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Bump ... able!

Author
Anthar Thebess
#1 - 2013-01-07 14:51:43 UTC
So my idea is quite simple.
Much bigger ship cannot be bumped by much smaller one , if a small one tries to do that it will simply be bumped away like from a stationary object ( for example stationary station ).
For example.
- You cannot bump a titan/mothership with something smaller than capital.
- Capital can be bumped only by a Battleship or bigger size ship.
- Battleship can be bumped by a Cruser or bigger class of ship
- etc
As simple as it is - this will solve some issues - and be obvious.
Now you can bump a titan with a noobship.

No additional calculations - if you use smaller ship - it simply cannot do this.
Sigras
Conglomo
#2 - 2013-01-07 17:37:26 UTC
Because large ships should be uneffected by small objects moving at high velocities . . . like bullets . . .
Nikk Narrel
Moonlit Bonsai
#3 - 2013-01-07 17:47:12 UTC
Sigras wrote:
Because large ships should be uneffected by small objects moving at high velocities . . . like bullets . . .

Collision plus inertia would suggest the smaller object would be affected to a degree equal to it's momentum as applied to the inertial resistance of the larger object.

An object with twice the mass and inertial resistance would move half as much due to the collision, the remaining force being rebounded back into the smaller vessel.

Against an object with exponentially higher inertial resistance, the smaller craft would bounce like a ping pong ball against a wall, and for much the same reason. (Frigate vs freighter collision)

The wall would be affected, but at such a trivial amount that it would be meaningless.

Of course, you could always use the damage model instead of the bouncy one... the small ship would penetrate the larger one, with physical penetration and compression dictated by relative density of the two objects at the points involved.

Like a bullet.
Anthar Thebess
#4 - 2013-01-07 22:38:00 UTC
Sigras wrote:
Because large ships should be uneffected by small objects moving at high velocities . . . like bullets . . .


Fire a gun bullet to a tank - will it bump it ?
I guess not.

Fly a noobship to a dread or a carrier - will it bump it?
Easly.

Fly a noobship to a titan - will it bump it?
How far you want?
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2013-01-07 22:52:42 UTC
Anthar Thebess wrote:
Sigras wrote:
Because large ships should be uneffected by small objects moving at high velocities . . . like bullets . . .


Fire a gun bullet to a tank - will it bump it ?
I guess not.

Fly a noobship to a dread or a carrier - will it bump it?
Easly.

Fly a noobship to a titan - will it bump it?
How far you want?



Fire a micrometeorite into a satellite, what happens?

Fire a 747 into...well. You can see where this is going, right?

Think of it like this. The bump mechanic is a safety feature built into every ship. If I fly my jaguar into your erebus ( Blink ), then both ships move away to prevent the destruction of one and the damage to the other. Without it, I could ram empire people, and either die and get them concorded, or just kill them without needing to bother with things like 'fitting' or 'skills'.
Nikk Narrel
Moonlit Bonsai
#6 - 2013-01-07 23:02:30 UTC
Even if they fitted spring loaded bumpers onto all ships, the heavier ship should still be unaffected by the impact of the smaller vessel significantly.

Where is the energy coming from to offset the inertia of the larger object?
Unless you want to claim the engine of a frigate is equal to one on a freighter, converting speed into energy for this caps out well before the inertia of the freighter is overcome.

Perhaps the frigate should have inertial dampers so it doesn't liquefy it's contents on impact, which lets it bounce off harmlessly with a lurching view of the universe.

If all ships have the inertial dampeners and equivalent mass, they would not have sluggish turning issues or align time.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2013-01-07 23:17:02 UTC
Nikk Narrel wrote:
Even if they fitted spring loaded bumpers onto all ships, the heavier ship should still be unaffected by the impact of the smaller vessel significantly.

Where is the energy coming from to offset the inertia of the larger object?
Unless you want to claim the engine of a frigate is equal to one on a freighter, converting speed into energy for this caps out well before the inertia of the freighter is overcome.

Perhaps the frigate should have inertial dampers so it doesn't liquefy it's contents on impact, which lets it bounce off harmlessly with a lurching view of the universe.

If all ships have the inertial dampeners and equivalent mass, they would not have sluggish turning issues or align time.



