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Player Features and Ideas Discussion

 
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Collision Damage

Author
Nag'o
Sebiestor Tribe
Minmatar Republic
#61 - 2013-12-18 23:36:36 UTC  |  Edited by: Nag'o
I gave it a little tought and realized that maybe a ramming module is a better solution after all. A passive lowslot module like an armor plate.. idk. A module that if fitted gives you a criminal flag if you bump other ships while shieldless. Maybe the module strips your own shield for ramming by itself. I'm trying to be creative here, sorry if it's not working. Lol.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Danika Princip
GoonWaffe
Goonswarm Federation
#62 - 2013-12-19 00:01:54 UTC
Nag'o wrote:
I gave it a little tought and realized that maybe a ramming module is a better solution after all. A passive lowslot module like an armor plate.. idk. A module that if fitted gives you a criminal flag if you bump other ships while shieldless. Maybe the module strips your own shield for ramming by itself. I'm trying to be creative here, sorry if it's not working. Lol.



It's not working, at all. You're inventing mechanic after mechanic just to get around flaws in your idea. trust me, it won't work. Go back to the drawing board and start again from scratch.
Nag'o
Sebiestor Tribe
Minmatar Republic
#63 - 2013-12-19 00:09:21 UTC
Danika Princip wrote:
Nag'o wrote:
I gave it a little tought and realized that maybe a ramming module is a better solution after all. A passive lowslot module like an armor plate.. idk. A module that if fitted gives you a criminal flag if you bump other ships while shieldless. Maybe the module strips your own shield for ramming by itself. I'm trying to be creative here, sorry if it's not working. Lol.



It's not working, at all. You're inventing mechanic after mechanic just to get around flaws in your idea. trust me, it won't work. Go back to the drawing board and start again from scratch.

This is not my idea, I'm drawing on someone else's board.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#64 - 2013-12-19 01:58:52 UTC  |  Edited by: scorchlikeshiswhiskey
I really do like the idea of a ramming mechanic that is completing separate from bumping. Bumping can be done with a Green safety in Incursion sites to help with a contest. Ramming would be a completely different tactic with completely different goals and risks.
I didn't read page 3 because the discussion got a little like watching toddlers fight, but I did see the idea of a Ramming button brought up. This would require you to go Red, like a smart bomb, and would solve the problem of Concord and aggression timers and all that mess. Jita undocks will not be a ram fest for everyone undocking because, even if your safety is Red you would have to select the Ram option. Possibly make it like an Overheat for your engines, causing hull damage that scales based on how long it is running but increases your speed by drawing power from your shields and requiring a system reboot that effectively results in a cooldown should you survive the impact.
Would it be seen everywhere? I would bet not. Would it be fun to see and do if your ship is going to die anyways? Hellz yea.
Shields should take less damage from the impact than armor and hull, maybe 60-75% of the damage, reducing the effect of gank ramming runs, and making it more of a tactical decision of when to ram instead of a spam tactic.
Mature thoughts are welcome. :)
Edited for spelling and to add a thought. Maybe shields less than a certain threshold, to allow for every ships passive ship regen, should take full damage and roll into armor. 2-3% of max should be fine although this greatly increases the depth of the mechanic. If this were ever to be implemented I think it should be rolled out in a simple way, shield take less regardless of whether it's 100% or 1%. A well timed ramming run, in the vast majority of such events, should not be effected by 1-2% of nuetral passive shield regen by the target.
Andy Landen
Deep Core Mining Inc.
Caldari State
#65 - 2013-12-19 01:59:52 UTC  |  Edited by: Andy Landen
Pipa Porto wrote:
supernova ranger wrote:
Just turn the mechanic off in high and let it run everywhere else


Why should highsec have different physical rules from everywhere else?

The rules should be the same. We should have a collision avoidance button which can be turned off at any time, except in high sec. It would work during normal flight and during warp by removing collision points from the possible landing locations list. If a person warps in such a way as to collide with another ship, the ship will alter the warp so that it sends the ship to the nearest location to the warped area without colliding with any other ship. If a person has an intercept course, the ship would alter course in the least possible way in order to ensure the smallest collision possible. If the collision avoidance is off, then the ship flies "manual" and may collide and be damaged. In high sec, all ships would be forced to have collision avoidance on, and any incidental collision damage would be ignored by Concord because the ship system are designed to ensure that there would be no collision. Ship loss to collision in high sec would be classified as an exploit and the ship would be completely replaced in the nearest high sec station by Concord.

In high sec, that would mean that no ship would allow a collision vector. If there was a collision vector, then the ship would move out of the way. Any ships in the way of undocking ships would be forced to move themselves far clear of the undock path.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#66 - 2013-12-19 02:17:16 UTC
And, given that flying in a fleet would be completely impossible without it, why would anybody ever turn it off?
Andy Landen
Deep Core Mining Inc.
Caldari State
#67 - 2013-12-19 05:12:27 UTC
Danika Princip wrote:
And, given that flying in a fleet would be completely impossible without it, why would anybody ever turn it off?

