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[Discussion] Balancing Bumping

Author
Gueriila
Dark Empire
#1 - 2013-04-26 13:24:41 UTC
I have read the threads in which CCP said that bumping is a part of the game and will not be removed.


This thread addresses imbalances in bumping and the related problem of exiting congested stations [notably Jita 4/4].


***
Reading recent freighter deaths on killboards, it becomes apparent that bumping is being used in ways that lead to an unbalanced advantage to the neutrals who bump large, slow to align targets in order to prevent them from escaping by entering warp. Small, fast ships can be used to prevent large target from entering warp while the remainder of the gang closes in -- there are several recent examples of this in Niarja in which a gang of approximately 25 destroyers successfully ganked a freighter.

Similar tactics could well be used to delay and thus gank any large, slow to align ship -- Orca, jump freighter, barge, exhumer, and/or shiny faction battleship come to mind.

***
I propose a multi part fix --

1. Give the sentry guns the added CONCORD role to immediately punishing lawbreakers. This will reduce CONCORD response times near gates and stations to a very few seconds. While it will still be possible to gank by gate and station camping, more firepower will be required in each instance.

2. Revise the AI controlling the sentry guns and CONCORD forces so that target selection better mimics what a human FC would choose. Target all lawbreakers simultaneously and allocate weapons to multiple targets based on rough target toughness ... webbify small targets and allocate only one weapon to them, while scramming larger or harder targets and allocating multiple weapons. Groups of small ganking ships would thus incur three, to as many as ten casualties be salvo instead of only one.

3. revise EVE mechanics to better reflect the laws of physics. The vector effect of a collision [bumping] becomes proportional to the ratio of mass of the ships involved times the relative [vector] velocity of the ships. Thus, a small, low mass ship even at high speed would have little effect on the vector of travel of a large ship while the small ship would literally 'bounce' a goodly distance at some speed.

Couple this with the expected damage that such a collision would inflict on the ships involved -- which would be proportionally much larger for the small ship BUT when a ship's warp drive in engaged [add visual effect so all can see this -- pulsing green shroud around ship? tail of fire effect?], the ship becomes immune to damage caused by bumping because the warp field absorbs the damage.

{Aside: conceptually, the way a station ejects ships is with a pressor field which acts similar to a limited warp field -- lasting perhaps 30 seconds maximum and within 3 km. This would make ships exiting stations immune to damage from bumping for the limited time/distance but still leave them subject to being targeted and ganked -- they could also still be diverted, but a small ship would have a small vector effect on them while suffering damage. (I love reusing code -- it's efficient) Thus, two ships both exiting could not damage each other while a small ship posted in the exit lane to disrupt traffic would be damaged repeatedly and perhaps destroyed -- as well as bumped out of the way.}

This last revision would make it possible for a small ship to literally 'suicide gank' a large one that is trying to escape -- the damage caused by bumping at high speed might be so large that the small ship is destroyed [which would prevent multiple bumps by the same small, high speed ship and thus require bump to gank gangs to use more ships.

I do not foresee this as causing a problem when a ship trying to escape enters warp and, before it can align, bumps another ship -- the speed would be so low that the damage caused would be limited to shields only. Just as happens at present, the ship trying to warp would fail to align and thus couldn't warp, but the damage effect on the other ship wouldn't be significant enough to allow an exploit.

***
The kills I see involve perhaps 25 destroyers worth maybe 50 million total taking out a freighter with 800 million in cargo in an 05 system at the gate [even at 50% cargo loss, nice odds indeed]. Since the freighter jockey has no warning [he can't see into the system ahead of him] and his align time is long, he's a sitting duck for this tactic.

***
Frankly, we've been saying for almost all of EVE's now ten years [feel free to check my 'toon's age] that bumping is unbalanced in favor of the 'neutral' aggressor. This proposal is to try and restore some balance to the situation.


ok, y'all ... from the viewpoint of balancing game play [not your personal isk viewpoint whether you're a freighter jockey or
Lloyd Roses
Artificial Memories
#2 - 2013-04-26 13:33:49 UTC
did I get this right? Bumping now actually inflicts damage and is concordable?

Great, let me get my noctis near jita 4-4!
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#3 - 2013-04-26 13:42:46 UTC
See.. this is why i generally don't read this forum

so bad..

