Besides having a few dead ends with items or objects to circle around to avoid enemies, dungeon traversing felt extremely linear. I do understand that this was entered into a contest, so that definitely hindered just how much content could fit, but even the dungeon layouts seemed shorter than my expectations. I mean the game's battles are naturally a breeze once you get the right item and skill setups going, even on the insane difficulty setting. I'm not saying I put the game's difficulty setting to easy. Surprisingly, the combat's low difficulty actually helped out my nervousness with the active-time battles. Whenever I start a new RPG/JRPG, I expect to be strapped in for a long ride in both gameplay and story, and while I can say both were amazing in quality, there was much to be expected in terms of quantity. It's not as calming as turn-based games, such as Trails of Cold Steel, Suikoden Tierkreis, and Persona 5, since everything's still going on while I'm thinking or choosing what I'm going to do with one character's turn, and it's not as flowing as some real-time combat games, such as Xenoblade Chronicles, Tales of Xillia, and Star Ocean: Till the End of Time, where my other characters have an AI script to act on without my direct control. Most of the RPGs/JRPGs that I've played have been either turn-based or real-time, and the few that I have played with active-time always made me extremely nervous. Only two things somewhat made me hesitant on playing: active-time battles and short game length. I watched NicoB's entire LP on this game, read all the reviews on this site, and read the developer blogs. Where R is the thrust output of the ship divided by the mass of the ship (and all docked entities), with a maximum value of 5.Normally before I play a game, I do some research on it, even if that might end up spoiling the plot for me. The maximum speed of a ship, based on the server's maximum speed setting (75, assuming default configuration), is given by this formula: The thrust output of a given number of thrusters is given by this formula: The power usage per second of a thruster system (when they are NOT in use) is given by this formula: The power usage per second of a thruster system (when they are in use) is given by this formula: The table serves to explain the different values involved. The power cost, thrust output, and maximum speed provided by a ship's thrusters are given by the formulas listed below. This can make them a vulnerable target in comparison to sturdier system blocks such as shield modules. Thrusters, like Power Reactors, have a relatively high SHP contribution alongside very little individual block HP. "Auto-Dampeners" can also be toggled on, which causes constant inertial dampening, whenever the pilot is not pressing a movement input key (either W, S, A, D, Space, or Left Control). By default, "Reactivate Damping on Exit" is on, which activates inertial dampening when the pilot leaves the core, decreasing the likelihood of a ship being lost. This menu also allows the toggling of inertial dampening, which gradually slows down a ship when it is not receiving any movement input. This menu allows precise control of a ship's thrust allocation, between rotation control and 3 sets of vectors: Pressing R on a thruster will bring up the Thrust Management Menu. This is because the acceleration of a ship is determined by its thrust:mass ratio, and also because the thrust generated by each consecutive Thruster Module added to a ship suffers from diminishing returns - each module added will increase thrust by slightly less than the one before it, meaning that smaller ships have a decided advantage in reaching higher thrust:mass ratios, and therefore higher levels of acceleration and top speed. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.Ī large ship will require a greater number of Thruster Modules to achieve the same acceleration and top speed as a smaller ship with the same proportion of thrusters. They do not have any grouping mechanics two physically separate Thruster Modules will have the same effect as two which are adjacent to each other. They require power to operate, and generate a certain amount of thrust based on the number of them attached to a ship. Thruster Modules do not require linking in order to operate, they simply need to be placed on a ship.