Hi Nigel_Strange and thank you, that was the kind of answer I was looking for and can accept. I lurked in the forums a bit back in 09 when I got Legends, but I only joined and started posting when Mercenary came out. Get ready, this is going to be a big one. soulsacrifice, I wrote this before you posted but I address both parts of your comment if you want to search for your nick in my post rather than read the whole thing. But I think it is worth the read. Everyone should at least read the third paragraph.
I have been considering trying Babylon 5 I've Found Her for a while, but I have not got into Babylon 5 too much (nothing against it, but I've only seen maybe 1/8th of the TV series episodes/movies) and I was a bit off-put by only being able to override by using the afterburner (AFAIK). I also still play a bit of Frontier First Encounters (though the combat is pretty non relative and basic, it is only the general navigation that is good. I also use an updated version that keeps your velocity the same rather than keeping it the same relative to the nearest planet etc). If you have found any other good ones I would be interested to hear about them, I have scoured the net pretty thoroughly for decent stuff.
Marvin, F=dp/dt still holds. That was always the correct form of the formula, see
http://en.wikipedia.org/wiki/Newton's_l ... second_law (apologies, the BBS code refuses to recognise an address with a ' symbol in it as valid). dp/dt=ma is a special case/approximation (better to use the full version even for plain Newtonian rockets). For the relativistic versions go to
http://en.wikipedia.org/wiki/Special_relativity#Force and
http://en.wikipedia.org/wiki/Special_re ... orce_in_4D. For a full explanation of the paragraph you quoted see
http://en.wikipedia.org/wiki/Mass_in_special_relativity. Basically the old way of talking was confusing and led to misunderstandings, especially in people who have a only a cursory knowledge of special relativity.
In fact, rather than explaining in detail to those who do not understand mechanics as I offered earlier I would suggest you go the wikipedia pages I linked to and read them and what they link to. Their explanation is as good as anything I could offer to you. From now on I will concentrate on responding to people who understand the issue I am trying to raise like Nigel_Strange.
If Vice's opinion on the matter is firmly settled on the system being as it is now, then fine. I will divert this thread into a brief discussion of other games that also claim to offer some kind of space (rather than aerial or naval) mechanics and then drop the matter. If the acceleration curve system is here to stay but there is some wiggle room in exactly how it implemented then it is worth continuing the discussion. The latest release build (1.098) makes a major change in how the forward/reverse inertials work compared to the previous release (1.088), so I don't think we are at the stage where such questions have been settled.
Regarding the jousting that you apparently get in the Babylon 5, that is usually the way lower level combat works in most games with an actual space combat mechanic (including Evochron), again as opposed to "aeroplanes, but IN SPACE!!" (or worse, "boats, but IN SPACE!!"). In most of these games (including Evochron) it is a tactic adopted by new players who have yet to master the art of relative motion to some degree. Higher level combat is more interesting. If indeed it is what high level combat in I've Found Her consists of, then that is sad and I am glad I have not spent time playing it. It is highly debatable how "jousty" anything like real space combat would be, but the primary goal of a game is to offer an interesting world to play in.
I want my games worlds to be interesting and as self consistent as possible. Realism is good where it does not hinder gameplay but it is tertiary. The mechanic in Legends is certainly interesting but is not self consistent regarding high velocities. I think the time has come to spell out in detail what happens in Legends. The following was done in a hunter frame with a level 1 engine (version 1.288).
1) Start at rest in inertial mode. speed:0, velocity:0,0,0
2) Use afterburner until forward velocity caps out at 2880. speed:2880, velocity:2880,0,0
3) Use horizontal and vertical strafe until those velocities cap out at 2880. speed:4988, velocity:2880,2880,2880
3) Turn to face the direction of motion. speed:3090, velocity:3090,0,0
4) Repeat step 3. speed:5112, velocity:3090,2880,2880
5) Repeat step 4. speed:3044, velocity:3044,2880,2880
etc
The speed is calculated from the velocity using vector addition (Pythagorean theorem), it is the same as the forward velocity when the lateral and vertical velocities are 0. It does reflect your actual speed in game as you can verify by watching your motion relative to other objects. The values 3090 and 3044 are because the game (not your engine) automatically reduces your velocity when you exceed a certain value in one of the velocity components. That value depends on the frame/engine (check your velocity after you jump from rest in inertial) as does the velocity cap you can achieve by thrusting in a certain direction. The particular value you get depends how you turn your ship. Its is possible to max out all 3 values near the velocity you have left after a jump.
All very interesting, doesn't make a whole lot of sense (actually it makes perfect sense, but only from a programming perspective). The acceleration curve system is obviously superior in terms of self consistency and allowed velocities but in its current version it does have draw backs compared to the Legends system. The acceleration curve has a noticeable effect far below the velocity limits in Legends. Ships in Mercenary are actually less agile than those in Legends. If somehow I could instantly copy myself and play a multiplayer session where Legends ships can fight Mercenary ships, the version of me flying the Legends evoch-c would beat the other version flying the Mercenary evoch-e every time (even without throwing Legends vs Mercenary excals into the mix:)). I could make further comparisons and probably will in future, but that is enough for now.
