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Collision damage

Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#1 - 2012-04-03 18:39:25 UTC
We seriously need to have collision damage already. Not because of all those gankers who will complain about how they love bumping, but because a frigate flying into the side of a battleship at 4,500 m/s should be scraped off the side of the battleships hull with a spatula. It is ironic that a large projectile round does not bump the same battleship in a manner similar to how a frig bumps it.

In consideration of some problems with maneuvering created by collision damage, the ship should have a collision prevention option. When collision prevention is on, the ship automatically changes direction to go around obstacles in the way. When another ship sets a collision course, collision prevention will change course/speed to avoid the collision while continuing to its target/original course. When exiting warp, the ship's computer will calculate the nearest point safely away from any obstacles in the area.

Collision damage will be calculated based on the mass of the two ships and the relative speeds and directions of the two ships.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Bugsy VanHalen
Society of lost Souls
#2 - 2012-04-03 19:21:56 UTC
Andy Landen wrote:
We seriously need to have collision damage already. Not because of all those gankers who will complain about how they love bumping, but because a frigate flying into the side of a battleship at 4,500 m/s should be scraped off the side of the battleships hull with a spatula. It is ironic that a large projectile round does not bump the same battleship in a manner similar to how a frig bumps it

In consideration of some problems with maneuvering created by collision damage, the ship should have a collision prevention option. When collision prevention is on, the ship automatically changes direction to go around obstacles in the way. When another ship sets a collision course, collision prevention will change course/speed to avoid the collision while continuing to its target/original course. When exiting warp, the ship's computer will calculate the nearest point safely away from any obstacles in the area

Collision damage will be calculated based on the mass of the two ships and the relative speeds and directions of the two ships.

Sounds like a cool idea

Only problem I see is what happens in high sec? Places like Jita where possibly hundreds of ships are undocking at the same time. Impossible to avoid damaging your ship

currently they do not even collide in Jita let alone do damage. Just having bumping in Jita would be hilarious

Then again if collision is disabled in Jita then damage from bumping would also not be a problem

Would bumping be considered aggression in high sec if it did damage? Or should it be disabled in high sec like bumping in Jita?
Nikk Narrel
Moonlit Bonsai
#3 - 2012-04-03 19:30:39 UTC
Actually, that's such an obvious detail, bumping in Jita, (or around any station / outpost really), that it makes sense that some coordinator would automatically keep ships from banging each other that way in proximity to the place.

Gates are possibly covered by that logic, but with hostilities so common around them, maybe not.

Thinking about bumping, it does point out that for a game with so much risk in other areas, this sometimes stands out as having guardrails and padded walls by comparison.
Tidurious
Blatant Alt Corp
#4 - 2012-04-03 21:28:29 UTC
This will unfortunately never happen. Why?

It would require a complete and total re-design of the EVE code to the point that the DEVs would simply have to start over from scratch. There is NO WAY to implement this in the engine that already exists. I believe that work-arounds for placed like Jita could be found easily; however, it'll never happen considering the engine that is currently in the game.

That said, I would LOVE to see a frigate not pay attention, fly into the side of a freighter, and just go *poof*

Markus Reese
Deep Core Mining Inc.
Caldari State
#5 - 2012-04-03 22:11:06 UTC
I have another reason why collision damage would be bad. For how large alliances operates, it can be summed up in two words.

Dreadnought bowling

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2012-04-04 00:56:30 UTC
Markus Reese wrote:
I have another reason why collision damage would be bad. For how large alliances operates, it can be summed up in two words.

Dreadnought bowling

that would be amazing....

