Forums » Suggestions

real physics

Feb 23, 2005 ananzi link
why did they put the artificial speed limitation?

why are you unable to turn with turbo on?

was it to make 'dogfighting and pirating more interesting'? was it to prevent running? what was it for?

werent there other solutions other than introducing these rules?
make weapons that slowdown others? etc etc? why limit things so artificially to the point its like WWII flightsims or quake?

even if you want to consider that the engines have some special power source... what if you have thrusters? what if you slingshot around a planet? even the 'spaceship one' homebuilt thing went more than 200m/s.

200m/s is 0.2 km/s, which is 720km/hour, pretty damn slow. and what is this relative to anyways? the ether? come on this is 2005 not 1892.

the spaceshuttle goes like 8km per second, thats 8000m/s .. just orbiting the earth. .. thats just reative to the earths surface... how about the voyager spacecraft .. its going 36,000mph, or about 10 miles a second, whast that like 6000m/s?
that POS hasnt had any thrust put on it since it left earth, its just doing slingshots around the planets.

but in vendetta Voyager would never exist because the max
speed no matter what is 240. . . even missiles with flames spewing out the back do not obey the law of F=MA, they are just stuck at a certain speed as though they had drag on them.

it would be fun to do things like fly thru a roid field at 2000m/s or see how fast you can fly between girders at a station.
i dont get what the problem is/was.
Feb 23, 2005 Starfisher link
It's pretty obvious.

Given: All ships infiniboost at 500m/s.

Task: Try to shoot someone who is running with CTC cargo.

Result: Impossible.

Combat is impossible at high speeds without really good missles, which makes for boring combat. There was a game a while back that allowed you to fight with real newtonian physics - you start going 2km/s in a straight line and your target is going 2km/s in a straight line and you have a millisecond window with which to shoot them and hit, after which you have to both turn around and hope that you've matched vectors enough to actually make another pass (harder than you'd think).

In fact, I think way way back in alpha the game had semi-newtonian physics, the result of which was that people went everywhere at 200m/s and combat became impossible.

Feb 23, 2005 CrippledPidgeon link
Huh? What's that sitting under that bridge? *GASP!* It's a TROLL!

[Rudeness deleted - knock it off. -Forum Mod]
Feb 23, 2005 Forum Moderator link
Starfisher is correct.

The devs and guides have access to an engine that goes very fast. You are probably thinking that 2 ships with such an engine could fight, but it doesn't work that way. At higher speeds your enemy is a dot...then right in your face...and then a dot again. Actually hitting anything is impossibly hard. The only way to do it would be to implement true fire-and-forget weapons and really good autoaim. This would entirely negate the twitch-based combat model of the game.

As for the engines, see this thread for some "facts" and some speculation about them:

http://www.vendetta-online.com/x/msgboard/3/9167
Feb 23, 2005 Eldrad link
They did have real physics originally. I'm told the game was very boring, since as one would expect it would be very difficult for anyone to fight one another not only due to the high relative speeds but also due to the huge amount of time it would take to reduce said relative speeds (imagine accelerating towards your opponent for 5-10seconds and seeing them for 1/4th of a second).
Feb 23, 2005 Lord Q link
The truth of the mater is that realistic spaceflight is something that no-one involved in the creation of this game has actualy experienced. Furthermore it is something that no-one in the target demographic has actualy experienced. Thus expecting the game to be perfectly real is unreasonable.

And as has been previously said, the aspects that seem unrealistic are there because they keep the game playable, and understandable for those of us who havn't actualy flown starfighters.
Feb 23, 2005 Shapenaji link
if you really want to think of it as realistic ananzi, assume that everything has been slowed down for you, since as Itani, Serco, UIT you have some sort of enhancement that helps you deal with the speeds at your own speed.

m/s isn't meters/sec is Morgan's per second, a captain so drunk that time passed very strangely. He was known to measure distance in beers. Consequently, he would drink more and more as his enemy got closer, thereby stretching out the distance and making the velocity seem constant.

(another strange result was that, due to the prohibition of alcohol in itani space, according to morgan, there WAS no itani space)
Feb 23, 2005 ananzi link
i understand. the nearest thing would be modern jet fighter combat, where you fire missiles at each other from 25 miles away and fly off at mach 2 dropping ecm and flares.
Feb 23, 2005 Forum Moderator link
Precisely. I'm sure there are games that allow people to do that. I'm not planning on buying any.

The fact is that combat in space isn't likely to be all that fun. All the good space combat movies borrowed heavily from air combat movies. I know that Star Wars has many battle sequences lifted directly from the movies Battle for Britain and The Bridges at Toko-Ri, to name a few. We've come to expect that kind of experience, even though it isn't realistic.