Asteroid damage should scale with ship speed
Posted: Wed Jul 01, 2026 10:46 am
I really dislike the new asteroid system in 2.1.
Whenever my ship has a problem and stops in a planet orbit, it can get completely wrecked by incoming asteroids very quickly. In 2.0, standing still was much safer because asteroids barely did damage, so you had time to fix issues during travel or while parked at a planet.
Removing the speed variable from ship damage taken does not work out well in my testing.
Suggestion:
Asteroid damage should scale with ship speed again:
where x is ship speed in km/s.
So at 0 km/s the ship deals 10x damage to asteroids, scaling down to 1x at 90 km/s and above.
The exact numbers can be adjusted, but the important point is that standing still should reduce asteroid pressure again, so ships do not get destroyed almost immediately when something goes wrong.
Whenever my ship has a problem and stops in a planet orbit, it can get completely wrecked by incoming asteroids very quickly. In 2.0, standing still was much safer because asteroids barely did damage, so you had time to fix issues during travel or while parked at a planet.
Removing the speed variable from ship damage taken does not work out well in my testing.
Suggestion:
Asteroid damage should scale with ship speed again:
- []at 0 km/s: ships receive 10% of the current asteroid damage
[]linearly scale up with speed - at 90 km/s and above: ships receive 100% damage
Code: Select all
max(1, 10 - x * 0.1)
So at 0 km/s the ship deals 10x damage to asteroids, scaling down to 1x at 90 km/s and above.
The exact numbers can be adjusted, but the important point is that standing still should reduce asteroid pressure again, so ships do not get destroyed almost immediately when something goes wrong.