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Ship Speeds

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Ship Speeds
Offline Badger
07-06-2006, 08:24 PM,
#4
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Posts: 245
Threads: 18
Joined: Jun 2006

Yeah I agree, realistically in space only the acceleration would be affected. Though I'm trying to think of it in gameplay terms, as Freelancer is action rather than simulator :0)

I was just thinking of it as a way of creating a bigger gap between ship classes, to emphasize their specified roles. As it is at the moment, you can use anything from a Light Fighter up to a Bomber and they'll all perform quite similarly, whereas a Light Fighter should be all over a Bomber like a rash.

Also, no ship can actually catch any other ship in a straight chase, the only exceptions being Cruisers and Battleships with slightly lower afterburn max speed. When anything smaller than a Cruiser comes up against either of those ship classes, they're not going to be running anyway.

I don't actually know what problems an increased or decreased cruise charge time would cause in-game or coding-wise so I wouldn't mind being enlightened, Light Fighters cruising in 5 seconds flat doesn't sound too un-balancing to me.

[Image: flbadger2py9.gif]

Evil The Badger - Blood Dragon
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Messages In This Thread
Ship Speeds - by Badger - 07-06-2006, 05:21 PM
Ship Speeds - by Dab - 07-06-2006, 05:34 PM
Ship Speeds - by Korrd - 07-06-2006, 05:59 PM
Ship Speeds - by Badger - 07-06-2006, 08:24 PM

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