My impression is similar. I vote to keep all models as is, and increase planet size (with sun) and lane lengths - 3x is good, more is better. If populator adds the current amount of ships only then player will not be stopped more times. Other (empty) distances are increased but torus is very powerful to skip these so the average travel time will not be increased by 3x, I guess below 1.5x. The number of masslocks is much more important.Smivs wrote:Consider that an energy bank alone is probably on the scale of a small nuclear reactor and you'll start seeing where I'm coming from.
Also, many can carry enormous quanities of cargo, and that's without touching on how thick the Duralium hull needs to be to counter cosmic radiation.
So to me these sizes are not outrageous at all, rather fully justifiable, and far more realistic than many SciFi ships which are as powerful as a city, yet are little bigger than trucks!
A bit longer travel times is good either to sense "space is big" or to get back something from the much longer travels in original Elite.
I can imagine a few planets placed exceptionally far from the witchpoint which add to the immersion without making a long game boring. If every 10. planet placed 5-10 times farther than others then need to travel 1.5-2x distance in the total game. These systems need to be compensated with somewhat more ships also to get a bit more masslocks, but far not 5-10x, maybe 2x only. So the total game time will be increased slightly only but player sometimes will be in torus much longer to feel the distances, and maybe will plan his galactic route better next time to save his real time.
I vote also to keep meters displayed, which help players but oonits don't - only generate a new line into the FAQ about how many oonits are 1m. Modellers can adapt to the current situation but players needs SI units imho.