Obviously the mechanics would have to be designed so that collisions did not occur during wing warps. If you are talking about movement while fighting, turning off collision avoidance would be useful if you wanted to go in a particular direction and you were in a ship with a large mass and you were aware of where your friends were going. If you wanted to align and didn't want collision avoidance to stop the alignment, or if you were crashing the gate and didn't want hostile ships to stop you from reaching the gate. If you were a fleet of cheap T1 frigates running into a larger, more expensive target in order to take it out fast. I am sure that there are a great many more reasons to fly with collision avoidance off.

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

Cardano Firesnake
Fire Bullet Inc
#68 - 2013-12-19 08:40:58 UTC
I would love collision damages.
Planets, moons and most of the decoratives things on space should not be "traversable"

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Mike Whiite
Deep Core Mining Inc.
Caldari State
#69 - 2013-12-19 09:29:05 UTC
Why does everyone see the undocking in Jita as a problem.

1) there already is an immunity timer, that could work for collision as well. when you undock you need to make shure you're clear before you warp.


2) instead of great number of station that no one uses in Jita, they might design more than one undocking gate.

3) and maybe they need to give you an undock timer and set you in line to unduck in busy stations, would be better lore to drive people to other places than that 2000 player cap.

as for suspect flags and Concord, you could make it dependend on the damage done in percentage.

I don't see the police come out for small accidents in real life.


It would give possabilities for lew lines of ships (ramming ships) new tactics, giving you options to cover in an ateroid belt ect ect.

I know it's not easy to accomplish, but an asset to the game.



Danika Princip
GoonWaffe
Goonswarm Federation
#70 - 2013-12-19 11:23:59 UTC
Andy Landen wrote:
Danika Princip wrote:
And, given that flying in a fleet would be completely impossible without it, why would anybody ever turn it off?

Obviously the mechanics would have to be designed so that collisions did not occur during wing warps. If you are talking about movement while fighting, turning off collision avoidance would be useful if you wanted to go in a particular direction and you were in a ship with a large mass and you were aware of where your friends were going. If you wanted to align and didn't want collision avoidance to stop the alignment, or if you were crashing the gate and didn't want hostile ships to stop you from reaching the gate. If you were a fleet of cheap T1 frigates running into a larger, more expensive target in order to take it out fast. I am sure that there are a great many more reasons to fly with collision avoidance off.



Turning collision avoidance off would destroy every ship in a fleet the second they tried to move. Why would anyone do that?
Mike Whiite
Deep Core Mining Inc.
Caldari State
#71 - 2013-12-19 11:34:21 UTC
I think you should avoid collisions in warp as a whole, when collision dameges would be introduced.

just like you're not able to fly though a station in sub warp but can in warp.
Nag'o
Sebiestor Tribe
Minmatar Republic
#72 - 2013-12-19 12:40:10 UTC
I still think shields should be the factor that determine if there is a collision or not... and that shielded ships only take ramming damage bellow a certain threshold.
I like the idea of a ramming module that drains the shield. Collisions only do damage while it's cycle is on and it works as the trigger for agression flagging. Damage is calculated based on speed and mass of the charging ship and since there's a module exclusive for that the agressor takes less damage than the victim (or maybe only the module is damaged). The amount of damage taken and inflicted also depends on the module variation.
This is not exactly a Collision Damage mechanic but it could be cool anyway. Maybe I'll rewrite it in a new thread later.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Electrique Wizard
Mutually Lucrative Business Proposals
#73 - 2013-12-19 12:54:11 UTC
You guys are thinking of it wrong.

Think about an active highslot module, that when activated enables you to damage (and be damaged) by bumping.

I, for one, want a True Sansha Hull Penetration Ram fitted to my ship.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Andy Landen
Deep Core Mining Inc.
Caldari State
#74 - 2013-12-19 19:01:03 UTC
Danika Princip wrote:
Andy Landen wrote:
Danika Princip wrote:
And, given that flying in a fleet would be completely impossible without it, why would anybody ever turn it off?

Obviously the mechanics would have to be designed so that collisions did not occur during wing warps. If you are talking about movement while fighting, turning off collision avoidance would be useful if you wanted to go in a particular direction and you were in a ship with a large mass and you were aware of where your friends were going. If you wanted to align and didn't want collision avoidance to stop the alignment, or if you were crashing the gate and didn't want hostile ships to stop you from reaching the gate. If you were a fleet of cheap T1 frigates running into a larger, more expensive target in order to take it out fast. I am sure that there are a great many more reasons to fly with collision avoidance off.


Turning collision avoidance off would destroy every ship in a fleet the second they tried to move. Why would anyone do that?

Let's say everyone aligned to the same planet after they exit warp and they set their speed to 100 m/s. Do you see any collisions by those actions? Now let's say that the fleet warps their wings in individually and to different spots on the grid. Do you see even more room for moving without friendly collisions? I do.