BYDI recruitment closed-ish

Tchulen
Trumpets and Bookmarks
#4 - 2013-04-26 15:27:38 UTC
Gueriila wrote:

Frankly, we've been saying for almost all of EVE's now ten years [feel free to check my 'toon's age] that bumping is unbalanced in favor of the 'neutral' aggressor. This proposal is to try and restore some balance to the situation.


There is already balance. What you're after is making the situation unbalanced in favour of the solo afk pilot.

If you're lazy you'll lose your stuff. If you fly a beached whale of a ship filled with expensive stuff solo anywhere you may well lose it. If you do it twice you totally deserve to lose it.

The current balance is simple. Firstly, use a friend or an alt in a frigate to scout the gate ahead. Then use that same friend/alt to web your beached whale for fast warping. Two webs does wonders to the warp time of your transport whale. Secondly, use a friend or an alt in a logi to travel with you and rep you if attacked.

What you're proposing isn't balance, it's imbalance. The system is already balanced which is presumably why CCP haven't done anything about it for 10 years.

Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2013-04-26 17:47:55 UTC
Or u could have a friend or alt in a daredevil web u through dangerous systems.

and why would a ship entering warp be immune to bump damage? considering the warp drive doesn't kick in until the ship is aligned and reaches a certain speed, it should be still vulnerable up to that point.

if u had thought about ur idea for all of 5 seconds, u may have picked up on the fact that it is really awful. perhaps u could stop being biased towards brainless freighter pilots long enough to come up with a creative solution to the problem that is within existing game mechanics...'avoid system' button maybe, carrying less cargo might help as well, use a scout, ECM escorts...

Beyond that, the search function is useful for finding threads pertaining to an existing idea...u may want to try that before writing a wall of text.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2013-04-27 10:14:21 UTC
It's too easy to bump a huge ship with a tiny ship at current. But if the bump factor were mass*velocity, then smaller ships would have almost no bumping power at all.

I think if bumping power were the square root of mass * velocity, then the system would be balanced.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Jureth22
State War Academy
Caldari State
#7 - 2013-04-27 10:45:59 UTC
Garviel Tarrant wrote:
See.. this is why i generally don't read this forum

so bad..


you are wrong.its terribad
Petrified
Old and Petrified Syndication
#8 - 2013-04-27 11:04:39 UTC
heh... the best part of the suggestion (and understand I mean best as in: funniest) is the one which will be used most by gankers: position a rookie ship in front of another to let the target ship bump you. Bam! CONCORD kills the target ship and as an added bonus, you don't have to worry about being flagged when you loot the blue wreck.


Aside from the immediate abuse this will garner, the idea that bumping - which causes no damage - would be CONCORDed is rife with problems for people who don't use bumping to harass.


If you REALLY want to deal with neutrals: get rid of CONCORD. Most every suggestion I see that tries to deal with them creates more loopholes. Simplicity is really the best way to handle everything.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

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Sublime Rage
Imperial Shipment
Amarr Empire
#9 - 2013-04-27 11:18:10 UTC
point to me on this toy capsuleer where the big bad suicide gankers touched you Oops
Tubrug1
School of Applied Knowledge
Caldari State
#10 - 2013-04-27 12:26:17 UTC
I propose a counter-fix, bumping will be twice as effective as it already is and only the target receiving the bump will take damage.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#11 - 2013-04-27 12:52:44 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Tubrug1 wrote:
I propose a counter-fix, bumping will be twice as effective as it already is and only the target receiving the bump will take damage.

there is a problem for you: 2 ships fly toward each other and are on collision course. Question: who is bumper and who is bumpee?

swap mass penalty on MWD for agility penalty and/or less thrust and problem will be solved (even tho there is no problem to begin with, bumping is balanced) - smaller ships will get less momentum (bumping ability).

