Redspear wrote:Big question: How fast is cruising speed?
IIRC, injector speed = x7, base torus speed = x32 (max torus being factorially higher)
If this is to result in equal or shorter journey times then you would need a multiplier of, I would suspect, at the very least x16 (i.e. approx double injector speed)
That would take some hitting from a x1 speed ship (the attacker couldn't be in cruise, right?) and indeed some catching if being used to escape!
The aim is not
specifically to achieve shorter total journey times: the aim is to reduce the feeling of crawling through traffic. I think it could be tested at around 8x the Cobra III's base speed, so 2.8lm. This would not mean that it would take four times as long to reach the station, when you consider that meeting and passing one inward-bound ship can currently take longer than the rest of the WP-aegis journey.
I'll drop the name "cruising speed" and just call it the torus-2 drive: everyone's got it, and it's the same speed for everyone.
Important features of the torus-2
- Speed: 2.8lm, for all ships (subject to testing, of course)
- 10-second spool-up time required to activate: ship must fly straight and level (perhaps below redline speeds? Or even remain stationary?)
- No manoeuvring is possible, as per Wildeblood's Bullet Drive
- Shields and weapons are automatically disabled
- Encountering another ship results in temporary "masslock" for both ships - both are forced to use manoeuvre drives only (including injectors, if they have them). Shields and weapons come back online automatically. Ships masslocked by other ships can choose to reactivate their torus-2 drives if they want to (subject to dropping shields, deactivating weapons, and flying straight/sitting still for 10 seconds: so not advisable if hostile ships are present)
- Masslocking by planet/star is the same as at present: ships cannot use the torus-2 within range of a planetary or stellar gravity well
With everyone equipped with a torus-2, there would be fewer encounters with inward-bound traffic: they're all moving at the same speed as the player, after all. Encounters would mainly be with A) outbound traffic (and maybe there could be a bit more of this, as per your suggestions); B) ships coming in at a tangent to the main WP-planet lane (from other stations, of which there could be a few more, in richer/higher tech systems at least: rock hermits, asteroid and artificial habitats); C) pirates.
Redspear wrote:Bizarre as it might sound, coming from me, I don't like the thought of just 'skipping' encounters. I'm not sure there's currently enough outbound traffic for my ides in that link and I'm not sure that speeds are right for yours.
Encounters wouldn't be "skipped". Meeting and passing non-hostile outbound ships would probably take just slightly less time that it does at present (masslock; quick scan to make sure they're not hostile; reset ship on bearing; spool up torus-2; head off again). If you meet a ship on the way in, then it's either going to be interesting (hostile, or you encounter other ships in combat), or it's going to be because you're both heading towards the same destination - in which case, both ships can scan each other, reset their headings, spool up their torus-2 drives and head off together. You've not skipped anything. With the new mobile external view camera, you can even sightsee as you go.
Traversing an empty system with a torus-2 would take longer than traversing an empty system with the current setup. But there would be significantly less grinding slowly past NPCs that you don't care about.
spara wrote:The torus problem and mass locks discussed here can easily be remedied by skipping the lane. It's so natural that it's against all logic that the NPCs don't do it. Yes, they don't have torus drives, but that's wrong too. The relative safety of the lane is insignificant compared to skipping the lane. I can't seriously see any activity so luring that I would not skip the lane.
Placing a few more minor stations, from rock hermits to artificial habitats, around the main lane, and creating some cross-traffic between them, from the WP to them, and between them and the main station, would help widen the lanes. And - in more dangerous systems, certainly - adding in some occasional player-centric offlane pirates (or worse, offlane Thargoids) would be worth considering, I think.