The energy to move the freighter comes from the freighter's engines.
Nikk Narrel
Moonlit Bonsai
#8 - 2013-01-07 23:30:13 UTC
Danika Princip wrote:
Nikk Narrel wrote:
Even if they fitted spring loaded bumpers onto all ships, the heavier ship should still be unaffected by the impact of the smaller vessel significantly.

Where is the energy coming from to offset the inertia of the larger object?
Unless you want to claim the engine of a frigate is equal to one on a freighter, converting speed into energy for this caps out well before the inertia of the freighter is overcome.

Perhaps the frigate should have inertial dampers so it doesn't liquefy it's contents on impact, which lets it bounce off harmlessly with a lurching view of the universe.

If all ships have the inertial dampeners and equivalent mass, they would not have sluggish turning issues or align time.



The energy to move the freighter comes from the freighter's engines.

So the freighters engines can move it quickly in response to bumping, but by deliberate action more slowly?
(You would need multiple ships working together to bump off a freighter otherwise)

It might make for interesting gameplay for some, but it is not consistent.

shrug Roll
Gevlin
Pator Tech School
Minmatar Republic
#9 - 2013-01-08 00:07:52 UTC
I would love to see an inertia anchoring module
While in effect you have effectively webbed you self at 90% and hit yourself with a Perma point.

This way while active you won't be fleet warped off,
It can't be used to insta warp your self off
If bumpped and the equation on Bumper weight x speed/ Bumpy weight = Bumpy speed would be cut down to 10%

If left on auto pilot to keep at range, the ship would limp ack to position at 10% speed

Would be a fan of those Titan pilots, rorqual pilots in a pos
Not sure if this would effect the mining bumping issue


Though I think the calculation of bumping changing the direction of a ship... May be off, gut feeling.

Also it would be a blast it there was an option or a modular that would turn your shield "Aggress" so while active bumping you would cause and take damage depending on inertia equations.
(Titan could just physically mow through a fleet )
Site of a thousand newb ships suiciding against a titans shield.
If active in empire unless your target is a war target, you would get your self concorded if you tried this

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2013-01-08 00:17:01 UTC
Anthar Thebess wrote:
Sigras wrote:
Because large ships should be uneffected by small objects moving at high velocities . . . like bullets . . .


Fire a gun bullet to a tank - will it bump it ?
I guess not.


You need to go retake physics 101:

On Earth, the force of friction between the tank and the planet resist the change in moment. This is the main reason why your analogy doesn't hold.

In space, there is no major source of friction, so the momentum of the bullet will be transferred to the tank, bumping it.

Granted, momentum is conserved... and so a low-mass object like a bullet needs to be traveling at high speed to give a much larger-mass object a significant "bump". Believe it or not, the collision mechanics in EvE are moderately based in physics.

A 100m kg Battleship will have a 150m kg mass when mwd'ing. When it hits a 1,100m kg Carrier it will transfer somewhere between 13% (perfectly inelastic) to 27% (perfectly elastic) of it's velocity to that carrier. (assuming normal physics, which this is a game and physics aren't normal). If the BS is moving at 1000 m/s, it will bump the carrier from zero to a 130-270 m/s velocity.

A 10m kg Cruiser will have a 15m kg mass when MWDing. When it hits that 1100m kg Carrier, it will transfer between 1.3% and 2.7% of its velocity to that carrier. If the cruiser is moving at 2500 m/s, it will bump the carrier from zero to a 30-65 m/s velocity.

A 1m kg frigate will have a 1.5 m kig mass when MWDing. When it hits that 1100m kg Carrier, it will transfer between 0.13% and 0.27% of its velocity to that carrier. If the frigate is moving at 5000 m/s, it will bump the carrier from zero to a 6.5-13 m/s velocity.

A titan has about 2-3 times the mass of a carrier, which means the velocities will be reduced by a factor of 2-3 when being bumped by the above mechanics.

Also note, the speed after getting a bump is only one issue.... the real issue that allows for capitals to be so efficiently bumped is their inability to slow themselves down. Capitals have terrible agility scores, meaning to it takes them much longer to decelerate from 20 m/s to 0.... and it is during this time that they get bumped out of POS's, etc...



Nikk Narrel
Moonlit Bonsai
#11 - 2013-01-08 15:15:28 UTC  |  Edited by: Nikk Narrel
We entered arbitrary gameplay mode when we agreed bullets, lasers, and missiles would inflict damage, however projectiles that were ship sized would harmlessly bounce off.

