Okay if that one looks like a bullshit, i have another, technical one.
I’m in a mess with engies of ships and how theoretically ideal they shall work. One friend told me that this is possible to make an engines system in a spacesim based on a real-world physics. I tried to understand him but got almost nothing.
The point is to invent an engine system that will remain FL dynamics and features (0-100% max speed achieving times, movement physics, etc), but:
allow speed variations between ships, f.e. Defender shall have less speed than the Patriot;
engines supposed to be changeable between ships, f.e. some Liberty faction manufactures an engine that is suitable to the whole lineup of ships of one size class (i dont think that vanilla system with a unique engine for every ship is a good decision cuz it is not correct as realistic manufacturing process and also neglects any sense to throw them into market);
have realistic or close to realistic parameters to be variable and their logics.
I’ve managed to create an interesting one, but it is unrealistically uses a ship mass in its logics.
Ship’s mass determines the required output power of an engine to achieve 100% max speed that is fixed per ship.
Engines have an ouptut power and sum (assuming some ship can carry more than one engine) of them suggested to match ship’s required output power in order to achieve 100% max speed, but when they does not match, resulting max speed can be above or beyond 100% max speed, what variates a gameplay and basically is a second point of implementation of marketable engines.
So, (max speed with 100% output power match = MS; mass = M; engine output power=OP; all values are imaginary just to show logics, %s are just relative and supposed to be numerical megawatts or kinda)
If ship has M=100 and MS=100, with OP=120% max speed = 120;
If ship has M=120 and MS=100, with OP=120% max speed = 110;
If ship has M=80 and MS=100, with OP=120% max speed = 140;
If ship has M=100 and MS=100, with OP=80% max speed = 80;
If ship has M=120 and MS=100, with OP=80% max speed = 60;
If ship has M=80 and MS=100, with OP=80% max speed = 90.
Steerings, acceleration etc supposed to fit same logics but actially i have no idea how they work IRL, im a dumb non-technical designer and need help.
That seems fine as casual gameplay mecanics but looks like a total bullshit again in term of realistic physics and i dont think it can be acceptable by public.
Question is: whats your opinion and how do you see an engines system in an ideal game in a case that they shall fit terms at stat of msg.