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End the 0 damage ship bumping mechanic

First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#21 - 2013-12-19 02:13:29 UTC
Dato Koppla wrote:
Andy Landen wrote:
Teckos Pech wrote:
Danika Princip wrote:
So...why introduce bumping damage, but ONLY outside of highsec? How does that even make sense?


So people wont have to lose ships at low sec gates anymore, that is why.

Because as a Physicist, it really bothers me that the Laws of Momentum (motion) and of Kinetic Energy (damage) are so blatantly violated in the 0 damage bumping mechanism. I can look past a lot of technology in Science Fiction, but technology cannot change the fundamental laws of Physics. At the very least, we should honor the Law of Momentum.


Okay now I know you're trolling. If you're looking for mechanics accurate to real science, don't play online games and expect to get it. I'm pretty sure Eve is riddled with scientific inaccuracies, so I highly doubt you want this particular mechanic changed because of
"Laws of Momentum and Kinetic Energy"

You are right that there are other parts that really bother me about Eve, like the space gel. Ships engage their thrusters but their acceleration is limited by a maximum speed. If the thrusters are on, the ship should be accelerating. But in this thread, I want to focus on one aspect: 0 damage bumping. Others have made threads on space gel; almost like you are in a ship on the high seas with the water increasing resistance to acceleration as your speed increases. Other things I can look past, like giving CCP "artistic license" or "suspension of doubt" for wormholes and for instant damage for projectile turrets to name a couple of things.

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

seth Hendar
I love you miners
#22 - 2013-12-19 09:10:30 UTC
Andy Landen wrote:
Clansworth wrote:
I'm sure CCP has long thought about this, and probably wanted it even at the earliest beginnings of EvE. The problem is, there is no collision avoidance mechanisms in eve, so there would be far to many incidental damage problems. Undock in a damaged ship from a busy station and you're likely not to survive.

Years ago, collisions were much more problematic (everything generated a collision - cans, billboards, etc). They could have solved it one of two ways. The hard way was to have route management collision avoidance. The other was to remove collision from most in-space objects... they chose the easy way. In a game where the servers are already crying when a bunch of ships are on the same grid, calculating collision avoidance methods would bring it to a stand-still.


Collision avoidance is a great idea too, but damage for collisions is a must so that we can end the 0 damage bumping tactics which are an embarrassment by their sheer stupidity to Eve Online. The local machines can handle the computational work, instead of the servers.

Where an object appears to be on a collision course, if the collision safety is switched on, the ship will simply change direction to least amount possible to minimize the collision speed. Larger ships may opt to leave the system off knowing that the impact of smaller ships will not affect them much damage wise and will result in the popping of the smaller ship.

The warp mechanic can include a little change to remove all points for dropping out of warp which result in a collision, if the system is on. The system could have a toggle for being engaged for warp, for normal movement, for neither, or for both.

The damage may encourage battleships "bowling" or ramming, but with their lower speeds it would not be as effective.

Maybe CCP has thought of this like they have thought of poses, which subject is still getting flogged for the longest time, but perhaps they don't realize how much this mechanic hurts their game in sheer stupidity. Computers have evolved enough to handle these calculations quite easily and it is about time for damage from collisions. Intentionally ramming a ship should have substantial consequences on both sides.

good luck undocking from jita or any hub then....

aside of the bumping thingy, wich i myself like, this would make the game unplaybale.

undock from jita, get bumped to deth instantly by 200ppl, but wait, there is the trick, the damaged you where they have no right to => concord => no more player would ever undock
Rivr Luzade
Coreli Corporation
Pandemic Legion
#23 - 2013-12-19 09:30:36 UTC
Good luck undocking in Jita or Amarr or mass undocking from an outpost in 00, or jumping your Dread/Carrier/SC-fleet, BS-fleet through a cyno. You are dead on arrival. Let alone the node/server itself, which is going to melt. Would be perfect for CFC, though. Roll

