- Joined
- Nov 4, 2013
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There has been plenty of discussion of thrust mechanics, it's just been buried under the enthusiasm surrounding FTL, for better or worse. Regarding logic surrounding thrust, the current and planned systems IMHO make no less sense than power structures which require no connection to storage and further storage that requires no connection to the systems that draw from it.Am I the only one to disagree with the whole menu idea and percent thrust in some directions?
Let me explain:
I think this system is bad from an immersion point of view, just as the current system
Let's say I build a little shuttle with a main engine in the back and some landing engines (downward thrust) on bottom
With the planned system I set let's say 60% thrust foreward 30% downward for VTOL landing on planets and 5% both for right and left because I like to be agile. Good. Now I get shotted by a defense turret while getting off the planet and it destroyed all of my bottom thrusters.
With this logic, I am still able to use my downward thrust even if the thrusters supposed to do so are destroyed (that's so much illogic) until I change the setting or repair my shuttle. But while escaping, my overall thrust being lower, I have not as much foreward thrust as before being shot, even if my main engine (supposed to give foreward thrust) is untouched.
I feel like you don't want to get serious and manage deep thrust mechanics.
The thrust should be applied depending of the gravity center of the ship (I feel like all the ships rotate around the ship core position, why isn't there anything in the new system to change this?) so to thrust foreward (STARIGHT) with the ship on this shema I did you have to use both thrusters 1 and 2
Assuming there is no main engine in the back to do it.
Using only Thruster 1 or thruster 2 should make the ship spin (in the yaw axis) in the opposite direction.
I know it would be much harder but I think the players need SOMETHING more than just new values to catch their interest. Personnaly I haven't played this game for quite long and I don't know if I'll start it again ever with this kind of mechanics.
The creation of the distinction allows functionality to be easily restricted to one but not the other. Thus a base becomes the method of using functions balanced round the idea of not moving, such as gates, which I think should absolutely remain static, which a capital ship allows lesser functions to still be moved.I still think the concept of "capital ship" as a distinct class is ill-advised. Just make the hyperspace drive a way to move base structures. including base structures with gates.
Personally I like it for that reason.