and on another note, it would also be hilarious to see a drunk aussie flying his hound accidentally drift intot he side of an Ark off jita and kersplode along with all the bombs in his cargohold causing a chain reaction making the entire area go *poof*. would definetly be interesting to see EvE university try and make some "eve traffic laws" for high sec to cut down on the "unintantional DUI incidents"
leviticus ander
The Scope
Gallente Federation
#7 - 2012-04-04 01:16:11 UTC
I did some math a while back on how much the rounds from railguns weigh. I think applied that energy output to a titan with all 8 high slots filled, and found that with every shot they would propel the titan in the opposite direction at about 80M/s, now imagine something like the tier 3 BCs firing their guns. they would be going near their warp speed backwards. and even if they were "recoilless" weapons, the force still needs to go somewhere and in the case of weapons like that, they just delay it and slow the dispersion with a series of springs and shock absorbers built around the barrel, firing mechanism, and the butt of the gun. basically, that wouldn't really work in eve space.
as for the collisions, one, a frig would go splat, but if it were going 3-5km/s, it's not like the BS would just shrug it off, it would probably be either heavily damaged or even destroyed itself. same with something like a cane or mach slamming into a titan at 2+km/s.
while it would be fun, would force you to have a lot more situation awareness, and could be an interesting game mechanic in some cases, it would also make eve as we know it impossible to play.
Tarn Kugisa
Kugisa Dynamics
#8 - 2012-04-04 01:46:51 UTC
IIRC there is a lore page about why ships don't damage each other.

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Kitt JT
True North.
#9 - 2012-04-04 04:35:30 UTC
I guess you've never been in a fleet battle.

Plus, would be rediculously hard to do/code

This honestly would ruin eve
Wolodymyr
Breaking Ambitions
#10 - 2012-04-04 06:51:56 UTC
Kitt JT wrote:
I guess you've never been in a fleet battle.
....
This honestly would ruin eve

Actually this sounds like it'd fix blobbing perfectly. If you bring SOOOOOOOOOOOOOOOOO many alpha maelstroms to a fight that they are bouncing around like a bunch of metal scraps in a tumble dryer then yeah they should take a bit of damage. This would force people to spread out a bit and add some tactical landscape to the fight rather than just two points in space each with 1000 dudes crammed on them.

As far as being hard to code I could definitely see that being an issue. EXCEPT that they already have the bumping code in place. Two ships going two speeds at two different angles with two different masses can collide with one another and bounce off each other. That's a lot of math going on already just fine.. It wouldn't be too hard to add a bit of damage tot hat formula.

The one BIG problem with collision damage is what happens in highsec. How is the game going to tell the difference between an accidental collision and collision ganking. Imagine someone taking a beefy battleship, like a max tanked dominix or typhoon or something, and then using it to go bowling through the jita undock. A triple trimarked, fully plated, and hardened dominix can take a few 5,000 hp hits and be just fine. But that's enough damage to pop most haulers.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Daeva Teresa
Viziam
Amarr Empire
#11 - 2012-04-04 07:26:10 UTC  |  Edited by: Daeva Teresa
It would not be hard to code. It would be actually really, really easy. Since we already have collision mechanic - bumping. Its simple as to switch this from ships bumps into ships do damage to each other. All the needed variables, vectors, etc are already there. People who writes **** about base code and writting code from scratch knows nothing about programing.

I dont know if this is good or bad idea. I can see this would add to the immersion and strategic aspects of the game. But the station problem with this must be adresed before this could be implemented.

In my oppinion collision damage and friendly fire is the only way to solve blobs.

CCP really please dont use Upgraded, Limited, Experimental and Prototype in item names. It sounds like the item is actually worse than basic meta 1 item. Use Calibrated, Enhanced, Optimized and Upgraded. Its really easy to understand that the item is better than meta 1 and its also in alphabetic order.

Asudem
Black Spear.
#12 - 2012-04-04 08:35:19 UTC
Lets just add a kamikaze command. With this command a ships properties like mass, volume ect. and its movement details will be calculated into pure damage of all types.

But on the other side I think it is a bad idea after all. Ppl would just use cheap ships to fly into their opponents instead of shooting them. It means collision damage would lead us to destruction derby like bumbing battles where guns are completly overrated. Nano-BCs with 100MN MWDs, keep in mind that a 100MN MWD adds 5.000 tons to the mass, would just fly into each other to create a massive rampage. Would that be fun? I would rather like to blast my opponent back into his/her pod where he/she came from.
Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2012-04-04 09:29:03 UTC
*undocks a freighter in jita*


*1000 killmails*
SGT FUNYOUN
Elysian Space Navy - 1st Fleet
#14 - 2012-04-04 09:34:38 UTC  |  Edited by: SGT FUNYOUN
***SCIENCE WARNING***

The reason that two ships don't do damage in a bump now is because of the Shields.

Two forces of the same exact type can have the ability to cancel each other out or repel one another.

