Again, this is purely how we contextualize the ingame-to-roleplay perception, which is individual and personal to any player.
This thread is not suggesting this is standardized, I am just looking to see if anyone else is doing this and for what and how. Mostly so I can take inspiration for my own use.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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If you’re playing single player, your imagination can run wild about such things. But the duality of fast vs. standard travel becomes problematic online. For example, how could you explain reinforcements arriving via trade lane when the events unfolding are in real time?
Just like how supertransports are 1/4 the diameter of most habitable planets, i think this one will be a disjointed element of freelancer that can’t really be changed.
It comes more naturally to assume that everything progresses in real time.
We are talking about the after-encounter context here. Not realtime oorp perception of the IRP setting.
Something you use to write stories or message dumps, rather than what you tell other peoples characters on the spot.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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I'm not sure if this is what you're asking for, but whenever I get pirated in say a mining ship or in a transport, I make the claim that I don't personally possess X demanded credits. Because let's face it, a regular miner or hauler in a corporation is not going to have millions of credits sitting around.
If I pirate says "I want you to pay me 2.000.000 credits or die" I take it in the literal sense that the civilian pilot has to pay.
I then RP that I have to call the corporation or faction I work for to bail me out and they pay the pirate.
Personally I always found inflating travel times goes too much the other way. Its like even in the Star Wars universe, hyperspace lets you get around the galaxy in hours, and really only days to do the whole length?
I always rp'd that its the technology of cruise engines and trade lanes that let us get across a system in minutes. Even in Star Trek they pretty much do Eath to Pluto in 45 mins at sublight (lol) so really it would have had to be low warp but story wise they wrote it that they weren't supposed to warp in a solar system.
But try to pass a system without a cruise engine or tradelanes. Thats the real bottom line. Its not just the distance, but environments, obstacles and enemies that slow you down so it might take hours or days in that case. Its sort of like we were all born in the future of disco, as before cruise engines and trade lanes, when settlers just arrived, they'd have been using sublight near light speed speeds to get to jumpholes or move to ankther system taking years (why they build gates). Imagine a mod of early Sirius, no lanes, no cruise! (cant emember if they wrote cruise engines in there right from settlement or not, but i figure its not crazy that they may have come only after the first century...? is that in the historty timeline?
I'd be crazy enough to entertain a disco apocalypse taking out all trade lanes, and even cruise engines. Slow the game down (just adjust some consumption rates to ease things up). Things would be a lot different tactics wise if all we had were sublights and thrusters! Thats BSG territory!