Ok, this is my first real post so take it easy on me. IÔÇÖve been anxiously awaiting the arrival of UC for some time now and have been prepping for it in the simulator (i.e. the E2 demo). I havenÔÇÖt played BC since its first installment many years ago. I was so jaded by the experience (letÔÇÖs not relive that here) that I couldnÔÇÖt work up the courage to drop hard cash on the subsequent sequels to the game (in hind site it looks like I may have missed a lot especially with BCMG). But the new screen shots, movies and general discussions of UC have called me back like a siren. IÔÇÖm hooked and really excited about the upcoming release.
One thing, however, that troubled me originally about the game was this lack of Newtonian physics. I couldnÔÇÖt reconcile the notion that I was flying this 2 km long starship and could stop on a galcredit. I know from reading the thread here that a great many of you including the SC himself (click of heals and salute!) disagree with me on this. I felt that a game like BC would be the perfect game for Newtonian physics and that it would really add to the strategy of combat. In other games that have employed a reasonable physics engines (i.e. IDW and EOC), the combat was too fast pace to really use it to its full potential. But the pace of BC would be perfect for it. At last itÔÇÖs not to be and thatÔÇÖs cool too. I just had to find a way to rationalize this in my head so that I can prepare for a truly immersive experience when the game finally hits my door step (no rush, take your time SC. Enjoy a cold brew and continue with the bug squash). What follows is a speculative (if not plausible) explanation for it. Perhaps this will help others resolve it in their own heads. For the rest of you who donÔÇÖt particularly care one way or another (itÔÇÖs just a game right, I keep telling myself) then you can just leave your head well enough alone.
The idea revolves around technology based on generating artificial flux fields. Imagine if you will that rather than using conventional engines that rely on that antiquated 20th century concept of reaction kinetics you instead generate a controlled flux field in the immediate vicinity of the craft. A containment field that just encompasses the ship itself that is unstable and collapses after only a few milliseconds. The field imparts a minor fold in space-time along the longitudinal axis of the ship displacing it only a fraction of a centimeter from its original position in space-time. ÔÇ£What good is that,ÔÇØ you ask? Well, itÔÇÖs not much good if you only do it once, but if you can generate the field many thousand times a second the ship would appear to move. The advantage is that ship wouldnÔÇÖt be subjected to any of those pesky inertia effect because ÔÇ£itÔÇØ wouldnÔÇÖt really be moving in the traditional since. Instead, space-time itself would be moving around it. The faster you can regenerate the flux containment field the ÔÇ£fasterÔÇØ the ship would appear to be moving. This is also why there is a max speed because the max ÔÇ£velocityÔÇØ depends on how fast the engines can regenerate the field. Better engines regenerate the field faster.
I also have theories for how such a technology could be implemented to make transporters and cloak work but I wonÔÇÖt boor you with that. This post is outrageously long as it is.
Just some thought food for you all