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Ramming the point home...

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Nikk Narrel
Moonlit Bonsai
#1 - 2013-12-20 19:27:50 UTC
This item is a high slot module, that cannot be fitted unless it is the only high slot module.
(the means to insure no others are fitted, I leave to the devs creativity)
It is also costs 400 calibration points, meaning it won't work on every ship, and no rigs can be used.

This device transforms the ship into a reinforced kinetic weapon.

It deals damage equal to it's combined armor and structure, at the cost of taking damage equal to 75% of actually delivered damage, before calculating damage resistance modifiers.

The shields of both ships are neutralized over all points of contact, by a phase matching algorithm built into the module.
(It takes up every single high slot for a reason)


Example:
Skinny Bob is flying a stabber. He has 1625 each in armor and structure.
If Skinny Bob rams a target, he can deliver up to 3,250 damage.
WITH NOTHING ELSE FITTED, he would take 75% of this, or 2,438 raw kinetic damage.
Now, with his skills, the stabber has 25% kinetic resistance to it's armor.
This means that the armor is obliterated, and another 814 points of kinetic damage to it's structure.
(The stabber has no inherent damage resistance on structure, leaving the ship with 811 points of structure left, just under half)

It would probably be a good idea for Skinny Bob to invest in a damage control, as well as enhance the armor against kinetic damage.

Important Detail:
This ramming damage is all or nothing, as the spacecraft in EVE have built in hardware which averts collisions normally.
In order to override this, the point of the prow must make contact with a location on the target within the central 50% of it's profile, as determined by relative mass.
(Translated, it must be a solid hit, misses or glancing blows have no effect at all)

I understand that this can be tweaked on paper to appear quite powerful, but keep in mind that faster ships tend to be smaller than the vessels being compared to them, in many cases.
It is doubtful that we will see common occurrences of a BS plowing through a group of frigates, unless they had chosen to ram it first.
Batelle
Federal Navy Academy
#2 - 2013-12-20 19:42:39 UTC
just stop.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Nikk Narrel
Moonlit Bonsai
#3 - 2013-12-20 20:01:38 UTC
Batelle wrote:
just stop.

Well, stopping would be the result if both ships cancelled each others inertial momentum on impact.

The more probable result, is that either a new direction results from the combined inertia, or the more energetic ship continued it's course at a reduced rate.

If you don't feel this idea is worth your time to discuss, alternatively, I will accept your lack of interest as a vote against it.

The more central aspect of this thread is, perhaps, whether ramming or even just crashing in EVE is good or bad, and why.

Thank you for posting, either way.
Notorious Fellon
#4 - 2013-12-20 20:05:31 UTC
Although creative, the last thing this game needs is more mindless suicide tools to grief with.

We should be looking to make the game more fun for more people, not make it fun for a handful of roflcopter pilots who like to ruin other people's fun.

Crime, it is not a "career", it is a lifestyle.

Nikk Narrel
Moonlit Bonsai
#5 - 2013-12-20 20:22:58 UTC
Notorious Fellon wrote:
Although creative, the last thing this game needs is more mindless suicide tools to grief with.

We should be looking to make the game more fun for more people, not make it fun for a handful of roflcopter pilots who like to ruin other people's fun.

I appreciate your point, and I can certainly understand where you are going with it.

This application would have a dual role, in that it is not simply an offensive tool.

It is also a defensive one.
Specifically, the OP states the point of the prow must make solid contact with the target.
It does not state, (apologies if this was not obvious), that the ramming ship needs to be the one equipped with this.
Either ship, so equipped, meets the needs for this effect to occur.

Consider if a ship such as the Mastodon, which has but one high slot to begin with, were to equip this module.

This is a Deep Space Transport. It has Potentially the following from skill alone, with no other modules fitted:
Armor: 3,516
Structure: 4,219
With 25% kinetic resist on the armor.
A ship ramming it would take 7,735 before resists were applied.

This would make bumping it... a problem.
The stabber in the OP would possibly not survive at all. (It might be equipped with armor hardeners and resists, with a DC)
Sigras
Conglomo
#6 - 2013-12-20 20:29:17 UTC
a 280mm Howitzer arch angel titanium sabot round does 6.6 kinetic damage before skills.

we know from real life that a 250mm howitzer round weighs 745 lbs or 337.926 kg
we know from real life that the muzzle velocity on a 250mm howitzer round is around 1115 fps or 339.852 m/s

Now assuming that when this round hits it applies all its force in one second that leaves us with a total of 114,844.82 newtons of force and we know that this is equal to 6.6 damage.

an Enyo when using a 10mn AB has a mass of 6,171,000 kg and a velocity of 1,837 m/s again showing that all of that force is applied in one second, that leaves us with a total of 11,336,127,000 newtons.

