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Collision Damage

Author
Alvatore DiMarco
Capricious Endeavours Ltd
#81 - 2013-12-19 23:27:24 UTC
Andy Landen 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?

In a word, "damage." Damage brings implications of Concording.


So why precisely do we need bumping to cause damage? What problem will this fix?
Teckos Pech
Hogyoku
Goonswarm Federation
#82 - 2013-12-19 23:27:29 UTC
Andy Landen 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?

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.


Then no more targeting with our MWD on, or being targeted.

"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
#83 - 2013-12-19 23:29:13 UTC
Teckos Pech wrote:
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.

Everyone has a ship loss story, Teckos. Wasn't it you who advocated so strongly to avoid ad hominem attacks on your AFK cloaky thread? It is good advice to follow. Stick with the issues.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#84 - 2013-12-19 23:34:41 UTC
Alvatore DiMarco wrote:
Andy Landen 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?

In a word, "damage." Damage brings implications of Concording.


So why precisely do we need bumping to cause damage? What problem will this fix?


See, if it causes damage people may not use bumping in PvP to keep certain types of ships (e.g. a Bustard in Eurgrana) from cloaking or warping off. But to do this then there are problems with bumping in high sec, which can happen accidentally, so you come up with "collision avoidance" systems so that people don't bump each other.

Of course bumping happens in many other circumstances too where there is no intent to cause damage (getting in range of titan for a bridge, for example).

"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
#85 - 2013-12-19 23:37:51 UTC
Teckos Pech wrote:

Then no more targeting with our MWD on, or being targeted.

Maybe. Still, collisions and targeting are two entirely different mechanics. The ship way be in warped space, but he is still on grid and in control of his flight path, so targeting during MWD seems just fine to me.

But hey, if CCP goes for no targeting too, then at least ships in micro warp are treated more like they are in warped space. That change might impact interceptors fairly harshly unless the MWD bonus was changed to increase in AB speed; which would be really nice for interceptors maintaining very low sig. For now, perhaps we can agree to consider the locking and collision mechanics separate for now.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#86 - 2013-12-19 23:38:19 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.




Lets say a fight is happening, and the fleet has their anchor at range. The anchor is moving, the fleet moves to stay with him, bumps into one another, and dies.

The fleet warps to a gate at zero. The fleet now slams into one another and the gate, and dies.

The fleet warps to a perch. The fleet slam into one another and die.

The fleet mass undocks from, a station, slams into one another and dies.

The cap fleet all jump to the same cyno, slam into one another and die.


Do I have to continue?
Teckos Pech
Hogyoku
Goonswarm Federation
#87 - 2013-12-19 23:39:26 UTC
Andy Landen wrote:
Teckos Pech wrote:
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.

Everyone has a ship loss story, Teckos. Wasn't it you who advocated so strongly to avoid ad hominem attacks on your AFK cloaky thread? It is good advice to follow. Stick with the issues.


No personal attack, I'm just pointing out when you die to a mechanic you don't like you come here and post ideas on removing/limiting that mechanic. Cynos, now bumping.

What about epithals? A pilot doing PI in low sec would simply fit the lows with warp core stabilizers and with bumping being limited they'd be even harder to catch than they already are.

Yeah, it is a goofy mechanic, but it has some game balance issues associated with it...for example, decloaking could result in bumping...should interceptor pilots have to risk losing their ship to decloak ships?

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#88 - 2013-12-19 23:43:24 UTC
Andy Landen wrote:
Teckos Pech wrote:

Then no more targeting with our MWD on, or being targeted.

Maybe. Still, collisions and targeting are two entirely different mechanics. The ship way be in warped space, but he is still on grid and in control of his flight path, so targeting during MWD seems just fine to me.

But hey, if CCP goes for no targeting too, then at least ships in micro warp are treated more like they are in warped space. That change might impact interceptors fairly harshly unless the MWD bonus was changed to increase in AB speed; which would be really nice for interceptors maintaining very low sig. For now, perhaps we can agree to consider the locking and collision mechanics separate for now.


Lots of ships rely on the MWD and being able to target something.

Your suggestion is starting to impact more and more play styles and mechanics beyond bumping.

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#89 - 2013-12-19 23:44:46 UTC
Danika Princip wrote:
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.




Lets say a fight is happening, and the fleet has their anchor at range. The anchor is moving, the fleet moves to stay with him, bumps into one another, and dies.

The fleet warps to a gate at zero. The fleet now slams into one another and the gate, and dies.

The fleet warps to a perch. The fleet slam into one another and die.

The fleet mass undocks from, a station, slams into one another and dies.

The cap fleet all jump to the same cyno, slam into one another and die.


Do I have to continue?


