I wanted this to come out from the ones who wanted the speed cap, not from you ! Why do you think this "anti-warp" device was proposed at some point ?
All that would change would be device stats (not the same thing at all as changing a mechanic); the learning curve would remain the same: add enough thrusters to get off the planet. Using a prefab would obviously be another option. The CPU system has already done that, so might as well capitalize on the opportunity to rebalance thruster output at the same time. It's not just for PvP, though; it will become increasingly important for AI ships in PvE. Patrol vessels could have substantially different performance depending on what their role was, and players would have to watch out for AI-controlled SV interceptors.
Just to be clear, I'm not trying to make it easier to grief (I'm a SP player). I'm coming from the perspective mentioned above regarding future AI patrols, where if you want to RP a pirate, you would be able to chase down a freighter, or missions with needing to chase down large capital ships. Warp disruptors would be used against certain AI ships carrying valuable loot that warp out at the first sign of trouble. In PVP, if this really causes a major new griefing issue (I'm still a bit skeptical given the multitude of ways players will find to grief each other regardless of the rules in any PVP survival game) then use a different ruleset better tailored to this game mode with a bunch of extra anti-griefing rules (player safe zones for example).
No problem. Regarding AI, I mentioned this in one of my earlier posts : there was no need to force any change upon player's ships if they wanted to make the AI ships slower. Drones are "entities" with adjustable parameters, and "patrol ships and freighters" can be made to cruise slow - they were doing that very well up to the point they removed them from planets. Now that the game has "variable thrust" it should be even easier to make : set the AI ship speed cap at 50-60% thrust, no need to spend weeks on elaborate flight limits for players.
It should be intended that every vessel can escape gravity, otherwise we are heavily going in the engineering direction. If you want to leave your vessel in space it is and should be a personal decission. For physically correctness there are simulation and engineering games. I see no fun in being stuck on a planet. And i bet i am not the only one expecting EGS to be more an arcade game and less an engineering simulation.
Not only for PvP balance. It is a general game balance thing. When a bigger ship can go as fast as a much smaller ship and just accerlerating a bit slower (insignificantly, not much to feel in change) why should i ever build small ships? And on the other hand: think about PVE and single player. Ai controlled ships in space, all kind of ships. Ai freighter on their travel through the stars. With only different acceleration you will never reach a flying ship at max speed. So whats the solution? Only artificially limit NPC ships? Well then you'll always catch up. There are many many many more reasons for acceleration and speed limits if you think about it. The only counter argument is that it just isn't realistic in space tp have lower max speed if your vessel gets heavier. But realism is the worst reasoning for a game. And don't bring that argument "but but but you can't warp when not reaching 50 m/s", that can be fixed by simply making warp need 70-80% of currently availabel max speed. But the problems occuring with not having different max speed limits depending on mass are not easily solved while having this limiting system of low speeds and small distances. And those are technical requirements.
unless you're talking about quantum mechanics, mass does not influence maximum speed. The "problem" is one of your own invention. Repetition won't make it real.
As it turns out, last I checked AI vessels don't have thrust values or anything. Their settings in the playfield that handle their spawn rate determine their speed completely seperate from the functions of the vessel itself. A massive dreadnought AI patrol vessel weighing 100kT can stay aloft as long as it has one vertical thruster no matter how weak and can move at any pre-set speed in the playfield_static.yaml. By default, I believe that all planetary patrol vessels only move 10m/s. We'd see a very different fight if they moved even double that speed.
Just to clarify my thoughts on max speed, if we must have a speed cap it should be variable based on acceleration, not mass. Mass only enters the equation for calculating the acceleration based on thrust, so a massive capital ship with sufficient thrust would still be able to go very fast. The intent here is to simulate the RL effect of ships with greater acceleration being able to catch ships with lesser acceleration in the absence of a speed cap. Since this isn't possible (at this time anyways) due to technical reasons, having a variable cap based on acceleration still allows for this to occur and allows for faster and slower ships instead of any ship being uncatchable once it hits the speed cap.
Itvis a game. Nothing is real. So i do not understand what you are trying to say. If you want to discuss real behavior in space, the NASA forum might be a better place.