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Xe'Cara'eos
A Big Enough Lever
#12 - 2013-04-27 17:02:54 UTC
bumping atm doesn't seem to be affected by momentum, just kinetic energy, from my view point. READ THE LAWS OF PHYSICS
it should be affected by momentum, not Kinetic energy

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Stan Smith
State War Academy
Caldari State
#13 - 2013-04-28 22:47:53 UTC
Small ships should have very little effect on large ships. Also bumping should also do damage to both ships. Also frieghters should have some form of loc defence available to them. Some rig slots would be helpful. And this may come as a suprise to some people here, not everyone who flys a freighter is an afker

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Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2013-04-29 20:06:54 UTC
Stan Smith wrote:
Small ships should have very little effect on large ships. Also bumping should also do damage to both ships. Also frieghters should have some form of loc defence available to them. Some rig slots would be helpful. And this may come as a suprise to some people here, not everyone who flys a freighter is an afker


small ships do have very little effect on large ships, but it still screws up their alignment. to warp the distances ships do in eve, a fraction of inaccuracy can send u millions of KM's into the middle of no where, so it has to be very VERY precise (in fact, the game gives a lot of leeway).

when a collision occurs, there is still an effect on the larger vessel, no matter how different the masses are. and that slight effect can still ruin an alignment.

u can run a car into the side of a jumbo jet and the passengers in the jet are still going to feel it. i live in the uk, and when we get very strong winds u can feel it hitting ur brick house. what mass do u think wind has relative to my semi-detached brick house?

i just thought i'd let all u physicists know that making things closer to reality (save for inflicting damage, because that would be loltastic) would make it even harder for freighters to warp when getting bumped.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

ShahFluffers
Ice Fire Warriors
#15 - 2013-04-29 20:37:39 UTC  |  Edited by: ShahFluffers
Gueriila wrote:
1. Give the sentry guns the added CONCORD role to immediately punishing lawbreakers. This will reduce CONCORD response times near gates and stations to a very few seconds. While it will still be possible to gank by gate and station camping, more firepower will be required in each instance.

Already the case. Gate guns shoot right away irrespective of security status. Believe me... as someone who commits a lot of actions that turn me suspect/criminal I am intimately familiar with gate guns.

Gueriila wrote:
2. Revise the AI controlling the sentry guns and CONCORD forces so that target selection better mimics what a human FC would choose. Target all lawbreakers simultaneously and allocate weapons to multiple targets based on rough target toughness ... webbify small targets and allocate only one weapon to them, while scramming larger or harder targets and allocating multiple weapons. Groups of small ganking ships would thus incur three, to as many as ten casualties be salvo instead of only one.

Question; how do you determine which destroyer to kill first when all of them are built to die in less than a few seconds?

As for targeting all hostiles and shooting them... it takes 3 hits from two sentry guns to kill a lightly tanked frigate... 4 to 5 for destroyers... with the sentry fire rate being about once every 1 or 2 seconds. Spreading fire from 8 guns among a dozen plus ships will only allow hostiles to perform their task more efficiently because they'd die slower. It will take less time for CONCORD to show up and kill them all.

Gueriila wrote:
3. revise EVE mechanics to better reflect the laws of physics. The vector effect of a collision [bumping] becomes proportional to the ratio of mass of the ships involved times the relative [vector] velocity of the ships. Thus, a small, low mass ship even at high speed would have little effect on the vector of travel of a large ship while the small ship would literally 'bounce' a goodly distance at some speed.

Okay... but it wouldn't change anything because anything traveling at a high enough velocity, even with low mass, will still affect a larger object.

Plus, Microwarpdrives affect the mass of ships.

Gueriila wrote:
The kills I see involve perhaps 25 destroyers worth maybe 50 million total taking out a freighter with 800 million in cargo in an 05 system at the gate [even at 50% cargo loss, nice odds indeed]. Since the freighter jockey has no warning [he can't see into the system ahead of him] and his align time is long, he's a sitting duck for this tactic.

Do you know how much effort is required to pull together 25 people at the same time for the same op (that may or may not require a good period of time waiting while doing nothing)? The term "herding cats" is applicable here.

Plus, they are applying a large amount of effort towards a single objective. Why should freighters be more resistant to ganking by smaller, cheaper ships just because it is bigger and more expensive? Put in the same amount of effort (scouts, webber, booting ship, logistics, HP implants, etc) and you will be a target that can avoid and/take more punishment relative to others (which is ultimately the objective, be a less attractive target compared to everyone else).


