[quote=“Kichae, post:45, topic:513”]
Oh, absolutely! Field propagation is a thing in all field theories. Mind you, many of them propagate at the speed of light, but there’s no reason a warp field has to, especially in the vicinity of other warp fields.[/quote]
The warp drive power adjusts only incrementally, which is how the player asks for more or less speed. If the drive went out, the ship would instantly stop dead in space, becoming a non-ship object. In that spirit, changes to the field would propagate instantly, but any change made might only be an incremental one.
[quote=“Kichae, post:45, topic:513”]
Strong, compact fields would show up on censors as a well defined and easily targeted point, while weak, diffuse fields could show up on scanners as a region up to the edge of the feathered region (so, in your prototype, 1AU).[/quote]
I would be very leery of strong, compact fields, despite the appeal of the science. I thought you were suggesting that the fields had a fixed, maximum strength and it was only the field size that changed. A strong, compact field allows me to say to an interceptor “You have made your interception in the last 2 minutes and have gotten within 10,000km, but I’m going to force you to spend another 2 minutes to reach me because of my strong local disruption.” I’d be worried about the pacing of gameplay and fear the reaction: automated intercepts.
If the maximum strength is fixed by the game, then players can be sure that an intercept will never take more than a known amount of time. Better players could reduce the size of their ship’s field so that any other ship or fleet that had brought down its own field size could be intercepted more quickly.
[quote=“Kichae, post:45, topic:513”]
Maybe larger, and with a poorly defined shape, so that the emitter doesn’t have to be at the centre of the detected field.[/quote]
Making fields procedural based on the emitter would be an interesting thing to do and I think it might be practical. Of course, spherical fields only require three multiplies to make a containment check.
Using a procedural field that also took into account the star system would be awesome. You’d be flying along, seeing your disruption field twist and squirm depending on nearby celestial bodies. Or perhaps on some magical background warp field that is largely independent of the bodies. Or is related to magnetism and only includes bodies with large magnetic fields, like stars and gas giants. Aurora Warpus.
[quote=“Kichae, post:45, topic:513”]
In the one case, you get a strong warp field able to hold on tightly to nearby ships, with the ability to drag them all along without regard for any kind of interference from those ships warp fields (an interesting thing to explore might be that fleets are slower than any of the component ships, due to warp interference; this makes scouting parties a truly viable and valuable thing)[/quote]
Interesting, but do you want disincentives for operating in a fleet? I can’t imagine that going over well in a multiplayer game.
I suspect that simple caution should be a good enough reason to send out scouts. Slow the fleet, send the scouts and find out what they’re getting into.
If a fleet pulls in its warp disruption field, then yes, it is turning over control of the pacing of interception to the interceptors. If the interceptors reduce their field sizes, then they can be more aggressive about their interception. But the use of the term “drop” suggests that they would suddenly appear in some way. In a star system, you’re going to see ships approaching from a long way off - unless there are sensor fogs and such. In that case, an interceptor might just as well be a capital emerging from the fog as a small interceptor.
I can imagine a fleet having its own defensive interceptor. It would be a fast ship with a full-size disruption field. If the fleet is menaced, it is his job to join the fleet as fast as possible. That gives the fleet a full-size disruption field, preventing interceptors from picking their own interception schedule. Of course, if disruption field sizes can be adjusted faster than a ship can make an intercept after being spotted on scanners, then it’s a moot point.
[quote=“Lomsor, post:46, topic:513”]
What about differen’t loadouts … could I equip my ship with a drive or warpdrive that has a slighter higher warp speed and, for instance, a lower acceleration or would that be unfavourable?[/quote]
I’m of the opinion that the maximum speed should be fixed and uniform across all ships, and that ships can fiddle with all sorts of other parameters, including acceleration. When changing parameters, the general rule should be that any given class’s parameter should never be improved beyond the neighboring class’s standard. So if a frigate’s acceleration is being pumped up, it should never get better than a standard corvette. A standard corvette should always be able to outmaneuver a frigate. If a frigate’s firepower is being improved, it should never get better than a standard destroyer. A standard destroyer should always outgun a frigate. If you want to beat a destroyer with a frigate, be a better ship operator.