Two shields (which are basically electromagnetic force fields) hit eachother, and bounce the ships away because they are repeling each other. The two shields polarize, and repel, much like two south poles on two magnets repel each other. There is nothing there to penetrate either shield as it is just two electromagnetic fields pushing eachother away.

The reason why bullets, missles, rockets, shells, charges, bombs, and laser beams (kinda obvious on the last one there) DON'T bounce off, is because they are not polarizing the field with a field of their own because these devices do not have a shield field to project.

It is a good thing your shield bounces you off of other ships, in reality, the shield would have been created to stop bullets from killing you, a side effect of this is the airbags and seat belts it basically replicates to keep your ship from splattering you all over the side of a station like a Mig in a tail spin during the Vietnam War.

Not to mention it would be a real pain in the tail to have just bought and fitted a 3 billion ISK ship, ride out of the station, and have the Jita traffic jam splatter it into a fire ball even before your station exiting screen downloaded and hit your computers processors.

You can't fly like an aircraft simulator in EVE Online, THAT alone is one of the best reasons I can give for a NO to your OP; simply put, you can't fly AROUND anything else, thus you would never leave the station because you would blow up on the first glitchy broken pixel you saw.
Kata Amentis
Sebiestor Tribe
Minmatar Republic
#15 - 2012-04-04 13:21:31 UTC
on another front... two ships collide in high sec, one is destroyed... should the remaining ship be Concordokkened?

how does the code know which is an "aggressor"? was it the light kamikaze who got popped or the battleship sitting outside the undock popping all the light ships that got launched out the undock?


my mind is recoiling about how complicated the cases would need to be to cover that one Shocked

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

SamTheOne
Caldari Provisions
Caldari State
#16 - 2012-04-05 10:38:25 UTC
Kata Amentis wrote:
on another front... two ships collide in high sec, one is destroyed... should the remaining ship be Concordokkened?

how does the code know which is an "aggressor"? was it the light kamikaze who got popped or the battleship sitting outside the undock popping all the light ships that got launched out the undock?


my mind is recoiling about how complicated the cases would need to be to cover that one Shocked

All collisions are accidents until proven otherwise. Problem solved
Destination SkillQueue
Doomheim
#17 - 2012-04-05 11:54:47 UTC
SamTheOne wrote:
Kata Amentis wrote:
on another front... two ships collide in high sec, one is destroyed... should the remaining ship be Concordokkened?

how does the code know which is an "aggressor"? was it the light kamikaze who got popped or the battleship sitting outside the undock popping all the light ships that got launched out the undock?


my mind is recoiling about how complicated the cases would need to be to cover that one Shocked

All collisions are accidents until proven otherwise. Problem solved


Hello CONCORD free ganking sprees. The until proven otherwise -part isn't a solution to the issue either, since no sane company is going to devote that much employee time to manually keep a game mechanic from ruining the game. Damage from bumping is never going to happen at this point. At most there might be a ramming option implemented, that targets a single ship and is considered as an aggressive action to utilize.
SamTheOne
Caldari Provisions
Caldari State
#18 - 2012-04-05 12:00:33 UTC  |  Edited by: SamTheOne
Destination SkillQueue wrote:
At most there might be a ramming option implemented, that targets a single ship and is considered as an aggressive action to utilize.

Excellent idea. There should be several different size modules for this so you could sacrifice a smaller ship to damage a bigger ship.
Daeva Teresa
Viziam
Amarr Empire
#19 - 2012-04-05 12:03:26 UTC
Yea ramming would definitely be more easy to implement, since no stations problems there. I would also like that if ramming enabled, it would ram all in the path. Im definitely for titan ramming blob of something :-) would be spectacular.

CCP really please dont use Upgraded, Limited, Experimental and Prototype in item names. It sounds like the item is actually worse than basic meta 1 item. Use Calibrated, Enhanced, Optimized and Upgraded. Its really easy to understand that the item is better than meta 1 and its also in alphabetic order.

SamTheOne
Caldari Provisions
Caldari State
#20 - 2012-04-05 12:06:11 UTC
Daeva Teresa wrote:
Yea ramming would definitely be more easy to implement, since no stations problems there. I would also like that if ramming enabled, it would ram all in the path. Im definitely for titan ramming blob of something :-) would be spectacular.

It would also probably cost you a titan, since both sides get damaged in the collision.
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