Let's try changing how time scaling works to make the game a little easier.
More Details
At max zoom out, planets move so quickly that it can be hard to catch up with them, especially if they're close to their primary body. I think we might want to reduce the maximum time scaling value -- possibly by as much as half -- while adding a system that scales the player's acceleration relative to the time scale, if necessary. This will also increase the value of hyperdrive, since right now it's easy to speed up beyond hyperdrive speed at minimum zoom with your standard engine.
Related Ideas
Since this is very connected to the player's speed, we might want to consider adding a maximum speed to the player, with a curve for energy efficiency based on your speed relative to maximum.
This would be really cool, since it would also make it much easier to slow down relative to close-orbiting planets. Relevant methods are Singleplayer::render() and EngineModule::onUpdate().
Short Description
Let's try changing how time scaling works to make the game a little easier.
More Details
At max zoom out, planets move so quickly that it can be hard to catch up with them, especially if they're close to their primary body. I think we might want to reduce the maximum time scaling value -- possibly by as much as half -- while adding a system that scales the player's acceleration relative to the time scale, if necessary. This will also increase the value of hyperdrive, since right now it's easy to speed up beyond hyperdrive speed at minimum zoom with your standard engine.
Related Ideas
Since this is very connected to the player's speed, we might want to consider adding a maximum speed to the player, with a curve for energy efficiency based on your speed relative to maximum.