BRO DRAQ I GET WHERE YOU ARE GOING ABOUT REALISTIC PHYSICS VS TACTICS AND WHAT TECHNOLOGY MAY COME
PHYSICS WILL DICTATE TACTICS TO A LARGE DEGREE FOR EXAMPLE WITH SPEED AND DISTANCE YOU CAN LAUNCH A PROJECTILE MAYBE ONE KG LARGE THAT CAN HIT LIKE A FUCKING ATOMIC BOMB IF YOU ARE APPROACHING AT 100000 KM PER SECOND AND LAUNCH IT AHEAD OF YOU AT THE SAME SPEED AND YOU WOULD NEED A POWER SOURCE LIKE A MOTHERFUCKER TO ACCELERATE A BIG SHIP OUT OF THE WAY OR SOME FAST FAST COMPUTERS AND LONG RANGE SHIT TO PICK IT OFF
The thing is I will need much less power to dodge it than to launch it. If it's a dumb, inert projectile, I will only have to move up to half of my length perpendicular to the direction it comes from in the same time it will take to trave massive distance from it's launch point to my craft. If it's non inert, it's going to be fragile enough to have it's guidance damaged or payload destroyed/triggered prematurely and my counterweapons will have advantage, because if they are going to be just as advanced technologically, they won't have to travel same distance.
And yeah, I will probably notice it, space is vast, empty and at 4K.
If it's not inert I will certainly notice it, notice its exhaust plume and calculate it's prime movers parameters, mass and probable payload before you even get to say "fuck, I'm gonna miss".
MY WHOLE POINT IS THAT WE ARE MAKING SHIT UP EITHER WAY IF YOU ARE MAKING UP IMAGINARY SHIELDS AND GRAVITY TO PROTECT CREWMEMBERS AND SHIT THAN YOU CAN COME UP WOITH A MILLION IMAGINGARY THINGS THAT WILL MAKE SPACESHIPS MANUEVER BETTER
The thing is that whole Sci-Fi *consists* of making shit up - it's just that the difficult part is to make up the least amount of the least shitty shit possible in order to achieve your goals.
So you can drop artificial gravity and inertial dampers, impose limitations on hyperdrives if you really need them (also try to make them possibly consistent with what we already know and account for having to relax causality if there is going to be any form of FTL), protect crew with hydrostatic tanks, account for heat management (this will limit sustained manoeuvrability and reduce usefulness of mass drivers and beam weaponry), drop shields in favour of active and passive defences (unless you can invent something plausible enough) and generally monocle up.
What you cannot justify with technology, you can try to compensate for with setting - disorganized community of frontier miners, traders and scum trying to profit from each other won't have stuff like RKV spam, for example, won't have state of the art military weaponry and targetting systems, but will have stuff like trying to get a jump on some poor fucker by trying to fly low over moon's surface, then attempting to pop him while he doesn't have much velocity nor thrust to spare when he lifts off with hold full of valuable ores and alien artefacts, while also trying to do it in a way that will live at least some of his stuff salvageable.
The thing is that you will no longer have BSB pewpew shooter on your hands, but something diamond fucking hard and absolutely
.
Yes, casual gamer will probably backflip off his chair and break his neck when faced with something like this, but casual gamer is already playing fucking Call of Duty MXVII and doesn't even care your game exists, meanwhile all the actual Sci-Fi geeks will be passing out
en-masse due to their brain being deprived of blood by their raging hardons, and want you to shut up and take their money once they recover.
You too, BLO.
The best "space" game that had great atmosphere that I played is actually called Alien Legacy. It's not really a space sim, and that says something about the space sim genre.
Well, yeah, but the number of spacesims that don't suck is probably single digit.
And I didn't even have a PC when Alien Legacy came out.
And when I think of sandbox type of games, I'm thinking of something like Starflight. A gritter, deeper Exile with graphics that don't come from the early 80s would be one of the best games ever. If people only judge sandbox space sims by Freelancer or X3, they miss the potential of the genre.
I judge the potential of the genre by FE2 and FFE and they make me hard as fuck.
This also means that most spasims are deeply underwhelming to me.
Even I-War 2 was a massive step back - no gravity, no time compression, no accounting for Newtonian mechanics in actual game design and AI, no orbital motion, derpy backgrounds, even though piracy, subtargetting, shields and combat in general were cool.