If collision detection and damage application upon collision was ever implemented, so many more things would need to be changed: station undocks needed to be multiplied and undock mechanisms changed to find a free undock port, cyno spheres needed to be enlarged, the very mechanisms to detect the ship's/objects position needed to be improved a lot, gate approach lanes needed to be multiplied so that not every ship lands on the same spot and then approaches the gate on the same single lane and bump everyone else out of the lane who's slower, etc pp.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Kagura Nikon
Native Freshfood
Minmatar Republic
#24 - 2013-12-19 10:20:29 UTC
Andy Landen wrote:
The lamest mechanic in Eve, as far I am concerned, is 0 damage ship bumping. It is time for this stupid mechanic to end. When a frigate hits a Titan at full speed, it should look like a bug hitting the windshield of a train: splat. The frigate pops and the Titan has a scratch on the paint job.

Already a thread on collision damage so let's talk about conservation of momentum; momentum before = momentum after or p1=p2, where p=mv; momentum equals mass times velocity
[Archiving: Collisions should involve damage to the colliding ships. A frigate hits a battleship at 3km/s straight on and bounces off, both the frigate and the battleship should incur 3k damage to kinetic damage. A collision of the same ships at 300 m/s should yield 300 damage to each. The damage calculation could take into account the masses and changes in velocities of each object involved in the collision. Since it gets a little complicated in high sec with Concording, kill rights, and pve ganking, etc, collisions in high sec could continue to have 0 damage for players without aggression. Also, collisions with asteroids, stargates, and stations can continue to have zero damage until mechanics are put into place to avoid warping inside a station or avoiding collisions with stationary, non-combat objects.]

The change in velocity of an object must follow the conservation of momentum. m1v1 + m2v2 = m1v3 + m2v4 when v4=0 becomes change in v1 = m2/m1 * v2 which is to say that if all of ship B's momentum is transferred to ship A and ship B ends at rest then ship A changes its velocity only by the ratio of masses of Ship B divided by Ship A times the initial velocity of Ship B.



Want to us elogic? Then your argument fails compeltely. A frigate is much larger than a naglfar class projectile. And moves far faster since it can go to near relativistic speeds when exist and enterign warp stil on grid.

Udner these circuynstances a frigate exiting warp upon a capital ship should blow it up completely.

That or the capital ship weapons should be unable to hurt a capital ship.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Claud Tiberius
#25 - 2013-12-19 12:37:10 UTC  |  Edited by: Claud Tiberius
The collision reaction (bump) could be priortised so that, the smaller ship will always be the ship that bounces because it is hitting a larger ship - the larger ship will maintain is current velocity/ trajectory. The beauty of this is, the tactic isn't easily transitive. It is not easy for a large ship to bump a smaller ship, because the smaller ship is more often faster and maneuverable.

At least that would stop the bumping issue for most pilots. Adding Damage however is a huge task, I don't think the current EVE could ever handle or design it in such a way that it is fair and stable.

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

Jake Sake
Doomheim
#26 - 2013-12-19 13:23:57 UTC
Hesod Adee wrote:
Andy Landen wrote:
Computers have evolved enough to handle these calculations quite easily and it is about time for damage from collisions. Intentionally ramming a ship should have substantial consequences on both sides.

You're still asking CCP to add more strain to the servers. Servers which already have problems keeping up with their current load.

This hardly is an excuse to not implement it.
They redid missile lunching and flight, aren't they? Like that was very needed... it just made game little more prettier. But I'd get a realistic collision between objects/ships over realistic missile lunch from ships anytime.
Kagura Nikon
Native Freshfood
Minmatar Republic
#27 - 2013-12-19 13:54:23 UTC
Claud Tiberius wrote:
The collision reaction (bump) could be priortised so that, the smaller ship will always be the ship that bounces because it is hitting a larger ship - the larger ship will maintain is current velocity/ trajectory. The beauty of this is, the tactic isn't easily transitive. It is not easy for a large ship to bump a smaller ship, because the smaller ship is more often faster and maneuverable.

