I agree that the word “power” is the root of the misunderstanding. The long reply that I discarded attempted to clarify that, but “power” is the only word that I could come up with that expresses what’s going on. I don’t buy “relative velocity”, but I think you’re on the right track - that it should be some qualifier on “velocity”. Perhaps “ideal velocity” or “context-independent velocity”. CIV.
Instructor: “Ya gotta check your civvies as you make your approach, son.”
Student: “I gotta what?!”
Of course, it would be a speed value (a scalar), not a velocity (a vector). So “Ideal speed” or “context-independent speed” or some such thing.
Ultimately, it is the fraction of the maximum possible speed (FOMPS*) at which your ship is moving. Because the maximum possible speed changes depending on your context, your ship’s actual speed can change even when the FOMPS value doesn’t.
*Not affiliated with Friends of Menston Primary School.
Thanks. I had a lot of fun with that during testing, flinging it around the stellar neighborhood to see what it would do. I’d occasionally land a course that was just right where it would spiral in on a star, or go out and be perturbed so much that it would loop right back around to the departure star.
I don’t know if it came out in the video, but when I was bending the course, I was only changing my ship’s warp-level course and speed. Everything else fell out from that. I wasn’t pushing buttons to bend the jump course directly.
It occurs to me that the jumps should probably be much slower, and the ribbons rather wider, allowing players to literally fly the ribbons. Right now, ship’s are just kinda flushed through the ribbon to the other end. I’d keep the self-centering trait of the ribbons so players could kick back and relax on straight runs. On the curvy ones, though, I’d want players to have time to fly. Because it would be a skill test, players could challenge themselves, but also use their skills to defeat pursuers who are following in the same jump tunnel/ribbon.
Well, we’ll have to hope for a slam-dunk Kickstarter for I-Novae Studios.