Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Besides while you decelerate slowly after letting go of the thrust key, you do drift which is accurate according to the laws of motion. There's just future space science at work to counteract inertia, probably to provide macrogravity for crew or *insert RP explanation here*. Also the speeds at which you travel, which are measured in AU are all technically FTL speeds IF it's going by the real life measurement of an AU as light takes about 8 minutes and 20 secs to travel 1 AU, so if you have the tech for FTL travel, you probably have fancy gyroscopes or space science to combat inertia, if not your entire crew would have their insides explode out like a chestburster when you crash rather than just the ship taking a bit of damage.
Oh. Lorentz metric tensor, huh? Off to google that....
Serious answer though, unless the core mechanic of a game is entirely based around realistic space physics, they're only a detriment to the experience.
The same with the sound in the void.
Didn't the developers realize that space is three dimensional!?
I rarely hear anyone complain about how in most game you are not down after 1 stab/projectile, while in real life, nobody "regen" their health or is back to 100% after using a bandage. But for the sake of the fun, that is how it work.
So with this comment, you either want
A - The ships, planets and everything a LOT smaller, making it impossible to anyone to see on screen.
B - Make the ships travel to a "smaller number" of AU/sec to take into account the size of things to be more realistic. But if we want to keep the realism that you want, the issue with this is you end up with solar systems/planets requiring to be equally further, making it take ages to travel around.
So you wish either pixel like objects, or requiring an hour(s?) to travel between solar system. Personally, I wouldn't play your game.
have you not played any other video game? Unless you have a degree in game design, which is obvious you have not, I suggest reading a minimal on the subject. it is really interesting and could make it clear why everyone is responding negatively to your comments
To put it into perspective, traveling even one au/s is like traveling 499 times the speed of light. You can achieve 80 times that easily.
Sure, with real astronomical distances, that's still "slow" compared how "quick" you get around in game, but I guess it was just called au/s because it sounded sciency and people were not expected to know what it meant. So why not just rename it? Star Trek did it quite successfully with "warp". It got a specific meaning now and they assigned real speeds but at the time of the originals, I'm pretty sure it was just code word for "fast". Call it hyperflux or even use a made up abbreviation like XIP.
I'm also not like OP thinking badly of the game or it's dev for it or expecting it to be realistic - I'll take 'fun but unrealistic' over realistic any day, which is why I have no problem with what the thread title refers to (I played games like that, it was annoying).
I see the unit name change as an easy way to improve a good game in a way that would not take anything from it.