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Still, one of the big reasons CoaDE doesn't have more thrusting and manoeuvres while in combat than it does (And I'd be using manoeuvres a lot more otherwise) is the highly limited delta-v; an issue Rogue System doesn't really suffer from. That doesn't mean you'd have anything remotely like 'dogfighting' from your usual space fantasy games, mind you.
Highly agree. The MES is a literal game-changer. The calculated maneuvers, orbit transfers, intercepts, and evasions that make up the bulk of CoaDE gameplay all revolve around a relatively large but finite delta-v budget.
One thing that would definitely carry over, however, would be the high-velocity intercept/flyby style attacks. If the weapons and targeting systems in RS are implemented similarly, the bulk of combat strategy could revolve around the strategic targeting of enemy ship systems, along with the careful management of damage to your own systems.
Of course MES is a whole 'nother animal, but that is what would make the flying fox the player "avatar" in this equation.
The MES engine is, generally, a big exception from the pledge of realism. You can even make an in-game justification for it, by calling it a proto type from a lost lab or even indicate that it is from non-earth origin.
If everybody has MES, how do you orchestrate a flyby? How do you assess the battlefield?
But I do see a lot of gameplay could be had if the rest of the pieces on the chess table was comprised of CoaDE restrictions and the flying fox was the tactitian/strategist/janitor/scavenger/medic in this equation? You could secure, retrieve and capture derelicts/dead-in-the-water enemies. Tow them back to base and, providing that the base was still hooked up to its logistics/infra structure, it would repair and restore the craft. It would bump the tech level from examining the captured prize.
And even with low value targets, you can still scavenge it for spare parts for the Fox.
You can make the decision if you want to clear out an enemy target or wait until life support fails. You need to rescue friendlies out of similar situations.
With a massive enemy, you can do orbital change on your assets so to avoid proximity flyby. If the enemy decides to spend delta-V to adjust accordingly to get its target, it may not be able to get back. So you can lose the battle, but still win the war.
And, even as pledged, we're not talking about anywhere near the MES thrust to weight ratio. The reason why Resonant Cavity drive would be ground breaking is because it wouldn't be spending propellant, so there is no diminishing resource.
That said; we have the above mentioned reactionless drives, but also cold fusion, FTL and direct human piloting as core elements of the universe.
So yes, I'll accept that compromise in scientific rigor so long as we get to see all this (admittedly preposterous) tech treated with a fine enough respect, attention to detail and consistency that they feel fleshed out and believable in the context of rogue-system's universe.
We don't have stupid magical energy shields, silly magical fake gravity, or especially stupid, silly and pointless magical telepathy; and for that I'm grateful.
I'm hoping for a solid high 3 to mid 4 out of 6 on Mohs Scale of Scientific Hardness.
Consistency is key, if the world makes sense and the consequences of these three implausible technologies are explored and one implausible ship design choice is explained, then I’ll be very happy with the game's realism indeed.
* No dogfighting. Instead, the goal is for the ship systems operating at peak capacity at the encounter to make sure that the weapons and defenses are performing.
* A strategic battlefield. An actual chess board. Predictability. Not "every thing can freely go everywhere else". A "terrain". A backdrop.
* Most of the direct control of NPC units is just MechJeb stuff. One can have a reasonable interesting battle without very sophisticated decision making on the part of the enemy AI.
* Many interesting jobs for the flying fox (recovery, rescue, scavenging, servicing, refuel, repair, rearm, delivering the coup de grace, logistics, reconnaissance, strategist, tactician, capture, raid) that doesn't involve tit-for-tat trading hits with operational bogeys.
Many games try to emulate the SciFi classical mixing of internal and external focus. But usually it doesn't work. In a sci-fi movie, the ship external stuff happens within seconds and ship internal stuff takes minutes. We can see a ship firing at another, bringing it down in a matter of seconds, but still allowing the audience to see people trying to save the ship, deciding against it, running to escape pods with a little of drama along the way and stil make it off the ship even though there is little external justification for how they got the time to do all that. Hell, even issuing verbal commands would be too slow compared to the external view of most star trek battles. So, a game has problem pacing the action. Likewise, I don't think you can engage an enemy and work the RogSys internal systems simultaneously.
* "Measurement of Impulsive Thrust from a Closed Radio-Frequency Cavity in Vacuum", published in the Journal of Propulsion and Power, December 2016.
Or to quote a bit of it;
"Thrust was observed on both test articles, even though one of the test articles was designed with the expectation that it would not produce thrust."
When your control shows you a positive result, it's time to give up and go home. *(you know, until you get the funding to run it again with better equipment, more stringent test conditions and over a lot more time.)
Stop derailing the thread with this cynical alchemy scam.
Or maybe it would better be a hybrid in the vein of Dangerous Waters, where you could both manage your fleet trajectories and burn points, but could also get inside as well to operate the stations and possibly EVA and do the repairs.
I'd say yes to the missiles, flares, auto-turrets and heavy weight-of-fire close-range weapons, but no to the freefall flights and 'everyone you know dying of old age before you'd finished a single tour of duty' flight times issue that CoaDE ship tech would have.
Would want to see how the combat plays out with the reactionless torch-ships we have at the moment before arbitrarily deciding if it'll work or not. There's a lot of interesting gameplay possibilities with how combat could end up.
Eh. I've always viewed it as a missing link between study sims and space sims. To quote the kickstarter brief, Rogue System's always aimed:
"to combine the depth and fidelity of a complex flight simulator with the classic gameplay of the space combat genre"
To do both, do them well, and have them complement each other. Way I figure, the world was being built alongside the core module anyway, there was always intended to be multiple star systems and FTL, all the tutorials and missions so far have been set in the 'sandbox' level already. The current direction most likely just means the world's going to be worked on and fleshed out a bit further (and faster) first, with a few extra bells and whistles.