Ideas for Thrust Update

    What do you think of the suggestion?

    • Absolutely love it!

      Votes: 8 50.0%
    • It's good

      Votes: 3 18.8%
    • Not bad

      Votes: 1 6.3%
    • Couldn't care if it's in or not

      Votes: 0 0.0%
    • Don't particularly like it

      Votes: 0 0.0%
    • It's bad

      Votes: 1 6.3%
    • Bloody awful!

      Votes: 3 18.8%

    • Total voters
      16

    Lancake

    Head of Testing
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    • Schine
    • Tester
    In my opinion it would be more advisable to have a nonlinear development of speed to t/m ratio. This would allow a big change of speed at small t/m ratios but would lead to ever smaller changes once you build really many thrusters. Then you wouldnt need a cap.
    Another solution would be to have a nonlinear increase of power neaded with a linear increase of thrusters, making the amount of power needed very large for fast ships, so they would have to become specialized, and the amount of power needed forships that have too many thrusters ridiculous to impossible.
    Linear ratio systems are nowhere near reality and even less are Caps.
    How the curve would go can easily be changed within the code if needed. It could be linear, it could be a logaritmic function, exponential,... Hard to know which one is the best without testing that in game.

    Problem with those non linear formulae is that you make it complicated again. If you have roughly a 3:1 thrust to mass ratio (you can see that on sight), you can say that your top speed is around X m/s Same if you try to plan for a certain top speed.

    If we use a logaritmic formula, you can't really do that since you'll get weird decimals (logaritmic of 1500 is between 3 and 4 but you don't really know the decimal value) + it would need another modifier to work with it which makes it even harder to calculate.

    This would be OK for me, but not everyone wants to bring up a calculator, or needs to understand how a logaritmic formula works (not all of our players are 16+)

    Starmade has enough complicated stuff already and some of that is required, future mechanics will need them too so if it's possible to use a linear one then we should try that out first.
     
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    An Idea for the fuel consumption area in this thread: You have say a, erhm, fuel tank that can hold so much fuel. that fuel works like the cargo update: fuel has a mass (editable in the config) and the less you have the faster the ship will be, while having more will get you farther. or something. somebody pull out a nice mathematical formula that make my ideas sound smart, plz.
     
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    Just don't expect the Devs to jump at the chance to cater the game to that server.[/QUOTE said:
    And Lancake decides to jump at the chance to cater a post to the subject