At least that would stop the bumping issue for most pilots. Adding Damage however is a huge task, I don't think the current EVE could ever handle or design it in such a way that it is fair and stable.



It already is like that. The smaller ship will suffer more form the bumping. But in space, without support the large one will be affected as well.

Eve implements the basic physics of a a collision. Do the math yourself. Its pretty much what we have in game that you would get when the object are not supported by attrition on a surface .

"If brute force does not solve your problem....  then you are  surely not using enough!"

Andy Landen
Deep Core Mining Inc.
Caldari State
#28 - 2013-12-19 18:16:14 UTC
Kagura Nikon wrote:
Andy Landen wrote:
...
The change in velocity of an object must follow the conservation of momentum. m1v1 + m2v2 = m1v3 + m2v4 when v4=0 becomes change in v1 = m2/m1 * v2 which is to say that if all of ship B's momentum is transferred to ship A and ship B ends at rest then ship A changes its velocity only by the ratio of masses of Ship B divided by Ship A times the initial velocity of Ship B.


Want to us elogic? Then your argument fails compeltely. A frigate is much larger than a naglfar class projectile. And moves far faster since it can go to near relativistic speeds when exist and enterign warp stil on grid.

Udner these circuynstances a frigate exiting warp upon a capital ship should blow it up completely.

That or the capital ship weapons should be unable to hurt a capital ship.

Warp is moving through warped space, not through normal space. The ship isn't moving faster, it is just moving through a shorter distance (having warped the space). Collisions should be impossible until after it exits warp and is traveling still at normal speeds but now through normal, unwarped space. But since we already have a thread for collision damage, I'll refer further discussion of that to that link.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#29 - 2013-12-19 18:17:26 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:
Danika Princip wrote:
So...why introduce bumping damage, but ONLY outside of highsec? How does that even make sense?


So people wont have to lose ships at low sec gates anymore, that is why.

Because as a Physicist, it really bothers me that the Laws of Momentum (motion) and of Kinetic Energy (damage) are so blatantly violated in the 0 damage bumping mechanism. I can look past a lot of technology in Science Fiction, but technology cannot change the fundamental laws of Physics. At the very least, we should honor the Law of Momentum.


Right, in all the years you have been playing it hasn't been an issue. Now, that the mechanic has been used against you, you suddenly make a post.

What an amazing coincidence.

Edit:
BTW, how come my ship has to turn so slow in space...why does it behave like something in a liquid...when in a vacuum?

We going to be changing that too?

You do realize that certain mechanics are in the game and don't match up with reality so that we can...you know...play the game.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#30 - 2013-12-19 18:21:49 UTC
Kagura Nikon wrote:
..
Eve implements the basic physics of a a collision. Do the math yourself. Its pretty much what we have in game that you would get when the object are not supported by attrition on a surface .

If Eve did the basic physics right according to p1 + p2 = p3 + p4, then a T1 frigate at 3000 m/s hitting a carrier should only change its velocity by 3 m/s. We know that the carrier's velocity is changed much, much more than that currently. Also, use of the MWD should preclude collisions because you are in micro warp, which means that you are traveling through warped space and not through normal space.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#31 - 2013-12-19 18:25:14 UTC
Andy Landen wrote:
Kagura Nikon wrote:
..
Eve implements the basic physics of a a collision. Do the math yourself. Its pretty much what we have in game that you would get when the object are not supported by attrition on a surface .

If Eve did the basic physics right according to p1 + p2 = p3 + p4, then a T1 frigate at 3000 m/s hitting a carrier should only change its velocity by 3 m/s. We know that the carrier's velocity is changed much, much more than that currently. Also, use of the MWD should preclude collisions because you are in micro warp, which means that you are traveling through warped space and not through normal space.


