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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Varying cruise speeds

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Varying cruise speeds
Offline Durandal
05-15-2010, 04:03 PM,
#11
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Neat. But I guess I'll have to second the Q_Q thing. Balance issues out the arse on this one, cool as it'd be.
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Offline mjolnir
05-15-2010, 04:16 PM,
#12
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Based on some previous discussion and threads we have implemented different cruise speeds for ships that needed something extra - LFs and Freighters.

We'll see how that works out online.

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Offline Arashi
05-18-2010, 09:17 PM,
#13
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' Wrote:Mass does not affect the speed. I'd rather have the LF cruise charge set to 3 seconds. HFs to 5 seconds, VHFs to 8, Bombers to 10, Gunboats to 15, cruisers to 20, battleships to 30 and carriers 35.

so take the same size engine....

100 pound brick

100 ton brick

travel the distance between the earth and the moon. Which will get there first?

Mass makes a really BIG difference in acceleration. pure simple physics.

--------------------------

' Wrote:Mass does not affect the speed. I'd rather have the LF cruise charge set to 3 seconds. HFs to 5 seconds, VHFs to 8, Bombers to 10, Gunboats to 15, cruisers to 20, battleships to 30 and carriers 35.

Except you'd have to make an exception for certain things:

A) Military ships would have a shortened time. It's their design

B) Carriers would probably match cruisers for spin up speed. IF you were using carriers, and not BS's with hangers. They are designed to be fast, but in FL some of them have more armor than a pure BS.

In FL terms, I think this setup would probably be good, except you missed transports.
Having different cruise speeds would be good also, but maybe not on the first try, try it in steps.

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Offline zhihao420
05-19-2010, 01:19 AM,
#14
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Varying top speeds = bad idea, horrible for balancing

Varying acceleration = good idea

Top speed isn't really an issue in a frictionless environment, provided you have enough fuel and your trajectory is clear your top speed is undefined.

Acceleration, however, according to F(resultant force) = m(mass)a(acceleration) where mass plays a big part on the rate of change in velocity over time. This would be heavily influenced by mass of a ship and therefore be varied since all ships have different masses.

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Offline Arashi
05-19-2010, 03:15 AM,
#15
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' Wrote:Varying top speeds = bad idea, horrible for balancing

Varying acceleration = good idea

Top speed isn't really an issue in a frictionless environment, provided you have enough fuel and your trajectory is clear your top speed is undefined.

Acceleration, however, according to F(resultant force) = m(mass)a(acceleration) where mass plays a big part on the rate of change in velocity over time. This would be heavily influenced by mass of a ship and therefore be varied since all ships have different masses.

Just keep in mind, ships with more thrust can be bigger and still accelerate as fast as something smaller with less thrust. But this is only if you're being more detailed: Aka: Civilian vs Military, etc.

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Offline Cosmos
05-20-2010, 01:44 PM,
#16
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The cruise speed should'nt change.

I believe what should change is the actual speed the ships go before/during thrust

From the Transport to the Cruisers with Thrusters they -Should- go A hell of alot slower than they do at the moment.

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Offline Schatten Research Facility
06-01-2010, 04:28 PM,
#17
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:/ bigger ships with bigger engines should have a higher top speed since well... they can put out more force than any small ship can even hope to put out - acceleration is another matter.

It rather balances out the caps lack of in-combat speed :/
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