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Rapporter et problem med oversettelse
Like in that one vid above, Sean has said that the dev team aimed for an "arcadey" experience when flying ships ... but also Cobra pointed out the "stats" where it was written about hull-plating adding "weight" affecting "handling" may add another element to each ships uniqueness.
So, if the premise is the ship automatically compensates for gravity and inertia, how will "weight" and "areodynamics/shape" effect entering and leaving each planets atmosphere "type?" or "depth?" if that is even a procedural geberated factor based upon planetary body type, size and biome seed.
MORE of why i will love this game !... Thx OP for reminding me of this simple unknown mechanic among the infinite ones, great fun.
https://www.youtube.com/watch?v=4jEz03Z8azc
It's just a game dont take things too seriously .
Not sure what your getting at with that video or comment ?
Think you posted in the wrong place
Immersion doesn't have to do with real life...It has to do with believing that you are in the game or part of the story of the game. It looks like people are getting more confused.
I think people will race to the center for sure but I also think people will find some way to cheat the game in that regard.
He confirmed that different planets with vary in how deep the atmosphere is and in addition to that, the reason you see ships leaving and entering the planets atmosphere so fast is simply because you are moving as such high speeds. So as unrealistic as the atmospheric sheilding is (now that we'd know what that'd be like since it doesn't exist, nore does actual space travel) it's actually quite realistic. Because if you flew through a planets atmosphere the same speed you saw him approaching the planet in space you'd be at ground level in a matter of seconds.
Sean explained it's an intentional design choice - they simply don't want players spending any meaningful amount of time on landing on or leaving the planets.