Then you should not be allowed to target anyone or be targeted as well while your MWD is running.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Alvatore DiMarco
Capricious Endeavours Ltd
#32 - 2013-12-19 18:33:26 UTC  |  Edited by: Alvatore DiMarco
Andy Landen wrote:
Kagura Nikon wrote:
Andy Landen wrote:
...
The change in velocity of an object must follow the conservation of momentum. m1v1 + m2v2 = m1v3 + m2v4 when v4=0 becomes change in v1 = m2/m1 * v2 which is to say that if all of ship B's momentum is transferred to ship A and ship B ends at rest then ship A changes its velocity only by the ratio of masses of Ship B divided by Ship A times the initial velocity of Ship B.


Want to us elogic? Then your argument fails compeltely. A frigate is much larger than a naglfar class projectile. And moves far faster since it can go to near relativistic speeds when exist and enterign warp stil on grid.

Udner these circuynstances a frigate exiting warp upon a capital ship should blow it up completely.

That or the capital ship weapons should be unable to hurt a capital ship.

Warp is moving through warped space, not through normal space. The ship isn't moving faster, it is just moving through a shorter distance (having warped the space). Collisions should be impossible until after it exits warp and is traveling still at normal speeds but now through normal, unwarped space. But since we already have a thread for collision damage, I'll refer further discussion of that to that link.


This isn't Star Trek; learn how warp travel in EVE works.

Zero-damage ship bumping is and should remain a thing. It's how AFK miners are dealt with, short of ganking them. It's how station games are solved. It's how freighters are punished for running chokepoints unscouted, uninsta'd and unwebbed. To a large part, bumping is EVE. If you don't like it, HTFU or GTFO. I'm so tired of these pantywaist nullbears who keep trying to **** up highsec with more and more nonsense just because of some stupid thing they did in nullsec that got them what they deserved for being stupid.

"Oh no! Someone bumped you! Wait, let me kill them for you," said CONCORD to nobody ever.

I agree that it's a bit unseemly for a cruiser to have any effect on a freighter or for a Titan to notice the bumping attempts of a subcap at all. I do not agree that bumping needs to be turned into a method of aggression.
Pipa Porto
#33 - 2013-12-19 20:13:46 UTC
Andy Landen wrote:
Astroniomix wrote:

100mn 1600 plated vagabonds everywhere.

Crap, you are right about the MWD mechanic messing it all up with the MWD blowing up the mass (what happened to the Conservation of Mass, anyone?). No wonder CCP turns their head when they see issues like the violation of Conservation of Momentum. Before they know it many of their other mechanics become so obviously bad. And if you are in a mini-warp using the MWD, then collision should be impossible. Probably the easiest way to deal with MWD is to make the ship a ghost to collisions. Could ships stack up that way? Yes, yes, they could, but they are in micro-warp, so that seems reasonable enough.


You're a Physicist, right? What happens to the measured mass of an object as its velocity increases?

Also, you're concerned with conservation of energy in a game where spaceships have maximum velocities and experience drag?


Anyway, even without the mass increase of the MWD, an unplated bump SFI has a momentum of up to 144 billion kgm/s (10 million kg moving at 14km/s), a Freighter (Charon) has a momentum of 9 billion kgm/s (96 million kg moving at .01km/s). Freighters are big, but they're not that heavy, and they're really slow.
A Carrier (Archon) does a little better, with a momentum of 108 billion kgm/s (1 billion kg moving at .01km/s).
A T1 frigate (Rifter) fit to bump things can have a momentum of up to around 11 billion kgm/s (1 million kg moving at 10km/s).
If we step up the size, a bump Machariel has a momentum of 392 billion kgm/s, compared to the Avatar's 170 billion kgm/s.

Again, this is all calculated without the effects of an MWD on mass.

Besides that, it only takes a minuscule acceleration normal to the direction of your attempted warp to prevent you from warping.

EvE: Everyone vs Everyone

-RubyPorto

ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#34 - 2013-12-19 20:14:36 UTC
As noted in the original post, there is already an open thread on collision damage. This thread is, in reality, discussing the same topic and thus is being locked.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

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