Short version = bold type Hello there, Currently, we have high maximum speeds beyond 1000m/s in game. That is necessary, because we have to bypass greater distances in the universe. So it's good to have that. On the other side, the high maximum speeds causes many problems, especially for people who want to fight. Lowering the speeds could improve the dogfight experience a lot. (That's at least my experience) Since choosing one of those scenarios will make the other one worse, there has to be something to "toggle" it. I have an idea how that could be done and want to share it. I had ideas like just switching a flight mode, use mass lock or simply forcing someone into SCM with your tractor beam, but I found many downsides on every of these ideas. I want every ship to be able to do that, so the tractor beam idea is gone. Switching flight modes somehow feels strange and it needs your opponent to switch to SCM himself, which won't work most times. Mass lock will destroy flying around with friends, because they would mass lock each other. My last idea was, to get an "IFCS"-jammer via a blade. Every ship can equip blades. On the other side, it needs a slot and also has a downside, which may not be bad. Enabling the jammer will force all ships in a specific range to lower their maximum speed. There can be a minigame to block the jam, if people want to escape. This will support multicrew gameplay, since the pilot may be busy. Additional, these jammers could be part of space stations or other objects in the universe, where the developers want them to be. They could also be on the small structures in Broken Moon and Dying star, so force the AC dogfights into lower speeds. That would also still allow higher speeds for the racing community, since there wouldn't be such a jammer near race tracks or on AC race maps. Since you are forcing another player into it, there may be consequences. Like getting people out of their quantum jump gives you a crimestat, this jam could at least mark you "red" for the affected ships. I'm against a CS for this, because you may need to use it for self defense, while other unrelated people may fly into the jam. You also may be able to earn a license for it in a specific area as a gameplay mechanic. ----------Edit:---------- Lets summarize some stuff here: - Cruise mode to toggle speed and mechanics to get targets into SCM. Pro: Easy to implement and to understand. Systems to "force" leaving CRU still needed. Con: Most unorganic implementation. Forcing people into lower speeds won't be favored by a lot of players. Switching modes necessary. - Mass lock -> Speed reduces automatically when other objects (ships?, stations, (bigger) asteroids, etc.) are near. Pro: A more organic way. Already established in other games. Doesn't have to feel like you are forced into lower speeds, since flying slower near stations makes sense. Con: If a ship can mass lock, flying around with friends will be a problem. If not, reduced speed just near stations and celestial bodys (maybe wouldn't be that bad). - Tractor beam to reduce the speed of a specific target. Pro: Since it would just happen by demand, people would be able to fly freely without getting "tractor beamed". Situation limited Constraint. Con: Not every ship has a tractor beam? Forcing people into lower speeds won't be favored by a lot of players. - Equipment which produces heat, which lowers your targets thrusterpower (heat-missiles/-beams). Pro: Since it would just happen by demand, people would be able to fly freely without getting attacked. Situation limited Constraint. Con: Hardpoint needed? Forcing people into lower speeds won't be favored by a lot of players. - Distortion reduces power. Pro: Since it would just happen by demand, people would be able to fly freely without getting attacked. Situation limited Constraint. Every ship has weapon hardpoints. Could feel pretty organic and meaningful. Con: Weapon hardpoint needed, which can cause balancing issues. Forcing people into lower speeds won't be favored by a lot of players. - IFCS Jammer Pro: Since it would just happen by demand, people would be able to fly freely without getting attacked. Situation limited Constraint. Every ship has slots for blades. Can also be used on different objects in game, if the developers want to. May enable dangerous environments, since you can't run away everywhere. Con: Forcing people into lower speeds won't be favored by a lot of players. - G effects (pilot can pass out and ships can be massively damaged). Pro: Very organic implementation. People can fly like they want, they will just be knocked out and/or damage their ship. Con: People will get knock out too much as long as speeds and accelerations stay as they are, since it will be extremely hard to control. - Acceleration curves and drastic debuffs above SCM. Pro: Very organic implementation. Con: Curves may feel artificial, debuffs too? ----------Edit:---------- Rating about how „organic“ the implementation could be (1=very good, 3=not really good) For the „forced“ transitions like jammers, mass lock & more... All those transitions should not apply hard, but over a certain amount of time, depending on some circumstances (like the distance to a mass object or time inside a jammer area). 1: G effects, acceleration curves and drastic debuffs. 2: Mass lock, distortion, tractor beam, equipment which produces heat, IFCS-Jammer. 3: Cruise mode.