You guys all remember it. It has always been my opinion that this is one of UBER's less judicious iterations. Yes, it was on popular demand, but definitely not the whole community: the whole community wasn't asked. I definitely wasn't in that camp. Who agrees with me? For those with little patience the difference is benign, but for those who want to employ counter-strategies, this change is devastating. so what I'm suggesting here is having mild uneasiness in one camp and total satisfaction in the other, instead of Utter perfection for the first camp and Total and absolute dissatisfaction with the other. Sounds to me like a better idea. And in terms of realism the former method was obviously the one.
It just looks so strange to see the planet go straight at another without changing orbit a bit slower. I'm all for the change, if possible.
Eh, I could have it either way honestly. To be honest, if your commander is on a planet that close to a moon controlled by the enemy, you're kind of asking to be blown up.
I would say if you're looking for a proper planet smash, you'd need the slingshot effect around the Sun to get enough velocity (otherwise you'd kinda nudge the target planet out of orbit instead). Game-wise, it would give your opponent a lot longer to react and get off-world, if that's possible. Meh, I'm not overly fussed either way tbh, If I'm the target, more time would be good; if I'm the initiator I'd rather it lands as quickly as possible!!
the question is not if you're asking to be blown up or not, the question is how much time you have to effectively counter the kew and save your com.
I'd actually like a mixture of the two. It takes a very large amount of Delta-V to have something go form regular orbit to straight towards the other ting. I'd much rather see that planet increased/reduced their aphelium and perihelium to catch up to the target planet or maybe do a Hohmanns transfer orbit.
Can't say I'm that hot on orbital mechanics, but both of those are basically trajectory moves from one orbit to another, correct? That might work. Alternatively, if you're looking for impact times between what we have with direct travel vs slingshotting around the Sun .. at the moment I think with slingshots, everything travels at a constant velocity? (Not paid it much attention but it seems that way on my brief checks of the system view). However, once ignited the Halley burns constantly; since it's pushing a planet through a vacuum, shouldn't that mean it accelerates constantly, with the gravity of the Sun increasing / reducing acceleration depending on whether you're travelling to / from the Sun. So you could adjust how much time passes between ignition and impact by changing the values of Halley Thrust vs Sun Gravity. On top of that, you could boost acceleration by building more Halleys than required (so if you need 2 to move, then 4 means the journey takes half the time). Alternatively if you wanted to be lazy, you could just adjust the constant speed we seem to have at the moment! :-D