Nag'o wrote:
...
I like the idea of a ramming module that drains the shield. Collisions only do damage while it's cycle is on and it works as the trigger for agression flagging. Damage is calculated based on speed and mass of the charging ship and since there's a module exclusive for that the agressor takes less damage than the victim (or maybe only the module is damaged). The amount of damage taken and inflicted also depends on the module variation.
This is not exactly a Collision Damage mechanic but it could be cool anyway. Maybe I'll rewrite it in a new thread later.


I do not support a ramming module because I think that collision damage should be applied the same way to all ships based on mass and velocity. I do think that MWD should be unable to collide given that the module puts the ship into a micro warp which is somewhat separated from normal space by using warped space.

The point here should not be to invent a new way to apply damage with a new module with new bonuses, new lore, etc, but to simply allow an existing mechanic to calculate damages in line with the laws of physics regarding the Conservation of Energy: KE1 = KE2

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

Alvatore DiMarco
Capricious Endeavours Ltd
#75 - 2013-12-19 19:05:43 UTC  |  Edited by: Alvatore DiMarco
You still don't know how warping works in EVE, Andy. How terrible.

Why do we need to completely disallow bumping in highsec, exactly?
Pipa Porto
#76 - 2013-12-19 19:22:41 UTC
Andy Landen wrote:
Let's say everyone aligned to the same planet after they exit warp and they set their speed to 100 m/s. Do you see any collisions by those actions? Now let's say that the fleet warps their wings in individually and to different spots on the grid. Do you see even more room for moving without friendly collisions? I do.


So why would anyone ever turn the magic collisions don't hurt button off?

Either running into something should hurt or it shouldn't. Whichever it is, it should work the same everywhere in space.

EvE: Everyone vs Everyone

-RubyPorto

Mag's
Azn Empire
#77 - 2013-12-19 19:29:54 UTC
Alvatore DiMarco wrote:
You still don't know how warping works in EVE, Andy. How terrible.

Why do we need to completely disallow bumping in highsec, exactly?
Was wondering the same tbh. What problem are you anti bumping crew, trying to solve here?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Nag'o
Sebiestor Tribe
Minmatar Republic
#78 - 2013-12-19 21:21:36 UTC
Andy Landen wrote:

I do not support a ramming module because I think that collision damage should be applied the same way to all ships based on mass and velocity. I do think that MWD should be unable to collide given that the module puts the ship into a micro warp which is somewhat separated from normal space by using warped space.

The point here should not be to invent a new way to apply damage with a new module with new bonuses, new lore, etc, but to simply allow an existing mechanic to calculate damages in line with the laws of physics regarding the Conservation of Energy: KE1 = KE2

I'd also like to have collision damage in the game using only the existing mechanics, independent of modules, but after a lot of discussion and thought I realized this is very difficult to implement.
I think a module the way I described is a good solution. Maybe both ships can take damage, based on the kinectic energy involved in the collision, and the module acts as a resistance layer to the damage applied. This way we can still have suicidal rifters and the sort.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Andy Landen
Deep Core Mining Inc.
Caldari State
#79 - 2013-12-19 23:21:42 UTC  |  Edited by: Andy Landen
Alvatore DiMarco wrote:
You still don't know how warping works in EVE, Andy. How terrible.

Why do we need to completely disallow bumping in highsec, exactly?

In a word, "damage." Damage brings implications of Concording. Added: And to be clear, I am not suggesting that we disallow bumping in high sec, only that we require that, while in high sec, all ships in high sec to have their collision avoidance systems on. It will prevent a lot of bumping and minimize the damages. Any bumping damages will be assumed to be unavoidable consequences of an imperfect collision avoidance system and will have no Concording consequences. Deactivating the system while in high sec would be considered an exploit.

Pipa Porto wrote:

So why would anyone ever turn the magic collisions don't hurt button off?

Either running into something should hurt or it shouldn't. Whichever it is, it should work the same everywhere in space.

I thought I already explained the answer to your question. When alignment is more important that taking damage from a collision, or stopping an alignment is more important, then outside of high sec, the player may desire to turn off the button.

The button is NOT magic either. If another ship does not have the button on, then there is only so much that collision avoidance can do to avoid the collision, depending on the capabilities of the ship.

I agree with you that a collision should always hurt, whether in high sec all the way through to null. But if it is on, collision avoidance systems can always do their best to avoid it anywhere, even if their best is not good enough.

I also believe that damage should follow the physics equation for kinetic energy: KE= 0.5 * m * v^2 where "v" is really delta v or the change in velocity.

But when the ship is in micro warp (with the MWD activated), I think that collisions should be impossible because the ship is in warped space.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#80 - 2013-12-19 23:25:33 UTC
Mag's wrote:
Alvatore DiMarco wrote:
You still don't know how warping works in EVE, Andy. How terrible.

Why do we need to completely disallow bumping in highsec, exactly?
Was wondering the same tbh. What problem are you anti bumping crew, trying to solve here?


In Andy's case, keeping future Bustards from being blown up.

As for the rest, IDK...maybe they all fly epithals and do PI in low sec.

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