Forgive my lengthy response, I am an engineer and for me this is good fun to talk about.
(For collisions, it is often useful to consider Newton's Cradle )
http://en.wikipedia.org/wiki/Newton's_cradle
(Might wanna copy and paste, the forum is muddling the link when I try it from here)

Friction is not a simple force. It specifically refers to contact with a medium that possesses volume and mass, but contact is only partial in nature for whatever reason. Therefore you only interact with a fraction of the whole.
IE: You are passing through a gas or liquid, you are making contact in a manner that does not reflect as a collision against the complete object, just the section in direct contact.

An object in motion tends to stay in motion. An object at rest is an illusion, it simply is in motion identical to it's surroundings and is not moving relative to them.
(Think of two cars going down the highway, keeping pace with each other. From the perspective of each car, the other is not moving. The other details are obvious to anyone familiar with cars driving)

The inertia of an object is specific, and requires an amount of energy to offset this value and put it in motion.
If you take a freighter and hit it with a frigate, a cruiser, or a battleship, there will be a transfer of energy.
But to the point of impact, (for perspective to help understand), treat both objects as approaching each other at an equal speed determined by each having half the speed of the moving object.
(Instead of a frigate moving at 5k m/s, both freighter and frigate move towards each other at 2.5k m/s)
The bounce or collision is identical in either case, this simply helps many understand better what is happening.

(The universe has no non moving objects we can use to measure by. To our awareness, all things are in motion, so we just orient on the biggest object we can find for reference. That's usually the Earth)

The larger object, in this case, will not be changing direction. It's mass's inertia was not overcome by the smaller object. It will be slowed down by an amount determined by the combined inertial mass of the smaller object.
Keep in mind, unless the frigate has a glove effect, it's engines would need to be on par with the freighter's to move it significantly.
This game also imposes an arbitrary speed limit on ships, as if they had to overcome atmospheric friction or something equivalent. You can stop by just cutting your engines, rather than needing to accelerate them in the opposite direction.

By glove effect, I mean the frigate has mass, inertia, or power to increase either, that exceeds the ship's expectations. The freighter must be missing this aspect to avoid it cancelling out.
Rancor Kane
Geuzen Inc
#12 - 2013-01-08 15:30:34 UTC
Real physics!!!!

Yes please.

crashing on Asteroids or hiding behind them,

ramming ships (would be a great + for armor ships towards shield ships)

Webs that actualy have more trouble with bigger masses, just as scamblers should scamble against the power of the warpdrive.
So getting smal/medium/and large webbers, making it harder or a small frigate to hold a battle ship in place.

would give options to intercepters like lower fitting cost or larger scamblers or something.

mass should have an advantage as well as a disatvantage.
Aptenodytes
Reckless Abandon
#13 - 2013-01-08 15:35:50 UTC  |  Edited by: Aptenodytes
Gizznitt Malikite wrote:
You need to go retake physics 101:

On Earth, the force of friction between the tank and the planet resist the change in moment. This is the main reason why your analogy doesn't hold.

You need to take physics 101 for the FIRST time!

Friction has nothing to do with why a tank does not move when it is shot with a bullet. The reason it does not move is because the mass is so much more... it DOES move but it moves so little it is not noticable. Similarly if a person is shot by a bullet, they do not go flying back like they do in the movies... even if they were standing on a frictionless floor they would not be pushed back by a bullet, the bullet would kill them but they would just fall down dead.

If you don't want to do physics 101 then this has been done on Mythbusters many times before. I suggest the episode where they try to make a carousel spin by shooting it. Even by giving it a virtually frictionless bearing and using the biggest bullet they have, they are only able to make it move very slightly. Why is that? Friction? No, it's because the bullet, even though it is moving very fast, does not have enough kinetic energy to make the carousel actually move.
Danika Princip
GoonWaffe
Goonswarm Federation
#14 - 2013-01-08 15:59:08 UTC
Rancor Kane wrote:
Real physics!!!!

Yes please.

crashing on Asteroids or hiding behind them,

ramming ships (would be a great + for armor ships towards shield ships)

Webs that actualy have more trouble with bigger masses, just as scamblers should scamble against the power of the warpdrive.
So getting smal/medium/and large webbers, making it harder or a small frigate to hold a battle ship in place.

would give options to intercepters like lower fitting cost or larger scamblers or something.

mass should have an advantage as well as a disatvantage.



yeah! Undocking in jita should immediately get you concorded!
Buzzy Warstl
Quantum Flux Foundry
#15 - 2013-01-08 16:11:26 UTC
Momentum is conserved, but there is a lot of KE left unaccounted for in EvE collisions.

