I don't really like that particular idea. If I want imbalance toward my forward thrust, I'll do that. If I want braking speed to be the same, I'll put the same thrust on the front. Braking being stronger makes no sense. There is absolutely no realistic and no significant gameplay reason for it. In some circumstances, I think it would be advantageous to have more forward thrust than braking. It's another design decision/tradeoff to make, and I like that.
Another possibility would be to make thrusters per-axis instead of per-side. In other words, forward thrust would be one in the same with backward thrust, the same with port-starboard and for top-bottom. This would simplify designs (which would be mostly symmetrical anyway) and also solve your concern.
What's wrong with a titan going in full reverse speed? Starships have nothing to prevent that, unlike sailing ships that are designed to go one direction.
Yes, but what if you want space-ships to be like cars... Forward you have 5 speed levels, but backward only a first because it is never meant to drive backward on a high-way.
Maybe break rate should be 70% forward + backward while your speed is positive and 70% backward + forward) while your speed is positive.
Between breaking and acceleration you should be required to release the key once (or double-tap in short time to avoid this restriction). That would avoid you accidentally accelerating in oposite direction after an intended break.
I know it makes no sense with regular thinking, but some peoples may want that and I see no reason to not enable it with an option (called RolePlay-thrust or car-thrust-mechanics :D)
Just think about engines having a variable breaking torque relative to the universe motion or something alike.
EDIT: Oh more posts were added...
On the other hand, sending probes into the depths of space, traveling forever... we do have Stargates now. We could recreate the Destiny from Stargate Universe.
Yes, like +1
But remember that they had to make a whole planet explode to get enough energy reaching that ship which travelled (be)for(e) 10'000 years.
From a point of gameplay, it makes combat really one-dimensional and just doesn't feel as ship combat should feel like.
I mean, imagine sitting in your spaceship while there's this giant ship rapidly moving backwards while another one pursues it, rapidly shooting at one another. It looks like a bad comedy film, not an epic space battle.
IRL the ship which can accelerate faster (without exhausting it's fuel capacities) will escape or catch up.
StarMade's best equivalent to this situation is a long-range stop rapid gun mixed with long range weapons to do damage.
In light of recent conversation:
- It has always annoyed me that you can hide your thrusters inside your hull. I want them to NEED a clear line of sight. Thus the difference between thrusters and warp-drive.
- I think that the best way to do it would be on a per-side basis.
- Thrust-force per-side would be determined by the EXPOSED SURFACE AREA of the thruster groups.
- Thrust top-speed would be determined by the number of extra thrust blocks behind that surface area.
- The result of this system would be that damage to the thrusters would first just expose thrusters behind, ultimately hurting the max-speed of your ship. Once they are severely damaged, however, the ship would begin to accelerate slower.
- Another result would be that agile ships with low mass simply need a few exposed thrusters in different directions. Larger ships with high mass would need to balance accel with max speed. It would take a lot of exposed thrusters to have a very agile titan, and the stupid ones with massive engines would necessarily be easy to destroy with enough firepower. No more hiding massive systems inside the hull.
Maybe just make an array out of any block type spreading from the point where this block type is connected to a single thruster (which acts as a controller)
Thrust per block will then be dependent on resources required to build this block.
The same could apply for power... if it has only 1 block type nearby, an array of these become your reactor and energy produced depends on block number and cost. Some block types like hulls could be excluded because they already have another function.
That would allow really beautiful AND balanced RP ships.
I think that breaking should be the users concern and it is an interesting one. Maybe the easiest way for massive spaceships to slow down would be to turn completely around and fire main thrusters again.
The new ship design would be a very wide or tall ship built around the X or Y axis, allowing for a fast 180°-pitch or 180°-yaw.
Good? too restrictive? I think I gave you a reason to see the flaw in your idea.