I’d much prefer any of the possible approaches I mentioned to the current implementation. And as far as ships go, it’s a solved problem, even if the EVA complicates things slightly.
I’m not sure what you’re talking about in terms of “as far as ships go”. Are you suggesting that there’s something wrong with how the ships behave in SC?
Why are people ejecting at excessive ship speeds anyway?
-Todd
I think this is the reason why it wasn’t really considered and works oddly… There’s little legitimate reason to eva out of a ship at high speed.
Although, I suppose it could enable some interesting things? Like, you could theoretically pull along side a ship and transfer goods and personnel at high speed. I don’t really know why you’d need to do this rather stopping first, but you could? And it might be cool? Once?
Another possibility that EVA’ing at high speed would potentially enable would be that you could be engaged in a gunfight inside a ship, get out of it, EVA to another airlock, and then come back in. But I’m not sure how practical that would be if you actually had newtonian physics, since if the ship alters heading at all while you’re outside, have fun flying through space by yourself forever.
I don’t think they are particularly focusing on Realism as much as the interaction of complex systems that Model reality at different levels of fidelity.
I think this is indeed a better way to describe it.
The goal isn’t realism, since actual realism dictates none of this shit exists.
The goal is a complex system which can enable deep, potentially emergent gameplay opportunities.
That being said though, the ability to EVA at high speed may have some utility from a gameplay perspective. Although I don’t actually know what it would be yet.