Things that happen in game differently from my headcanon:

  • During a dive, destroyers just hang around over player heads
    • Even worse, there’s an actual game mechanic that causes orbital stratagems to have an AoA at 90° at the center of the map but lower it at the edges, like the ships were actually hovering over the center (realistically, all orbital stratagems calls would have roughly the same AoA)
      • I say “even worse”, because I have to actively ignore a decision the devs made for the sake of realism rather than just tell myself “eh, they didn’t think about this too much
  • Orbital stratagem timings make no sense, and are strictly a gameplay balance issue that cannot be realistic: the loading screen shows the first helldiver drops well outside the atmosphere and take several minutes to reach the ground, but turrets take 3 seconds to deploy? This game sucks, literally unplayable
  • Surely Eagles must be capable of atmosphereless flight, if the cheap ahh shuttle is?
  • At the beginning of the loading screen, the destroyer doesn’t have an atmospheric re-entry fire effect which would be countered by shields or whatever

Things that oddly do make sense:

  • Hellpods do have the atmospheric re-entry fire effect immediately after launching, which wouldn’t make sense in the absence of (less than extremely thin) atmosphere
  • … that’s it, actually

The reason I made this nerd emoji of a post:
I’ve played KSP and my suspension of disbelief towards games or shows with spaceships is completely broken.

  • @FermiEstimate@lemmy.dbzer0.com
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    6 months ago

    Orbital stratagem timings make no sense, and are strictly a gameplay balance issue that *cannot* be realistic: the loading screen shows the first helldiver drops well outside the atmosphere and take several minutes to reach the ground, but turrets take 3 seconds to deploy?

    I assumed this was because equipment can endure acceleration that would make a person pass out, or at least be combat-ineffective on landing. A trip from the Karman line to the ground in a few seconds would involve some deeply unpleasant G-forces…in opposite directions, back-to-back.

    Come to think of it, this might explain why different gear has different call down times, as more fragile stuff might require a slower and (relatively) gentler drop.

  • @jballs@sh.itjust.works
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    126 months ago

    Lol I saw your graphics and thought “someone’s been playing too much KSP” then saw your last line:

    I’ve played KSP and my suspension of disbelief towards games or shows with spaceships is completely broken.

    I’ve got the exact same problem. Having a rudimentary knowledge of orbital mechanics is a curse.

    • SonotsugipaaOP
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      76 months ago

      Lemmy exclusive :3

      although I’m sure someone elsewhere probably has a better explaination

  • @Hardeehar@lemmy.world
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    56 months ago

    I like to think it’s just an administrative paperwork thing. When you make an “order” there are some things that require less paperwork and come quick vs others.

    This is why you can decrease the expected delivery time by committing resources to the cause to create a more efficient paperwork flow.

  • @Guy_Fieris_Hair@lemmy.world
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    46 months ago

    The ability to “FTL Jump” through space time seems like they have the ability to manipulate gravity. I wonder if that could play a role in the ability to remain geosynchronous from such a low altitude. ??? Just a thought.

    • SonotsugipaaOP
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      26 months ago

      I believe the Halo universe has something like that, although inconsistently (see the PoA in Halo: Reach vs FuD in Halo 3 (the latter scene is awesome but makes absolutely no damn sense at all)).

      Personally I find that to be an OP cop-out – why bother with orbital deployment, if you can just GMod noclip over enemy bases and shoot them in the face with 380s?

      • @GregorGizeh@lemmy.zip
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        86 months ago

        Pretty sure that’s how super earth actually fights its wars.

        For clarification, the Helldivers are not the regular earth military, that’s the SEAF. The helldivers are some sort of cannon fodder citizens high as fuck on propaganda, deployed on completely reckless complementary missions deep behind the actual front lines that have by default a low chance of success or survival and mostly only serve the role of cavalry: barge into the enemy supply lines, wreck shit and bail again, to take pressure of the main army.

        As for the FTL (alcubierre) drive, according to the lore we encountered a third faction in hd1 that was initially peaceful but very technologically advanced, and essentially exterminated them and stole their tech. As far as I know the alcubierre drive model requires dark and/or anti matter to function, so I would guess humanity has also learned (stolen the knowledge) how to harness these substances.

  • @SkyezOpen@lemmy.world
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    6 months ago

    You fail to account for the spin of the planet as well. The super destroyer may simply be maintaining a geosynchronous geostationary orbit above the battle zone.

    • SonotsugipaaOP
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      56 months ago

      While I didn’t think about planet spin, I also don’t think that SEAF destroyers aim to be so far away from the planet during a drop

      • @SkyezOpen@lemmy.world
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        46 months ago

        Yeah I was looking at numbers (didn’t do any math because that’s beyond me) and that’s WAY WAY outside any atmosphere. I think the implication is that the super destroyer is using thrusters to maintain a very low geostationary orbit but I’m sure the math doesn’t shake out well at all. Oh well, it’s still a pretty cool in-game explanation to mission time limit and I’m willing to suspend disbelief for it.

  • JoYo
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    16 months ago

    this dont apply because we’re not diving super earth.