Gueriila wrote:
Frankly, we've been saying for almost all of EVE's now ten years [feel free to check my 'toon's age] that bumping is unbalanced in favor of the 'neutral' aggressor.

And CCP held a internal discussion about it and decided to disagree with you. You can't win them all.
RoAnnon
Republic University
Minmatar Republic
#16 - 2013-04-29 21:06:58 UTC
Reaver Glitterstim wrote:
It's too easy to bump a huge ship with a tiny ship at current. But if the bump factor were mass*velocity, then smaller ships would have almost no bumping power at all.

I think if bumping power were the square root of mass * velocity, then the system would be balanced.


You realize that the square root of mass * velocity is a LOT less than mass * velocity...? Perhaps you meant to say mass squared times velocity?

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

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Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2013-04-30 04:31:15 UTC
RoAnnon wrote:
You realize that the square root of mass * velocity is a LOT less than mass * velocity...? Perhaps you meant to say mass squared times velocity?
No I meant exactly what I said. In matters of relativity, magnitude is a non-factor.

Also, I'm adding you to my list of people who are bad at math.
That list is too big. Instead I am denying you access to my list of people who are not bad at math.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

DeLindsay
Galaxies Fall
#18 - 2013-04-30 04:55:00 UTC
Quote:
1. Give the sentry guns the added CONCORD role to immediately punishing lawbreakers. This will reduce CONCORD response times near gates and stations to a very few seconds. While it will still be possible to gank by gate and station camping, more firepower will be required in each instance.


Agreed, ALL Gate/Station guns should fire on Gankers that commit the act within the range of said guns. As the guns do pretty terrible damage this will only increase the ship count by a small margin (say 2-5 extra dessys needed for a Freighter).

2. Meh, who cares which target the Guns fire on, #1 dessy, #15 dessy, #21 dessy, doesn't matter.

3. This one I'm on the fence about. I agree it's complete bullshit that a tiny ass Frigate can bump a Freighter, AT ALL. More like it should explode on impact with the hull of said Freighter the instant it makes contact. If CCP considers bumping part of the game then I doubt they would do anything about it, besides it's tough to 'balance' as you can be bumped inadvertently just undocking with 20 other ships, and by structures, etc. I don't agree with ship damage being cause by bumping because that would ruin blob warfare since they would all be bumping each other causing their own ships to get damaged. And who doesn't love blob warfare. I can hear it now...

"Can someone tell that Titan to stop ramming us all?"

4. Yes I know you didn't have a 4th. Even CCP said somewhere that they want to look at Freighters as they were in the game long before you could so easily gank them like you can now. Before it took a pretty decent number of BC's/BS's to take one out in highsec which was a pretty decent cost. I don't think ANY ship should be ungankable in highsec, or anywhere close. But I would agree the T1 Freighter could use a passover (no modules/rigs, but something like more raw HP). They SHOULD remain giant slow A** behemoths the way they are now.

5. Back to bumper stickers. I also think it's total crap that a neutral can bump a ship without aggression to buy the ganker fleet more time. I further think it's total crap that said neutral can fire a single shot from a noob ship and put that Freighter pilot on timer when the Freighter did nothing. The second bit NEEDS to be changed, the rest would be nice.

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TheGunslinger42
All Web Investigations
#19 - 2013-04-30 07:55:24 UTC
someone is bumphurt

I like the call for more "realistic" physics though. Yeah lets do that, because realistically a ship the size of an interceptor flying at the speeds they do colliding with a freighter would result in the destruction of both ships entirely. I support that.
StrongSmartSexy
Phenix Revolution
#20 - 2013-04-30 10:42:17 UTC
Reaver Glitterstim wrote:
RoAnnon wrote:
You realize that the square root of mass * velocity is a LOT less than mass * velocity...? Perhaps you meant to say mass squared times velocity?
No I meant exactly what I said. In matters of relativity, magnitude is a non-factor.

Also, I'm adding you to my list of people who are bad at math.
That list is too big. Instead I am denying you access to my list of people who are not bad at math.

Your math is worded ambiguously and could be perceived as either:
sqrt(mass*velocity) or sqrt(mass)*velocity

Regardless, I would like to know how EVE mathematically handles transference of momentum between ships especially since the bump nerf a few years ago.
I agree that small ships tend to bump larger ships too easily.
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