Disembodied wrote:I can't shake the feeling that there's maybe some way of fiddling the torus drive here ... perhaps if it could be linked to the compass? Maybe the torus will only work if the player is flying towards the target selected on the compass - i.e. its icon is green and more-or-less central? I don't doubt that this might cause problems, especially with some OXPs requiring long-distance travel off-lane (although usually these journeys would be towards a destination with an ASC beacon, so the torus would still work). It would make it a lot more time-consuming for the player to go off-lane to begin with.
I've been playing a bit with this, by just limiting myself to only using the torus to fly towards a destination on the compass. I picture a circle, half the diameter of the compass itself, and as long as the compass target is green and within that circle, I allow myself to use the torus. So far, it hasn't made any significant difference to my game. The only thing it's stopped me from doing - a bit - is using the torus to quickly shuffle between floating cargo pods that I want to snaffle up; even there, all I have to do is target the pod, and then set the compass to my current target, and zap, I'm away.
What it does do is make it a lot more time-consuming to avoid the lane. I can't pitch 90° up and scoot off the lane, and then take a long parabolic arc through empty space and round to the station. It's not impossible to go off-lane; it just takes a lot more time to get there, and if I want to stay off-lane all the way in, I have to spend a lot of time travelling.
It does change my attitude to the torus drive: it becomes something I have to be much more deliberate about. It's not just, "Scanner's clear, hit the button" any more; I have to consciously check my compass, set my heading, and
then hit the button.
So far, I have to say, I quite like it. It feels more like navigation, rather than just flying really fast (you have to get used to not steering around during torus travel). Of course, it has other effects: it makes the ASC a much more important piece of kit, and without it the player can only use the torus to head to the planet, or to the sun, or to the station once they get close enough. It means that any off-lane destination has to be marked on the ASC (which - so far, in my game - they have been). It also means (I imagine: I haven't tried this!) that the player can't use the torus to chase down the Constrictor (not a bad thing).
It's a major shift in functionality from the original game (but then, the original game didn't have persistent NPCs, and the "off-lane" dodge didn't work). But in all honestly I can't say it
feels all that different - and where it does feel different, it's a positive thing, not a negative one. I don't doubt that there are areas of gameplay which might be negatively affected by this, but so far I've not found any. I also have no idea how difficult it might be to code this into the game, if this was felt to be a desirable change. But so far, in my unofficial and unscientific testing, I can say that it doesn't seem to cause any huge gameplay inconvenience; it makes the hitting the torus seem like a more significant action; and it would do a lot to persuade players to remain within a broad space lane, while not preventing them from going outside it if they really wanted to.