But it all makes so much sense...don't you see it!?!?!

"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
#90 - 2013-12-19 23:46:36 UTC
Alvatore DiMarco wrote:

So why precisely do we need bumping to cause damage? What problem will this fix?


  • The problem that collisions are inherently damaging, and that when foundational laws of Physics are ignored, we see really absurd game play and we do not get to see the massive explosions expected and desired when two massive objects collide at high speed.
  • Plus, you have to admit that it would be hilarious to see a frigate splat onto the "windshield" of a Titan like a bug hitting a car window at high speeds.
  • Also, Titan pilots would appreciate it if frigates bumped their ships no more than a fly bumps the car when it splats. collision damage only makes sense, but it needs to follow the laws of physics in order to have any meaning. It wouldn't make sense for a fly to hit a car windshield and send the car from 60 mph backwards 100 mph. Likewise it wouldn't make since for a frigate to affect the velocity of a Titan.

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

Alvatore DiMarco
Capricious Endeavours Ltd
#91 - 2013-12-19 23:52:41 UTC  |  Edited by: Alvatore DiMarco
I tried to let it go. Really, I did. Unfortunately, it just keeps being said again and again and so:

If I may channel Samuel L. Jackson for just a moment..

I'm gettin' motherfuckin' tired of all this motherfuckin' nonsense in these motherfuckin' forums.

"Warped space" is not a thing that happens in EVE. This is not Macross or Star Trek. We use anti-friction bubbles of "depleted vaccuum" for our warp drives, and micro warp drives use a weaker version of the same technique. Stargates use temporary wormholes. Cynos, bridge generators, jump drives and jump bridges use them too.

If you're going to have (bad) ideas, at least base them on the game they're intended for and not some other game we aren't actually discussing.
Andy Landen
Deep Core Mining Inc.
Caldari State
#92 - 2013-12-19 23:55:52 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:
Teckos Pech wrote:

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.

Everyone has a ship loss story, Teckos. Wasn't it you who advocated so strongly to avoid ad hominem attacks on your AFK cloaky thread? It is good advice to follow. Stick with the issues.


No personal attack, I'm just pointing out when you die to a mechanic you don't like you come here and post ideas on removing/limiting that mechanic. Cynos, now bumping.

What about epithals? A pilot doing PI in low sec would simply fit the lows with warp core stabilizers and with bumping being limited they'd be even harder to catch than they already are.

Yeah, it is a goofy mechanic, but it has some game balance issues associated with it...for example, decloaking could result in bumping...should interceptor pilots have to risk losing their ship to decloak ships?

1) It was the definition of ad hominem. Attack the character, nullify the argument. The character attack was to imply that the motives are corrupt. Did I really have to explain that?

2) There are these amazing ships called HICs. Need I say more?

3) It's more than goofy, it is absurd. People laugh when they see it because in their minds that know that that frigate really should splat on the Titan's windshield. I say, give them what they want to see and let the frigate splat. That would likely be even more hilarious. Also, if decloaking did splat the interceptor, imagine what it does to the ship being decloaked? I'd wager that the interceptor was going a LOT faster and therefore has a whole lot more kinetic energy. That too would probably be hilarious to see as well.

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

Andy Landen
Deep Core Mining Inc.
Caldari State
#93 - 2013-12-20 00:09:09 UTC  |  Edited by: Andy Landen
Alvatore DiMarco wrote:
I tried to let it go. Really, I did. Unfortunately, it just keeps being said again and again and so:

If I may channel Samuel L. Jackson for just a moment..

I'm gettin' motherfuckin' tired of all this motherfuckin' nonsense in these motherfuckin' forums.

"Warped space" is not a thing that happens in EVE. This is not Macross or Star Trek. We use anti-friction bubbles of "depleted vaccuum" for our warp drives, and micro warp drives use a weaker version of the same technique. Stargates use temporary wormholes. Cynos, bridge generators, jump drives and jump bridges use them too.

If you're going to have (bad) ideas, at least base them on the game they're intended for and not some other game we aren't actually discussing.

I appreciate your effort to set the lore straight, but the fact is that the dialog when entering warp does not say, "anti-friction bubbles of depleted vaccuum drive activated". The word warp has a meaning for a reason. It means to bend. When space is bent so that two points are closer together, then travel across the shorter space (warped space) makes it seem that you are moving faster than you really are. And the drive which warps space is the warp drive.

Since micro warps are lesser versions to regular warps, it is reasonable to assume that they will have lesser of the same kinds of effects on the ships as well.