Doing the proportion ratio means that we should hit for 651,474.208 damage so 6 hundred thousand damage. If you truly follow physics, unarmed frigates are now the most effective weapon in the game.

I realize that you could just restrict ships from fitting an AB one size up, so i did the math on a regular AB; the ship still does a little over 60,000 damage!

TL;DR
ships crashing would/should cause way more damage than you think.
Nikk Narrel
Moonlit Bonsai
#7 - 2013-12-20 20:41:37 UTC
Sigras wrote:
a 280mm Howitzer arch angel titanium sabot round does 6.6 kinetic damage before skills.

we know from real life that a 250mm howitzer round weighs 745 lbs or 337.926 kg
we know from real life that the muzzle velocity on a 250mm howitzer round is around 1115 fps or 339.852 m/s

Now assuming that when this round hits it applies all its force in one second that leaves us with a total of 114,844.82 newtons of force and we know that this is equal to 6.6 damage.

an Enyo when using a 10mn AB has a mass of 6,171,000 kg and a velocity of 1,837 m/s again showing that all of that force is applied in one second, that leaves us with a total of 11,336,127,000 newtons.

Doing the proportion ratio means that we should hit for 651,474.208 damage so 6 hundred thousand damage. If you truly follow physics, unarmed frigates are now the most effective weapon in the game.

I realize that you could just restrict ships from fitting an AB one size up, so i did the math on a regular AB; the ship still does a little over 60,000 damage!

TL;DR
ships crashing would/should cause way more damage than you think.

Baby steps.

If we go full reality, it threatens quality of gameplay. (In my opinion)

I am already neutralizing shields, but inertial dampening effects need to be treated carefully, as your post points out very well.
(I take speed out of the equation as a determining factor the moment it introduces the two ships, using an arbitrary default speed due to the inertial dampeners trying to prevent it entirely)

Personally, I liked the volkswagon analogy for the battleship artillery shell, I saw in that Norfolk naval exhibit.
Seranova Farreach
Biomass Negative
#8 - 2013-12-20 20:44:40 UTC  |  Edited by: Seranova Farreach
RAMMING SPEED!

http://www.youtube.com/watch?v=rTAx8r_090o


maybe when you employ the ramming modual it offlines everything except the prop mod which is gives an additional multiplier to AB speed and forces it into overhead so you can "try" to ram the target

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Batelle
Federal Navy Academy
#9 - 2013-12-20 21:04:01 UTC
Seranova Farreach wrote:
RAMMING SPEED!

http://www.youtube.com/watch?v=rTAx8r_090o


maybe when you employ the ramming modual it offlines everything except the prop mod which is gives an additional multiplier to AB speed and forces it into overhead so you can "try" to ram the target


Disappointed.

https://www.youtube.com/watch?v=WXh1tW16V-8

Ramming damage should scale with the number of elite slaves in your cargo.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Nariya Kentaya
Ministry of War
Amarr Empire
#10 - 2013-12-20 21:16:20 UTC
Sigras wrote:
a 280mm Howitzer arch angel titanium sabot round does 6.6 kinetic damage before skills.

we know from real life that a 250mm howitzer round weighs 745 lbs or 337.926 kg
we know from real life that the muzzle velocity on a 250mm howitzer round is around 1115 fps or 339.852 m/s

Now assuming that when this round hits it applies all its force in one second that leaves us with a total of 114,844.82 newtons of force and we know that this is equal to 6.6 damage.

an Enyo when using a 10mn AB has a mass of 6,171,000 kg and a velocity of 1,837 m/s again showing that all of that force is applied in one second, that leaves us with a total of 11,336,127,000 newtons.

Doing the proportion ratio means that we should hit for 651,474.208 damage so 6 hundred thousand damage. If you truly follow physics, unarmed frigates are now the most effective weapon in the game.

I realize that you could just restrict ships from fitting an AB one size up, so i did the math on a regular AB; the ship still does a little over 60,000 damage!

TL;DR
ships crashing would/should cause way more damage than you think.

and thats realistic, when you think, a well-armored battleship could only take 2 MAYBE 3 hits from these frigates before bing abslutely obliterated.
Pipa Porto
#11 - 2013-12-20 21:22:20 UTC  |  Edited by: Pipa Porto
Nikk Narrel wrote:
This would make bumping it... a problem.


Not really. In HS, Fly a noobship into it, and CONCORD will scram and gank it for you.

Outside of HS, just point it and shoot it for a while. Or, if you're worried about it getting through the gate, just fly a noobship into it, and the weapons timer will prevent it from getting through the gate for 60s.


Oh, and both SFIs and Machariels (common bump ships) can be fit to have far more EHP than needed to survive bumping their targets. (Since this is a high slot module, you'll never take damage from bumping a Freighter, and since you're saying that you have to unfit other highslot mods, it's not going to find much use in Titan fittings.)

