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Player Features and Ideas Discussion

 
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Mass Disruptor

Author
Souxie Alduin
Anarchy in the Eve
#1 - 2012-10-07 20:09:08 UTC
This has probably been suggested already, but I'm lazy.

Mass Disruptor: med or high slot module that adds to the mass of the target ship.
Would make a frigate handle like a battleship, while still maintaining its speed.
Could also be used as a support module, by reducing the mass of the target ship (and possibly adding to your mass), making your allies more agile.
kerradeph
Aliastra
Gallente Federation
#2 - 2012-10-07 20:14:55 UTC
speed is based off of mass as one of the points for the calculation.
Mars Theran
Foreign Interloper
#3 - 2012-10-07 21:07:50 UTC  |  Edited by: Mars Theran
kerradeph wrote:
speed is based off of mass as one of the points for the calculation.


Acceleration is based off of mass, rather than speed. There is consideration for mass with respect to the ships base speed, but any other modifiers aren't so much directly calculated off of mass, as applied as a penalty concurrent with a module that increases mass.

Edit:

Such a module wouldn't so much increase mass, as it would affect inertia stabilization on the target vessel. It might also have the added effect of reducing the Signature radius, given those two are tied together elsewhere, but I don't see that as being reasonable in this case.

Increasing mass of an object is actually pretty improbable. If you did manage to find a way to do it, you'd probably end up making the object increasingly more resilient.
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A8ina
Red.Leaf's Tavern
#4 - 2012-10-07 23:55:43 UTC
I thing that if the web added over its penalty to speed -60% also +60% to mass it would have served your need

also we all know that webbing a ship it helps it warp faster it needs sum balancing there Roll
Souxie Alduin
Anarchy in the Eve
#5 - 2012-10-08 17:08:15 UTC  |  Edited by: Souxie Alduin
A8ina wrote:
I thing that if the web added over its penalty to speed -60% also +60% to mass it would have served your need

also we all know that webbing a ship it helps it warp faster it needs sum balancing there Roll


Yes, but that would make the web "dual use". Webs slow you down, but your inertia and mass stay the same.
What I was suggesting would do the opposite. Speed stays the same, handling goes down the drain.
I basically wanted something that could mess up the orbit of small ships, making them overshoot their orbit, and giving the larger ship the opportunity to get out of scram range or throw a pot-shot or five.

Edit:
Mars Theran wrote:
[quote=kerradeph]
Increasing mass of an object is actually pretty improbable. If you did manage to find a way to do it, you'd probably end up making the object increasingly more resilient.


The science is easy. Something something wormhole-tech. Doesn't really have to do anything to the mass, just mess with the local space-time curvature. Or something.Smile
Goldensaver
Maraque Enterprises
Just let it happen
#6 - 2012-10-08 18:00:14 UTC
Mars Theran wrote:
kerradeph wrote:
speed is based off of mass as one of the points for the calculation.


Acceleration is based off of mass, rather than speed. There is consideration for mass with respect to the ships base speed, but any other modifiers aren't so much directly calculated off of mass, as applied as a penalty concurrent with a module that increases mass.


Since just about every ship ever uses prop mods, mass actually does affect speed. This would murder handling further (something prop mods do well enough on their own), and would reduce speed when using prop mods.

I don't like a mass-affect...ing module because of that. Perhaps one that tampered with the ship's inertia modifier, but not mass. Mass just changes too much.