Plus, I can't allow Eve to use the term depleted vacuum when her normal space is no where near a vacuum; there is this constant drag (which we call space gell) on ships moving relative to the relative speeds of the static objects in their respective solar systems. CCP, will you please re-look at all this non-sense and consider revising the mechanics so that they are at least vaguely in line with the most fundamental laws of physics. The players will adapt, they always have, and they will most likely love the improved mechanics. World of Tanks added a realistic physics engine to their game and the players absolutely loved it! Let's improve the mechanics to be more in line with at least the most fundamental laws of physics.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#94 - 2013-12-20 00:14:44 UTC
Andy Landen wrote:

I appreciate your effort to set the lore straight, but the fact is that the dialog when entering warp does not say, "anti-friction bubbles of depleted vaccuum drive activated". The word warp has a meaning for a reason. It means to bend. When space is bent so that two points are closer together, then travel across the shorter space (warped space) makes it seem that you are moving faster than you really are. And the drive which warps space is the warp drive.

Since micro warps are lesser versions to regular warps, it is reasonable to assume that they will have lesser of the same kinds of effects on the ships as well.

Plus, I can't allow Eve to use the term depleted vacuum when her normal space is no where near a vacuum; there is this constant drag (which we call space gell) on ships moving relative to the relative speeds of the static objects in their respective solar systems. CCP, will you please re-look at all this non-sense and consider revising the mechanics so that they are at least vaguely in line with the most fundamental laws of physics. The players will adapt, they always have, and they will most likely love the improved mechanics. World of Tanks added a realistic physics engine to their game and the players absolutely loved it! Let's improve the mechanics to be more in line with at least the most fundamental laws of physics.



This is possibly one of the most pedantic forum posts I have ever read. I think you need to walk away for a while.
Teckos Pech
Hogyoku
Goonswarm Federation
#95 - 2013-12-20 00:16:26 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:

1) It was the definition of ad hominem. Attack the character, nullify the argument. The character attack was to imply that the motives are corrupt. Did I really have to explain that?


I'm sorry, pointing out the self-serving nature of the change you want is legitimate.

Quote:
2) There are these amazing ships called HICs. Need I say more?


When there is only one counter, then there is likely a balance issue.

Quote:
3) It's more than goofy, it is absurd. People laugh when they see it because in their minds that know that that frigate really should splat on the Titan's windshield. I say, give them what they want to see and let the frigate splat. That would likely be even more hilarious. Also, if decloaking did splat the interceptor, imagine what it does to the ship being decloaked? I'd wager that the interceptor was going a LOT faster and therefore has a whole lot more kinetic energy. That too would probably be hilarious to see as well.


Why do asteroid belts regenerate? How exactly does Concord teleport around? How exactly do jump drives work? The current insurance system in the game drives me nuts, it isn't real insurance. Why not call it a PvP subsidy? How come the planets and moons don't move? Not to mention the space jelly we all play in?

All of these things are "silly", but alot of them exist for good reason. We need belts to respawn or else soon we'd run out of minerals. Having the planets and moons move would put unnecessary load on the servers. And tracking and so forth become much more of an issue without the space jelly.

And I don't care what people who don't play Eve think. Those that laugh and walk away saying silly game....they'd probably never play in the first place. I don't care what they think.

Oh, and how come things like engines never go off line until your ship is destroyed? And turrets never stop firing. You are in structure damage and yet everything keeps working?

It is a game, it is meant to be fun. And escape from real life. You want to see things crash into each other and cause lots of destruction ----> youtube is that way.

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#96 - 2013-12-20 00:21:47 UTC
Andy Landen wrote:
Alvatore DiMarco wrote:
I tried to let it go. Really, I did. Unfortunately, it just keeps being said again and again and so:

If I may channel Samuel L. Jackson for just a moment..

I'm gettin' motherfuckin' tired of all this motherfuckin' nonsense in these motherfuckin' forums.

"Warped space" is not a thing that happens in EVE. This is not Macross or Star Trek. We use anti-friction bubbles of "depleted vaccuum" for our warp drives, and micro warp drives use a weaker version of the same technique. Stargates use temporary wormholes. Cynos, bridge generators, jump drives and jump bridges use them too.

If you're going to have (bad) ideas, at least base them on the game they're intended for and not some other game we aren't actually discussing.

I appreciate your effort to set the lore straight, but the fact is that the dialog when entering warp does not say, "anti-friction bubbles of depleted vaccuum drive activated". The word warp has a meaning for a reason. It means to bend. When space is bent so that two points are closer together, then travel across the shorter space (warped space) makes it seem that you are moving faster than you really are. And the drive which warps space is the warp drive.

Since micro warps are lesser versions to regular warps, it is reasonable to assume that they will have lesser of the same kinds of effects on the ships as well.

