15000 km/s with a 1 metric ton missile would have 26.8 billion megatons of TNT worth of kinetic energy
That’s why we have Aether lore: ships and missiles cannot move in Aether close to the gravitic mass. Out of the Aether they lose the projected velocity.
Frankly I don’t like this lore, and tried to rename as much of objects according to something like Poul Anderson’s micro-jump psevdo-velocity engines, yet Aurora is not much castomizable in this aspect and hardcoded naming breaks the story again and again.
Yes, but at this point you’re complaining that Aurora is Aurora, and not another Newtonian system.
My complain is just for better understanding of my line of thought.
The point is, while we have this general set of mechanics, which is hard to change (and it’s unlikely Steve will change it), it’s better to not suggest things that inflict more disbelieve after you start playing with it and cannot un-see and un-remember anymore how it corresponds with other current mechanics.
We play Aurora, not Chess or other abstracted-rules game. Why? What is the difference? The answer is - Aurora rules are not abstracted out of reality, they are as much realistic as Steve thought he can make and still keep it playable, especially with those aspects of reality that are the most fascinating for him, so it’s possible while playing Aurora to pretend temporarily that it’s a reality, not a computer game. That’s what “to play” means when we do not mean some form of abstract puzzle or competition. We are here because we share Steve’s fascination with space and industrial era warfare, and so it’s interesting for us to play in a set of rules that is as much realistic about these aspects of reality as it’s possible for a game.
No reason to break it.
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