Maybe it is just me, but i am not sure i understand it quiet right, but.... if mass is only effecting acceleration, isn't mass also effecting max speed limit indirectly through acceleration when max speed limit is depending on acceleration?
Put simply, acceleration is the thrust to mass ratio of a vessel. Take the thrust of the vessel (in newtons) and divide it by the mass (in kilograms) and you'll get the acceleration. Increasing mass without increasing thrust will reduce the acceleration and result in a slower ship under a system like this. However, high mass by itself doesn't automatically mean you'll have a slow ship as you have the ability to add more thrusters to counteract the mass. Not directly related to the response above, but to help further clarify where I'm coming from on the speed cap: IRL and in games like KSP with realistic velocities, the actual ship speed is largely irrelevant. However, if you want to catch up to a ship, you'll need greater acceleration than the ship you're trying to catch if both are thrusting continuously. Nearly all scifi has ships thrusting continuously, and it would also make sense IRL if we had the tech to do so and in games with realistic orbital mechanics like KSP since you would accelerate continuously towards your destination, flip around at the halfway point, and then accelerate continuously in the opposite direction to slow down (and as The Expanse shows, this also lets you simulate gravity). In this situation with no speed cap, a ship with greater acceleration will be able to catch up to ships with lesser acceleration since it would be moving faster at the halfway point where it had to turn around and get to the destination faster, and ultimately would gain on the other ship. Since Empyrion doesn't have realistic orbital mechanics and due to technical issues with the game engine can only handle relative velocities up to a certain point and needs a speed cap to prevent the game from crashing, we can achieve this same effect by making this speed limit a soft cap tied to vessel acceleration. That way ships with greater acceleration can always gain on ships with lesser acceleration (at least up to the point of the speed limit soft cap, which would also put a soft cap on the number of thrusters it would be worthwhile to add to a vessel and might remove the need for arbitrary block limits on thrusters).
I was able to convert 80% of my fleet to the new system without losing too much in design. But we desperately need a Tier 5! I have several giant cruisers that could never meet the new CPU restrictions, just because of the sheer size of them.
yep, a T5 would be good, specially for pvp ship ... maybe just an idea, make the T5 epic, and can be looted only in pvp area for the one who want this...
& if you want to discuss problems that only exist in your head, maybe you should talk to a psychologist. The subject is how physics is being simulated within a game. If you want to reject reality to push your own, go start a religion. If you want to be able to reject certain topics of discussion that threaten your consolidation of power, start a cult instead. We're talking about simulated physics. Either accept (& more importantly, learn) how real-world physics work before engaging, or get used to being wrong. Not that it matters much, since the only possible futures your words will effect here are whether you're treated with pity or disdain.
And in reality the way it works best in a game differs from how it works in reality. Because "working best" doesn't mean "as realistic as possible" it actually means "useable by the majority of people, bringing fun to a fictional world". I understand how physics work. But i also know that overly correct and conplex physics harm a game more than they use. Scientists are really bad at making games, at least in terms of useability and ease of use for the average gamer. The rest of the pathetic tries to personal attack me i will just ignore. I am not asking you if you are still sour from being bullied in school for being a nerd back in the days. It wouldn't need a tier 5 if the system was a little bit more dynamically and flexible. ;-)
I do not like the CPU system. It is overly bulky to install for one. The flying in the game is rather horrid in 11 with that on. I think restricting people with this CPU and forcing them to add a bulky CPU system that might rival a 1970 mainframe is an awful idea. You might not see it on these boards as much but no one I know is ever going to play with that on especially with the values as they are so restrictive and expensive. Servers with that feature on will be empty ones I think. Which by the way since 11 the traffic for a lot of servers seems way down when usually it goes way up after an update. I played over 6000 hours of this game and have been around since pre Alpha. I have never seen a patch so disliked as this one from what I heard from a lot of people. This game use to be so fun to build stuff now there are so many restrictions on building ships you took out a chunk of the creative heart of some of the very things people loved about this game. Not to mention all the workshop ships that dont fly properly anymore. This update is just a mess to me when you guys should have just focused and optimizing what you had before 11. But I think you guys are just going to force this CPU inhibitor(sorry its how most see this) on us down the road anyways. I usually dont say much but I had to this time. 11 is a disaster as is Im sorry. Might have to revert to A10 for the time being.