-
Notifications
You must be signed in to change notification settings - Fork 627
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Thruster Nerf #1292
Thruster Nerf #1292
Conversation
I'm indifferent regarding the thruster upgrade change, so I'm all for what retains the health of the engine. Onto the linear dampening removal though |
I like this PR, it lowers the gap between the thruster upgrades and non upgraded thrusters, as well as dealing with the technical issues of having ships go at high speeds. That said, I very much do not like the changes to linear dampening. Firstly, I have a question. Does this affect the linear dampening for everything, or just for ships? If it's for everything, that is going to cause so many issues, but I assume it's just for ships. Assuming it's just for ships: yes, in space, things keep on going until stopped, but there is a reason that very, very few space games do that. It simply makes for incredibly frustrating gameplay when you're outside the realm of truly accurate orbital simulations. This will cause so, so many issues. If I'm mining an asteroid and someone accidentally bumps into my ship, I'm fucked. I have no idea where my ship is, it'll be careening off in some random direction literally forever, and unless the person is willing to chase down my ship, dock to it and bring it to a halt, I am just completely fucked, through no fault of my own. If it takes a while for me to be picked up, my ship may just be permanently gone, with other good samaritans literally unable to find and catch it. Please remove the linear dampening part of the PR. |
It's just for ships, and I didn't have any intention to expand it anything other then grids.
Currently, yes the ship would continue to fly and eventually get slowed down by asteroid collisions as it flies. This could be an excellent opportunity to keep someone onboard who handles flying the ship, since space is dangerous and you'd want to keep the ship under control.
This is certainly a concern, and something I'm definitely interested in getting some more feedback on.
I'm interested in the feedback here but I'd definitely like to get a bit more input. I think some way to tether a ship to salvage might be needed for proper implementation, but it's in the PR at least for now for people to test. |
Solo miners not needing to worry about their ship because it always slows to a stop is a massive RP issue, because it's unrealistic, strains credulity, and should not really be something that people expect to get away with or feel robbed for having to deal with. However I think that the problem that causes linear dampening to be attractive is actually a lack of tools for solo mining in a believable manner. Adding some sort of claw or clamp for ship parking against asteroids would allow solo mining to exist in a realistic form. Alternatively it could be a purchasable thruster component or a shuttle console setting that produces thrust for dampening after a collission. A big draw of frontier is the solo experience for many players, but it should definitely be a more dangerous proposition than it is already, where people can 'park' their car in space. This should popularize ship crewing and therefore more RP. I think that the quality of life of having no dampening outweighs the danger, because said danger is realistic and adds to RP. |
dampening removed from PR, will be a part of a space-overhaul with a few more changes to make it functional |
https://gyazo.com/b53c249e55f34971ccc52ad7fff6e0fe 35m/s vs 20m/s, tbh ANYTHING above 20m/s might cause issues tbh |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This should be fine.
Going to wait for another maintainer pass to merge.
About the PR
Thruster Upgrades have been nerfed from being multiplied by 1.5 for each upgrade to just 1.15 instead, drastically reducing the maximum speed achievable by a vessel by current means.
Why / Balance
The speeds achievable in the game caused significant issues with collision detection, so much so that it was possible to actually hit yourself with bullets, emps, or RPGs during high speed chases, 45m/s+. These speeds are not well supported by the engine and thus should not be something frequently done especially as we look towards implementing ship-fired weapons.
How to test
Spawn in a ship, upgrade the engines and give it a whirl.
Changelog
🆑