Currently in my mod, ships and projectiles fly a lot faster than in the retail game. I did some testing, and both the AI (and myself) manage dogfighting and maneuvering at 200 - 300 m/s quite well. Some of the interceptors can get up to 400 m/s with afterburners. It's also nice when capital ships glide across the screen, instead of creeping along like giant snails.
I played through the Freespace 2 campaign, to get better acquainted with the Freespace 2 story, as my mod will occur in the same universe. Minor details of a few of the missions in Freespace 2 will be really important in my mod. However, there is a really sharp and apparent disparity in Freespace 2 vs. my mod, in terms of flight speed and distance scaling. I knew this would be the case, but Freespace 2 seems like slow-motion.
Are Freespace 2's interceptors really supposed to be afterburning at velocities equivalent to propeller-driven aircraft? Are bombers literally supposed to cruise around at speeds no faster than a low-grade sports car? Was Admiral Koth literally supposed to be ramming the Colossus at his ship's top speed of 15 meters per second, or a whopping 34 miles per hour? These all seem unlikely to me.
Or, are these spaceships supposed to be moving at speeds equivalent to aircraft? Are interceptors actually supposed to be maneuvering like jet fighters, and Freespace 2 just sort of glosses over even the slightest semblance of reality? The higher speeds do make dogfights tougher. Was
worried that the typical gamer might not have fun in a more challenging environment?
Weapon convergence and a very slight auto-aim are two features that my mod would probably be unplayable without. This way, hitting a distant speck does not require superhuman aim. Did these features not exist in retail FS2? Has the modding community allowed us to outgrow the arbitrary speed restriction necessary to make the game playable and fun?
To speed or not to speed - that is the question. I don't like the visual aesthetic of capital ships creeping along painfully slowly. On the other hand, I want to avoid hitting players in the face with a giant shovel as I introduce them to "This is how fast the spaceships are supposed to go" - especially if it's inaccurate.