They should do something with that leftover KE.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Nikk Narrel
Moonlit Bonsai
#16 - 2013-01-08 16:25:23 UTC
Buzzy Warstl wrote:
Momentum is conserved, but there is a lot of KE left unaccounted for in EvE collisions.

They should do something with that leftover KE.

The problem is that friction aspect. The arbitrary spider web that slows down all the ships, finally to stop them relative to the local system. This is what also limits speed, and bizarrely applies a resistance effect in a vacuum environment.
(A battleship will never catch up to a frigate's top speed, for the same reason a frigate HAS a top speed. Artificial limits apparently present for gameplay)

It is not that there IS a lot of KE left over, rather, that there SHOULD be, (but is not present).
Gizznitt Malikite
Agony Unleashed
Agony Empire
#17 - 2013-01-08 18:01:09 UTC
Aptenodytes wrote:
Gizznitt Malikite wrote:
You need to go retake physics 101:

On Earth, the force of friction between the tank and the planet resist the change in moment. This is the main reason why your analogy doesn't hold.

You need to take physics 101 for the FIRST time!


FYI, I teach Physics 101...

Aptenodytes wrote:

....it DOES move but it moves so little it is not noticable....


and in space... once it started to move it would continue moving.... On Earth, the force of the collision is NOT large enough to overcome the force of friction so it won't actually move... (unless you consider rotational motion resulting from the point of momentum transferred, but we'll leave that alone for the moment). Granted, even in space a tank would only receive a very small increase in speed do to the mass differences between the bullet and the tank... and we both agree on that...

Also,
A bullet 10 g. Tank 60,000,000 g. The ratio is on the order of 10**-7. A bullets velocity.... 300 m/s

A frigate 1m kg. Titan 2.5b kg. The ratio is on the order of 10**-4. A frigates velocity.... 5000 m/s

These are not equivalent comparisons...


Rancor Kane
Geuzen Inc
#18 - 2013-01-09 09:57:27 UTC
Danika Princip wrote:
Rancor Kane wrote:
Real physics!!!!

Yes please.

crashing on Asteroids or hiding behind them,

ramming ships (would be a great + for armor ships towards shield ships)

Webs that actualy have more trouble with bigger masses, just as scamblers should scamble against the power of the warpdrive.
So getting smal/medium/and large webbers, making it harder or a small frigate to hold a battle ship in place.

would give options to intercepters like lower fitting cost or larger scamblers or something.

mass should have an advantage as well as a disatvantage.



yeah! Undocking in jita should immediately get you concorded!



If that is the only problem, it should be easly implanted.

Lame version: the 30 seconds you can't be targeted you don't do coleteral damage as well/ a few more undock gates might help as well.

Less lame version: Just as you need to be cleared for docking you should be cleared from undocking, still needs a couple of extra undockings ports.

and if it's to busy it might take some time, will open the oppertunity of more trade hubs. or docking passes that will give privaliges and the like.

nothing that can't be helped.

The programming will probably a biggger problem than trivialities of undocking.
Nikk Narrel
Moonlit Bonsai
#19 - 2013-01-09 14:36:18 UTC
Rancor Kane wrote:
If that is the only problem, it should be easly implanted.

Lame version: the 30 seconds you can't be targeted you don't do coleteral damage as well/ a few more undock gates might help as well.

Less lame version: Just as you need to be cleared for docking you should be cleared from undocking, still needs a couple of extra undockings ports.

and if it's to busy it might take some time, will open the oppertunity of more trade hubs. or docking passes that will give privaliges and the like.

nothing that can't be helped.

The programming will probably a biggger problem than trivialities of undocking.

In all seriousness, if realistic problems are pointed out, realistic solutions will be suggested.

This fellow has it about right. Look at any airport as an example of how collisions are avoided. Strict regulation of incoming and outgoing traffic occurs.

We only have this overlapping effect because it is not an issue. Gameplay is not advanced here by making it one, in this specific.
Anthar Thebess
#20 - 2013-01-15 08:13:19 UTC
Ok, i understand your calculations, but there is one more thing that you have to take to consideration.
Engines ;)
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