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You can build your own guns, missiles, and drones as well. Again, it's pretty neat to build a really good weapon compared to the stock version.
Only thing I can add is that Terra Invicta is *not* the replacement you're looking for, there's not much orbital mechanics there and you have to slog through an endless espionage management game to get there.
Has anyone else found a strategic orbital mechanics war game out there?
Nebulous: fleet command? I know, it's more tactical than strategic, but it have some similarities.
Terra Invicta does have delta-v, a point in its favor.
Ships and missiles do have delta-V, and even gun projectiles will have their damage influenced by relative velocity. Charging the enemy and then releasing missiles with high starting velocity works fairly well with the earlier ships, but all sides will acquire strong point defense tech over time so you end up moving to other weapons which ignore PD.
But yeah, TI is a slow burn, which is not too surprising coming from the Long War modders. Give them some time and they'll likely add scenarios where you can start with ship tech already unlocked and not have to research and build out your aerospace infrastructure from the ground up.
I mean, you can see ships have length of 100-500m in stats, but on battlefield they are scaled, but everything else's speed is not scaled. Which, in terms of relative speeds and sizes, leads to what I described above.
Yes, combat in TI feels like WW2 naval combat just as Elite Dangerous, X series, and Star Wars: X-Wing etc emulate WW2 air combat.
Having single-pixel-sized ships exchange fire with each other which cannot be seen because the game implemented realistic scaling of sizes when viewing that 1000+ km battlefield would not be an improvement.
Problem with sizing is that when you scale 200m ship to 2km ship without changing speed of projectiles (railgun sabots for instance) you'll have much, much larger probability to hit. You'll also see situations when your PD laser with effective range of 1-5 kms cant cover your space station from one end to another which, in reality without scaling, is at most several hundreds of meters length. For me this breaks immersion totally.
https://steamcommunity.com/sharedfiles/filedetails/?id=3125042255
Which of the other 7 ships can you identify from that screenshot?
And why are individual gun rounds displayed as kilometer long glowing streaks?
The difference beteween these bright shots and TI sizing is that there shots do not affect on gameplay. This brightness is pure visual, while TI ship are scaled physically, not only visually. It would be ok if only _visual_ models were scaled while hitboxes and gun mounts positions were in real scale, but they aren't.