So, for Probe, I want the game to have as much realism as possible while still being fun and engaging. Like, it should be a true simulator. So I did some research on the situation our spaceship would be in, and found three (at least) big problems with the current plan. the fastest we can go without making FTL tech is 9.99999999 repeating % the speed of light (c), but more realistic is 9.999c. Which is still ridiculously fast. The means I researched of reaching that speed is an antimatter drive, and we still need a insane amount of antimatter to get going that fast… but if we assume that we can accelerate up to that speed, then the acceleration instantly k1lls our pilot. So: gap one: our pilot must magically survive the acceleration to near-light speed. If we even get up to near-light speed, even 10% of c, space dust instantly rips us apart. Yeah. Even the void has stuff in it. So, gap two: space needs to be a true void, obsessively empty. Now the third problem comes into play: if we get ourselves going that fast, although it is insanely speedy, the target planet (which is around a quarter of the Milky Way galaxy away) is still thousands of light-years away. Which is where the laws of relativity save us! Although our friends back home will have crumbled to dust by the time we arrive, we can make it in only around three decades… uh oh. What do we do when we arrive, anyways? Send back a radio transmission.. which will take thousands of years to reach home, which, by the way, has probably changed so much that they don’t even care anymore. This was a dystopian game anyway So how to solve these problems? Either we make the target closer (still gotta deal with the speedyness problem) or make up some fun stuff to cancel out the negative effects! What do you guys think? (Personally, Im looking forwards to relativistic spaceship gunfights, but I understand that may not be a sentiment shared by others) Reminder, the three (most obvious) problems are: 1: acceleration k1lls pilot 2: space dust k1lls pilot 3: time k1lls pilot