mrout wrote:That doesn't make any sense. We're building a simulation game. It should simulate. If we're breaking the laws of physics, we should have a really good reason. Not "because it makes it more accessible" but "because otherwise it's unplayable."
Still applies. It's both unplayable otherwise (virtually uncontrollable) and the player would instantly die from any non-trivial acceleration.
Talvi wrote:Unless you want thrusters on a person's suit to function while still in the spaceship, I think you want gravity. It'll be really hard to write an engine where a person travels through a weightless ship by pushing off the walls. In fact, I don't think it's been done before. I'm not even sure how it could be done at all - at least, not so that it's playable.
edit: actually, thrusters on a person's suit doesn't seem like such a bad idea.
That's basically how StarMade works (thrusters). As for the pushing off walls, I haven't thought about the programming challenges, but just thinking about how to control that seems to disqualify it. IRL, we are very adept at directing force through our limbs at various angles and distances from our bodies (which affects your resulting speed, orientation, rotation, etc). This is quite a natural thing for us, but as seen by QWOP, it is very difficult to control human limbs individually. Thus, there would be no realistic way to do this besides just the standard WASD with respect to the direction you're looking (and have the model deal with the physics). Even this is somewhat difficult to play because in small spaces you would have to accurately (and quickly) turn to face the right direction.
summary and opinion: I think we should have destructible gravity generators (with programmable directions). In a zero-g environment, you maneuver via thrusters like in StarMade.
I do believe we need inertial dampeners. Perhaps they engage as a part of your engines proportional to the thrust they are generating.
So, if your gravity is damaged in a battle you try to run away from, you can still turn on your engines and run away without getting crushed against the back wall while still having to deal with zero-g/no relative inertia to get to the console.