Plus, I can't allow Eve to use the term depleted vacuum when her normal space is no where near a vacuum; there is this constant drag (which we call space gell) on ships moving relative to the relative speeds of the static objects in their respective solar systems. CCP, will you please re-look at all this non-sense and consider revising the mechanics so that they are at least vaguely in line with the most fundamental laws of physics. The players will adapt, they always have, and they will most likely love the improved mechanics. World of Tanks added a realistic physics engine to their game and the players absolutely loved it! Let's improve the mechanics to be more in line with at least the most fundamental laws of physics.


TL;DR I don't care what the lore for the game says, I'll make up my own.

"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
#97 - 2013-12-20 00:33:12 UTC  |  Edited by: Alvatore DiMarco
Andy Landen wrote:
Alvatore DiMarco wrote:

So why precisely do we need bumping to cause damage? What problem will this fix?


  • The problem that collisions are inherently damaging, and that when foundational laws of Physics are ignored, we see really absurd game play and we do not get to see the massive explosions expected and desired when two massive objects collide at high speed.
  • Plus, you have to admit that it would be hilarious to see a frigate splat onto the "windshield" of a Titan like a bug hitting a car window at high speeds.
  • Also, Titan pilots would appreciate it if frigates bumped their ships no more than a fly bumps the car when it splats. collision damage only makes sense, but it needs to follow the laws of physics in order to have any meaning. It wouldn't make sense for a fly to hit a car windshield and send the car from 60 mph backwards 100 mph. Likewise it wouldn't make since for a frigate to affect the velocity of a Titan.



  • You're talking about laws of physics in EVE, and doing so unironically. That's adorable. No, really, it's cute. Like a little pink kitten.
  • I don't have to admit any such thing because I don't hold that opinion.
  • It's entirely possible for mass to have an effect on what sort of things can bump what and how far those bumped things will move, if at all. It's silly that a frigate can bump a Titan or a Freighter, but fixing it does not require that the ships in question incur damage.
Arthur Aihaken
CODE.d
#98 - 2013-12-20 00:42:43 UTC
Alvatore DiMarco wrote:
It's silly that a frigate can bump a Titan or a Freighter, but fixing it does not require that the ships in question incur damage.

Can the frigates implode on impact at least? Twisted

I am currently away, traveling through time and will be returning last week.

Andy Landen
Deep Core Mining Inc.
Caldari State
#99 - 2013-12-20 00:44:43 UTC  |  Edited by: Andy Landen
Alvatore DiMarco wrote:
Andy Landen wrote:
Alvatore DiMarco wrote:

So why precisely do we need bumping to cause damage? What problem will this fix?


  • The problem that collisions are inherently damaging, and that when foundational laws of Physics are ignored, we see really absurd game play and we do not get to see the massive explosions expected and desired when two massive objects collide at high speed.
  • Plus, you have to admit that it would be hilarious to see a frigate splat onto the "windshield" of a Titan like a bug hitting a car window at high speeds.
  • Also, Titan pilots would appreciate it if frigates bumped their ships no more than a fly bumps the car when it splats. collision damage only makes sense, but it needs to follow the laws of physics in order to have any meaning. It wouldn't make sense for a fly to hit a car windshield and send the car from 60 mph backwards 100 mph. Likewise it wouldn't make since for a frigate to affect the velocity of a Titan.



  • You're talking about laws of physics in EVE, and doing so unironically. That's adorable. No, really, it's cute. Like a little pink kitten.
  • I don't have to admit any such thing because I don't hold that opinion.
  • It's entirely possible for mass to have an effect on what sort of things can bump what. It's silly that a frigate can bump a Titan or a Freighter, but fixing it does not require incurring damage.



  • You adore physics. Great. I do physics.
  • LOL. Your friends will all be slapping their knees at the splat and you'll be the one in the center with a serious face, jumping at them saying, "What? What's so funny, dudes?! That was my frigate, homeys!" I can totally see it. ROFL.
  • I am glad that you agree that frigates bumping titans is silly. Adding damage simply means that the bump will be both unintentional, and highly avoided in most cases. Damage creates a natural self-preservation motivation to not bump. I have a separate thread on modifying the collision mechanics to fall more in line with the Law of Conservation of Momentum, where small stuff does not affect big stuff very much; in agreement with your point.

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

Sentamon
Imperial Academy
Amarr Empire
#100 - 2013-12-20 03:00:01 UTC
Little Dragon Khamez wrote:
the Jita node would melt into slag thanks to all of the bumping that goes on at the 4-4 undock.


Something that needs to be fixed anyways because the visual clipping of ships is visually very unappealing. The code and concept to fix this already exists in Stargate jump mechanics.

~ Professional Forum Alt  ~