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So when you decelerate to slowly get them , I assume they accelerate etc annndd , we repeat.
It comes to a game cat and mouse , who will give up first (run out of fuel)
And thats w/o even speaking of earth gravity, cause too big acceleration will kick you out as a trash can.
Out of topic - I really advice you look a film The Martian from 2015 , to enjoy how space is hard.
With some education in physics I may tell you that current Delta V system is okay and very smart. IN THEORY , if you are a super super super super computer , linked to engines with real time control over engine and this computer will have enemy fleet in sight with possiblity to calculate intime its speed , its changes and so VERY VERY precisely adapt current own speed....Well what you said about supperior acceleration is correct.
But thats if you have such a computer and ship linked to and. ..
And some how you have a real time data on enemy ship in space and somehow all gravity related inputs.
Well , forget. Current delta V system is fine :D
There is a way to engage enemy fleet actually.
After each engagement there is a timelag , where you cant use your fleet. These rules apply to aliens , to AI.
SO. You build 1 ship as a decoy and join your main fleet. Then you send a decoy to attack alien fleet and engage them. AND right after you send your main fleet , so he arrives 5-10 minutes later
Either your decoy ship die, because aliens will attack, or they flee. Does not matter.
Because aliens will be in a time lag zone, where they are pined.
And so your main fleet can engage them.
Enjoy bro , and give them hell!
I have a rough idea on how orbital mechanic works but an astrophysics student probably would best me. There is a flaw in the way you are thinking. The gravity actually keeps your ship in a stable orbit provided you've expended enough ∆v to push apogee above the atmosphere. There is no need to input any velocity unless you want to change your orbit. When setting an interdiction to match a target orbit you have to input the same thrust and burn time to accelerate and then decelerate. All manoeuvres that you make in game put you in different circular orbits around space bodies which means the total burn accommodates for raising your apogee, adjusting the interception at perigee, and then concluding with suicide burn to kill relative velocity and settle you in circular orbit. To put it simply, the "WOULUOULOULOULOULOU in space" that you mentioned is simplified and already accounted for in the initial ∆v budget you spend towards orbital plane change. This means that at the interdiction point velocities of both ships are the same. In my opinion the ∆v bidding system is too simple and does not accommodate for grater exhaust velocity.
And I did watch Martian. I guess I am an expert now :D
Now I get that the game needs to make abstractions (ie: 'Low Earth Orbit' is a single 'place' more or less), but realistically having infinite delta-V shouldn't mean you can evade combat forever.
Consider a 1milligee ship with infinite delta-v, in roughly the same space and roughly stationary compared to a 4g ship with limited delta-v. Unless the ships are VERY far away from each other, the 4g ship should always be able to catch the 1mg ship. The 4g ship can spend say 5kps to accelerate, cover the distance, another 5kps to decelerate, all before the 1milligee ship can even spend 1kps
The delta-v bidding system is fine, it just needs to account for acceleration as well
They have vastly lower acceleration than my ships (I think because their engine is badly damaged?) - 6.6 MILLIgees versus 4gs
Although I eventually managed to destroy the ship anyway by using a trick i saw mentioned in another thread, which is just send two separate fleets to intercept simultaneously - it seems like it can only evade one at a time (don't know if this is an exploit or working as designed?)
Totally agree. I get the abstraction. Nevertheless, it is counter intuitive to me.
It's true in the game that everyone is aware of fleet destinations at all times so I have no problem with this assumption, but If we follow this route, the biding should be presented the moment you select and confirm the target then. Acceleration should also be taken under consideration since mid course corrections could result in you catching up before you run out of ∆v. Especially if your design outperforms that of the opposing ship. Additionally, the ship that evades should land on a different orbit, since there is no elliptical orbits in the game, or pay double the bidding cost to be returned to previous position. Don't get me wrong, I am not arguing to remove the bidding system. I merely would like to see it reworked to be more detailed and allow for additional strategic depth. Not just a loop - intercept, bid, evade, refuel.
Simplest implementation I can think of is to prevent fleets with lower combat acceleration from ever being able to evade regardless of the ∆v they still have left. I bet though there are far better ways to achieve this.