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Astro empires forum12/17/2023 Again, this is too quick for Stellaris, especially to be able to see the individual "pew pews", so recharge times are instead multiple days and fights drag on for weeks. Similarly, a realistic battle might only take hours, or a couple of days if fleet movements are more like jousting (approaching at full speed, firing as they enter each other's range, flipping over to decelerate and re-accelerate back to the opposition, lather, rinse, repeat until defeated), with recharge times for weapons of fractions of an hour. This makes the minimum distance covered 1.9B km (13 AU, greater than the total orbit of Jupiter) or around 2000x the realistic combat range above. But Stellaris seems to want to give players at least 30 seconds of action per battle, maybe 15-20 calendar days at reasonable lag/processor speed. A fairly realistic combat range of 1 million km is eclipsed in just over 11 minutes (for a mobile attacker on a stationary target, half that for closing forces). But a ship moving at 0.5% (0.005x) c crosses 1,500 km/s or 5.4M kph or 129.6M km/day (for comparison, the distance from the Sun to the Earth - 1 astronomical unit, 1 AU - is 149.6M km). Ships move about the system map at speeds (at most a couple percent of the speed of light) that actually aren't too far fetched, given constant accelerations centered around a few gravities. Click to expand.Most of what is wrong with combat in Stellaris comes down to issues with making things work on a "calendar = clock" time scale, while still allowing the player some level of agency.
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