Quick question about the prototype

I liked the “realistic” ( and I put that in quotes, because it’s as realistic as it can get in an anime ) elements of the show. The very high contrasts and lighting is not something you see very often.

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Have you watched the second season too? But the best part is the sound design. So cool.

Obligatory everybody should watch Legends of the Galactic Heroes post

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I tried, but… it is sooo long winded. I have no trouble watching text stuff (I love the Monogatari series) but Legend of the Galactic Heroes is so old and loooong. But I plan on getting around to it someday. :stuck_out_tongue:

EDIT: No more posts on anime from me. My dark secret hobbies shall stay dark and secret.

Galactic Heroes is simply amazing, yeah it’s long but it is just SO GOOD, there is nothing quite like it.
As a mecha fanboy I still dig Universal Century Gundam series more but that’s just me!

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Sidonia is still on my list ever since hearing about it on Atomic Rocket, but if you want realistic hard-SF anime, Planetes will scratch diamond (and is also pretty good).

Word.
You know, when people call something “epic” when they just mean it’s good? Well, if Homer had made space opera anime, it would look like that.
I haven’t read the books it is adapted from, but I actually suspect that the anime format, in the ways they use it here, is better adapted.

I’ve read that the anime follows the books very closely. And yes, Planetes is also good.

If you sit still at any point over the planets atmosphere, flying in any direction with the proper speed will result in an orbit. For example if you fly over the equator you could go north or south for a polar orbit, east or west for an equatorial one, or an infinite number of directions for orbits in between.

Which one does the blue indicator point to?

Talking about series in space and things, maybe a little off topic, but still

Mobile Suit Gundam MS IGLOO

It has some neat things that could be used on the game btw, just saying

(To those that don’t know much about the gundam series, this has nothing to do with things like gundam wing or seed or all those new series)

The marker appears to be locked to your ship’s heading, so it will effectively point to an orbit of any inclination. I’m not sure how it would change if you’re already in orbit.

Again this is just one of my nerdy fantasies, but would anyone object to a togglable set of HUD markers for orbital vectors (prograde, retrograde, normal, radial)? Like Flavien said this is entirely not what the game is meant to be about, and we already have KSP for those who want that stuff, but I imagine it would be easy to implement and harmless enough if left out of the way so casual (sane) players wouldn’t accidentally turn it on.

Not at all. It might be some nice eye candy, and it would also help to underscore how inefficient orbits are for I:B ships.

I’d think that being able to select any object and get a ballistic path for it would be a neat feature to have.

The direction of least effort I guess. Yes you can obtain orbit in any direction but the indicator shows in what direction the least dV is needed. If you reach orbit I guess it turns arround.

It really depends how important stealth is, how weak sensors are, how expensive and how powerful ships are ect.

For getting from one side of a planet to the other (assuming hiding behind a planet hides you from sensors on the other side) it could be very effective (and not too slow if you go into orbit not long before you get within normal sensor range). Of course this tactic is easily defeated by sensors on both sides of the planet, though you could make ground sensors much less powerful than sensors in space.

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Wouldn’t it be useful for going afk?

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Flavien knows the answers to those questions, so I think we can trust his statement that orbital mechanics won’t provide much gameplay value in Infinity:Battlescape.

It would rarely be practical to take the time to get into an orbital trajectory if I’m trying to go AFK. Most of the time, I’m going to hit the hover button or just let my ship keep flying straight ahead.

If you guys want orbital mechanics to play a role, the ships need to have a rather limited delta-v. That is, they can only do a limited amount of maneuvering. In that case, players would be obliged to figure out the free drift trajectories that would get them where they want to go.

I could see that being a very entertaining game, particularly if time was accelerated significantly, a number of masses were in fairly close proximity, and I had a number of ships to direct.

I would love a modded server with restrictions on dV, accelerated time, and some sort of restrictions on fuel (long recharge on anything significant enough to obtain orbit maybe).

Basically, I’d want it to be possible to (typically) reach orbit under high dV, then have to wait to recharge if you want to make a rapid transfer. Think afterburner-esque engines: low, unlimited dV and high, limited dV modes of operation. You’re never truly stuck, it might just take a lot longer without kicking in overdrive.

It looks like you’re mixing up dV and thrust. You are describing an unlimited dV setup with alternatively low and high thrust. It could be interesting indeed.

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I don’t want the game to be designed arround orbital mechanics. That’s something for another game/mod.
I want the possibility to use it to stay … to allow some fun “exceptional situations” to happen if people start to play arround with it. No further dev time or consideration is needed for that.

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Not true. Just leave it as an exercise for those who are a bit mathochistic.

As far as making a separate mod/server that legitmate has dV budgets and time constraints you can count me out. As much as I love playing with orbital mechanics I do not want to waste my time. Time it will be, even with extremely high dVs and low thrust there is no such thing as a rapid transfer. A rapid transfer to Mars is 39 days! I don’t want to wait 39 days between respawns to hit their base. It doesn’t make for fun gameplay. A rapid transfer to our Moon is would be 12 hours - 1day. Still too long! You need timewarp and you can’t have timewarp in a multiplayer fps. It doesn’t really work out too well.

I would only want it as a mod server, not standard, but I don’t think you’d have to wait that long. If you limit the fast burns in duration, you would have to use one to orbit, one to accelerate to extreme speeds, and one to slow down again (you can also perform the opposite of a slingshot maneuver, if the planets and moons are in motion. Just approach the front of the body instead of the rear). You could also keep the warp drives, just restrict their use by gravity wells. That would allow you to cross interplanetary space quickly, but you would have to restrict the drives to only accelerating along the current heading out it would defeat the purpose of planning your maneuvers.

It would be a fairly intensive mod, but I’d play it frequently.