearly 1 to 1 with forward thrusters. (and still the darn tug can't dodge a rock.) The bolt speeds need to match the weapons carefully. And missiles were always the tugs great weakness.
Please Log in or Create an account to join the conversation.
In regard to Terminus, GrandpaTrout, as your calculations surmised, the ships accelerated very VERY fast. Combat as I recall it involved tiny blips zooming past each other. So I don't think we are going to need to make our model have speeds that are faster than stock Iwar or Iwar2.
Please Log in or Create an account to join the conversation.
The main differences tugs should have compared to "true" combat ships should be:
- Avionics
- Armor
- Weaponry
- ECM/ECCM
These differences should translate into definite upper limits that can't fully compare with "true" combat ships' max loadouts. After all, there's only so many hardpoints you can jury-rig or advanced sensor suites you can cram in, no? A lot of any tug's internal space would be occupied with power and fuel subsystems... A possible workaround might be external (and thus, fragile) systems.
Making the tug "logy" is, in my opinion, completely unfair if you look at historical examples. In fact, tugs are incredibly fast and maneuverable for their size class. This shouldn't be surprising, since they're essentially fuel tanks with engines!
Please Log in or Create an account to join the conversation.