Jared Huckaby · Host, Content Manager for Global Video ProductionSo basically what they're talking about is you've got a ship here and then you've got another ship. They want to know whether this ship can position just out of their firing range, and as they're turning, if they can keep their positions and basically stay out of gun-to-gun range.
David Colson · Gameplay ProgrammerExactly. So yes, that is what is being talked about here, and this is a really difficult balance, because we have reduced the rotation velocities of ships in 3.5, but we've also reduced the accelerations of the ship, and that is bringing the two numbers down and not really changing the ratio that much. So it depends on the ship. We've obviously got some variation between the ships. But for the most part, the ratio has gone up a little bit, so that distance is a little bit further away, but it's not a huge amount further away than it was previously. And it's just purely because to get that distance that you need to be at to be able to do that, if we were to get that above 100 meters, we would need rotation rates that are quite a lot slower than we're comfortable with. So what we're going to try and do is have larger fighters that have these slower rotational velocities, and in that case we can do that. And so the smaller, lighter ships can probably do this sort of thing, or at least they will be able to track targets that are following them, and certain ships won't be.
Jared Huckaby · Host, Content Manager for Global Video ProductionSo this sounds like it'll be on a case-by-case basis depending on the situation. Some will be able to maintain that advantage and others may not.
David Colson · Gameplay ProgrammerYeah, this is something that is super top of our priority when we go to Evocati and test this out. This is what it's like in the current iteration that we're going to put out in Evocati, and we are 100% up for changing this and tuning this in the next month or so.