New players need to be given an acceptable learning curve and just putting in pure Newtonian mechanics would be very confusing for them (and a lot of not so new players). It would also be unrealistic and the game engine presumably cannot cope with arbitrary speeds (I wrote that before soulsacrifice posted but it directly addresses part of his comment). But, most players learn the basics by fighting an AI that is totally limited to using IDS. The acceleration curve system simply stops them from quickly attaining speeds that are far in excess of what is needed or useful for fighting the AI. This was possible in Legends but if you were over enthusiastic with the panic button you capped out pretty quickly.
Currently, speeds above 6k-7k serve no real purpose in the game apart from novelty value. Once you get up there it is just a lot of time pressing a button for minimal gain. For the purposes of travelling without jump (billeted as a minor selling point of the game and the only reason you would do it more than once unless experimenting like me) it means you have to leave the game to run for ages to get anywhere. Since you have to do that anyway, it is not really worth spending most of your fuel and a good chunk of time holding down a button to get a 5-10% increase in speed. If the speed of light was present in the game in some scaled form this behaviour could seen as admirably self consistent and realistic. But, AFAIK speeds are only limited by fuel and patience. If the acceleration curve system was tweaked so it did properly represented some kind of speed of light limited Newtonian Mechanics I would be very happy. And admit it, anyone who enjoys travelling at high speed to get from A to B rather than jumping is sure to find the concept that they are travelling at 97% of light speed a lot more appealing than having an engine that is defective compared to a real world reaction drive aka rocket.
The problem is that the jump mechanic will take your forward velocity to more than 10k regardless of your lateral and vertical velocity. The acceleration curve has nothing to do with any kind of speed of light since you can hit at least 13k before jumping (assuming you do not pass light speed during the middle of the jump initiation animation). I am not sure what kind of lore surrounds the jump drive but it is pretty consistent with the animation that the jump drive propels you to light speed at which point you instantly pop out at your destination with your original heading and lateral/vertical velocity (unless you change direction while initiating the jump. Lots of fun to be had there, try it if you haven't). If it was tweaked slightly so the animations length was affected by your velocity it could be completely consistent. Combine that with a tweak to the curve to give it a hard cap that is unreachable (ie at whatever "light speed" is defined in the game minus 1 you can continue thrusting but your actual velocity reading does not change. Again, wrote that before soulsacrifice posted but addresses the other part of his comment. In the current system you get like 1 speed per 100 fuel at your speeds but it is not 0 AFAIK) and you have something that convincingly models a scaled version of relativity (or more precisely speed limited Newtonian mechanics which I will probably talk about more in another post), all with very little change to the current behaviour in most circumstances. Compare the acceleration curve graph with a plot of relativistic
rapidity or
gamma to see how little change in shape would be required to bring the current curve into close agreement with something like them. Of course, it might require a change of a couple of k's to when your acceleration drops to almost 0 and/or a change to the max velocity during jump.
A change like that would have almost zero impact on the current behaviour below about 5k and would not significantly affect the jump behaviour. It would have the side effect that you can travel long distances slightly faster by having a high lateral and vertical velocity. But I think that would add to rather than detract from or hinder the game. It wouldn't impact short journeys, but it might be worth spending a minute or two either before or during your first couple of jumps to say Sol thrusting laterally and vertically. I am suggesting leaving the forward deceleration on jump exiting as it is (but maybe shortening the animation slightly and giving you control over your motion back sooner if your lateral/vertical velocity is high) so the need for the autopilot to reorient itself between jumps poses a natural limit on the velocities you can sustain. In any case the autopilot already gives you a high lateral and vertical velocity after several jumps by itself.
Alternatively, forget about tweaking the mechanics to anything vaguely real world and just look at the shape of the acceleration curve from a balance perspective. If the primary motivation is to make it easier for new players, then only the very left hand on my graph is relevant to them. By the time they hit 5k they will lose sight of any AI enemy pretty quickly and your max acceleration is already much less than when at rest. Does the curve really need such a sharp "knee" at that point? I can't see why the curve shouldn't be much gentler beyond 5k. I am happy to listen to any other gameplay considerations or technical issues that mandate the curve have a sharp knee at low velocities beyond which you get an asymptotically reduced amount of acceleration (BTW I would love to know the actual formula used in the curve, if nothing changes about how it is implemented I can consider it a consolation prize). If the basic nature of the curve is not up for discussion, I would at least like to advocate for amending its shape to some extent.
Even if nothing is done about the acceleration curve, the jump mechanic still needs some polishing. At high lateral/vertical velocities your lateral/vertical velocity after the jump is subject to the same kind of jittery capping and alternation as I described with respect to high velocities in Legends. I can describe the issue in more depth if required and if nothing else comes of this thread I would like to see it amended at some point. I think the best way to do it is to give the jump mechanic and acceleration curve internal self consistency/consistency with each other/consistency with real world mechanics and that doing so would enhance gameplay while not significantly altering the current behaviour at low speeds. But, I'll takes what I can gets.
Thank you if you made it all the way to the end. I apologise for my verbosity and generous use of brackets as inline footnotes. 2245 words,
almost a personal best (or worst) for me.