[Working Title] Devblog #3

Corvettes #3

Corvettes #1

Corvettes #1

Corvettes #2

Studies in human military craft while I tried to find the defining lines of human’s way of building and using military spacecraft. Time and time again I see concepts on the internet with absolutely no respect for the function of a spacecraft. I’ve seen everything stuck in there, wings, rotating fans, aerodynamic hull, windows, you name it. And I facepalm a bit every time, because it doesn’t take much to know that these elements obviously do not belong in a craft built for combat in space. These things are the “cool factor”

Obviously, there is nothing wrong with adding some “cool factor” and a bit of magic here and there, it gives the viewers the comfort of showing them stuff they already recognize. “Oh strut with big windows, there’s the cockpit”, right, but to me, it is wrong to base a whole design on the “cool factor” when all the environment around is supposed to be realistic. It not only breaks my immersion, but it denies the developers the possibility of creating something completely new, something that is actually conceptual. It means that the in-world engineers solved their problem (the enemy shooting their poor cockpit windows, debris breaking windows, etc) in a certain way (no more windows, lets see through other means), and that is important. People ridicule this stuff at first, but they will come to accept it if the solution works as intended.

I suppose the threshold of immersion is different for everyone, but one thing I know, too much of the cool factor or too much of realism can eventually break the immersion for everyone, So this equilibrium is always a fine line.

Civilians #2

Civilians

Service Tug

Service Tug

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