space time distorder should be renamed Energy propulser #77

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opened 2026-08-21 12:21:54 +00:00 by metaheavens · 1 comment
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space time distorder should be renamed Energy propulser and its skin should change accordingly. the maximum speed that the whole fleet can take should increase logarithmically depending on the number of ship, not linearly

space time distorder should be renamed Energy propulser and its skin should change accordingly. the maximum speed that the whole fleet can take should increase logarithmically depending on the number of ship, not linearly
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Done in 54287d2, live at https://metaheavens.de/spaceship/

Renamed everywhere the player reads it: vessel name, description, and both research strings. The internal id stays distorder - it is the capability string, the unlock key in vessel_levels and the component scene name, so renaming the wiring would be a large mechanical change with no player-visible effect. VesselDefinition.gd now says so.

Reskinned to match the name: a symmetric hull flaring into an engine skirt with a notched tail, replacing the lopsided warped lump; an engine bell with a thrust plume replacing the wobbling-radius ring glyph; and energy's own yellow instead of purple, since energy is what it burns.

Logarithmic ceiling. Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. It is base-2 now, which makes the rule one sentence - every DOUBLING adds another 1.0:

propulsers 1 2 4 8
ceiling 3.0x 4.0x 5.0x 6.0x

Two are worth exactly what they were worth before, so nothing already built is devalued; it is the fifth and sixth that stop paying for themselves. test_distorder_stacking asserts the curve AND that each vessel adds strictly less than the one before - asserting the formula alone would pass just as happily on a linear one.

Done in 54287d2, live at https://metaheavens.de/spaceship/ **Renamed** everywhere the player reads it: vessel name, description, and both research strings. The internal id stays `distorder` - it is the capability string, the unlock key in `vessel_levels` and the component scene name, so renaming the wiring would be a large mechanical change with no player-visible effect. `VesselDefinition.gd` now says so. **Reskinned** to match the name: a symmetric hull flaring into an engine skirt with a notched tail, replacing the lopsided warped lump; an engine bell with a thrust plume replacing the wobbling-radius ring glyph; and energy's own yellow instead of purple, since energy is what it burns. **Logarithmic ceiling.** Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. It is base-2 now, which makes the rule one sentence - every DOUBLING adds another 1.0: | propulsers | 1 | 2 | 4 | 8 | |---|---|---|---|---| | ceiling | 3.0x | 4.0x | 5.0x | 6.0x | Two are worth exactly what they were worth before, so nothing already built is devalued; it is the fifth and sixth that stop paying for themselves. `test_distorder_stacking` asserts the curve AND that each vessel adds strictly less than the one before - asserting the formula alone would pass just as happily on a linear one.
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metaheavens/spaceship#77
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