EvE: Everyone vs Everyone

-RubyPorto

Nikk Narrel
Moonlit Bonsai
#12 - 2013-12-20 21:24:14 UTC
Batelle wrote:
Seranova Farreach wrote:
RAMMING SPEED!

http://www.youtube.com/watch?v=rTAx8r_090o


maybe when you employ the ramming modual it offlines everything except the prop mod which is gives an additional multiplier to AB speed and forces it into overhead so you can "try" to ram the target


Disappointed.

https://www.youtube.com/watch?v=WXh1tW16V-8

Ramming damage should scale with the number of elite slaves in your cargo.

Seranova: That would be a balance point, especially considering that Inertial stabilizers and Overdrive injectors are low slot items, making them a fitting choice against armor plates or hardeners.
If you do push your armor up, it often is at the penalty of speed, making you slower and less agile.

Batelle: For Amarr ships especially, I think you may have something there...
Nikk Narrel
Moonlit Bonsai
#13 - 2013-12-20 21:30:40 UTC
Pipa Porto wrote:
Nikk Narrel wrote:
This would make bumping it... a problem.


Not really. In HS, Fly a noobship into it, and CONCORD will scram and gank it for you.

Outside of HS, just point it and shoot it for a while. Or, if you're worried about it getting through the gate, just fly a noobship into it, and the weapons timer will prevent it from getting through the gate for 60s.

+1 for your excellent points.

Clearly, activating this module would be best done with clear understanding of consequences.

But then, unless you are being bumped just for annoyance sake, you are already in a fight.
I say let them shoot first, then switch it on if being a pacifist won't carry the day for you.
Pipa Porto
#14 - 2013-12-20 21:54:15 UTC
Nikk Narrel wrote:
+1 for your excellent points.

Clearly, activating this module would be best done with clear understanding of consequences.

But then, unless you are being bumped just for annoyance sake, you are already in a fight.
I say let them shoot first, then switch it on if being a pacifist won't carry the day for you.


In HS, once they've started shooting you, they're done bumping you.

Outside of HS, again, this cannot possibly help you.


What's the gameplay benefit of adding this weird "it only hurts to run into a wall sometimes" module?

EvE: Everyone vs Everyone

-RubyPorto

Goldensaver
Maraque Enterprises
Just let it happen
#15 - 2013-12-20 21:56:16 UTC
My issue with this idea is that small groups of plated cruisers. (2-3) can instagib shield BSs because they bypass the primary tank and will deal sufficient damage with a 1600 plate or two, which arent't hard to fit to cruisers. Also, even with a 1600 plate or two, they really still faster and more mobile than a shield BS. Meanwhile there is a huge imbalance because of the utter ineffectuality against armour BSs because of their high armour resists and buffer amounts.
Nikk Narrel
Moonlit Bonsai
#16 - 2013-12-20 22:18:19 UTC
Goldensaver wrote:
My issue with this idea is that small groups of plated cruisers. (2-3) can instagib shield BSs because they bypass the primary tank and will deal sufficient damage with a 1600 plate or two, which arent't hard to fit to cruisers. Also, even with a 1600 plate or two, they really still faster and more mobile than a shield BS. Meanwhile there is a huge imbalance because of the utter ineffectuality against armour BSs because of their high armour resists and buffer amounts.

I expected to encounter the tanking details here at some point.

The counter for this, is to plan ahead for this type of attack.

The battleship, or possibly an escort, will want to web the attacking cruiser. That slows it down, making it unable to outpace the shield BS.
With no weapons on the cruiser, it either runs, or gets blasted out of existence.

Consider as well, a cruiser so equipped is frigate bait. A couple of inties or AFs, lock it down, and give it a slow and inevitable explosion.
It has drones, perhaps? Not gonna make a big difference, but it might hurt a frigate along the way.
Alvatore DiMarco
Capricious Endeavours Ltd
#17 - 2013-12-20 22:31:09 UTC
Can we please stop having duplicate thread after duplicate thread about collision and ramming?

There's already a thread about this. For ****'s sake, post in that one.
Nikk Narrel
Moonlit Bonsai
#18 - 2013-12-20 22:33:50 UTC
Alvatore DiMarco wrote:
Can we please stop having duplicate thread after duplicate thread about collision and ramming?

There's already a thread about this. For ****'s sake, post in that one.

Pretty sure this one is a different approach.

Please consider reading the details.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#19 - 2013-12-20 22:37:12 UTC
Alvatore DiMarco
Capricious Endeavours Ltd
#20 - 2013-12-20 22:44:47 UTC  |  Edited by: Alvatore DiMarco
There is already a main thread to post collision discussion in. Please use that one.

They're even talking about a ramming module in it right now.

AFK Cloaking threads, no matter if they are a "new idea" or "different approach", all get locked except for the big one because we already have the big one

Respectfully requesting a lock.
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