As you probably know, ships which manage to surpass their normal top speed via things like 0-flux bonus, Maneuvering Jets, planet passing or collision keep their over top-speed (OTS) until they use their engines.
Actually, it's not a bug. That's just how things work.
Burn Drive follows the same rules. It's just that as part of its sequence, it'll keep the engines active as the maximum speed goes down, thus bringing the actual speed down as well. Which is also intentional, because an Onslaught cruising along at 200+ speed would be silly.
Here are the problems I see with this mechanic:
- If a ship suffers from a flame-out while the Burndrive is active (often happens if it attempts to retreat) it keeps its high speed. That leads to situations where a ship only manages to escape because I shot down its engines, which is somewhat absurd. Also, because of this mechanic Onslaughts
do cross the map with 200+ speed (and it looks indeed silly).
- A ship that decelerates because I press the acceleration key is extremely counter-intuitive. That's not only confusing for new players but continuous to feel odd for old hands (survey group: I). Yes, a top speed in space isn't realistic either, but for friction inured atmosphere dwellers like us it doesn't
feel (as) wrong.
- Maneuvering Jets (which originally should only increase turn rate) are now better than the Burndrive in the role of speed booster.
- Since the AI doesn't utilize this mechanic, it gives the player an unfair advantage. For example my Conquest is far more mobile than any AI piloted one.
I'd assume Alex would not implement a mechanic as cranky as this without a reason, so what purpose have I missed?
Anyway, here's my suggestion:It's basically friction while OTS:
Ships gliding OTS decelerate over time until they reach normal top speed.
Maybe they could lose OTS slower if they use their engines to thrust in the right direction, if that feels right. I think the speed loss rate should be dependent on ship size (or normal top speed), so a frigate might be able to glide for a while, but an Onslaught slows down very fast after using the Burndrive.
(Maybe Burndrive duration had to be reduced to compensate for the OTS gliding distance. If it is necessary for balancing that ships drop to "top speed without flux bonus" after using the Burndrive (as they do now), that could be realized via flux generation from the drive.)
That should take care of all the points I mentioned above, and hopefully introduce no new problems (ha!...). The only issue I see atm is that firing your weapons while gliding with 0-flux boost means that you slow down, but since you had to do that eventually in any case to stay near the target it should be OK.
It might be a useful visual hint if the engines stayed (half?-)active while a ship is cruising with 0-flux bonus. They would turn off as soon as you fire a weapon (since the energy is redirected, that's how the bonus is supposed to work after all) and the ship starts to slow down.
What do you guys think?