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Ship Bumping - a possible solution.

Author
Grayland Aubaris
Aliastra
Gallente Federation
#21 - 2014-03-10 20:02:19 UTC
Anhenka wrote:

Stuff running into each other is a fairly important part of the physics engine you know...

Even if this is a problem (I don't think so), there is still no way to change it without making massive issues. You can't arbitrarily say "Ok, these modules are only needed to bump in highsec, everywhere else the physics operate like normal". Moving it into a psuedo prop module would mean populating bumping versions of every single AB and MWD in addition to the normal one. Putting it on a non perfectly identical to the normal propulsion mod counterpart ones means direct impact in low and null with ships forced to fit the special ones to retain bumping capabilities, where bumping targets so they cannot warp is a very very important tactic. you cannot put it on anything besides a prop mod without it taking up an additional slot. A huge deal.

It also means that ships that previously drop a MWD/AB of a type (say officer) now can drop either, with massive effects on their value, since everyone in nullsec will want ONLY the bumping one, and everyone in highsec except wants ONLY the non-bumping one, since you could quite literally fling yourself in front of these ships and get permission to kill them, like the "Throw yourself in front of a car then sue" scam, except more robbery and murder.

You also need to reduce the effect of bumping so much that you cannot just fit a non bumping one and bump the slight amount needed to keep a ship from warping. That means making everyone so incredibly brick unmovable that you could then just shove a ship in front of an aligning target and that would completely prevent them from warping as well.

So TLDR: Problem with a very questionable need to be fixed, no way to fix it without messing up tons of other things, requires a lot of dev time to implement, clutters the database, market and drops, nerfs other tactics, and is completely ineffective to boot.


I'm not suggesting that bumping with this new module only works in high-sec. It would work the same in all areas of space. Also I am not sure where the idea of making this a propulsion mod came from, or that you would need to have bumping versions of the other propulsion modules - I'm not suggesting this at all.

You could get around people throwing themselves in front of you by making it a targeted module, as in you have to lock someone an activate it on them - but this is getting too complicated now - any solution needs to be simple.

I will admit defeat on finding a solution to someone 'blockading' people with their ships that cannot be bumped. I fear that you may indeed have struck upon the main problem with this idea.
Reaver Glitterstim
The Scope
Gallente Federation
#22 - 2014-03-10 20:42:25 UTC
Bohneik Itohn wrote:
Suspect status in high sec for aggressively bumping someone is a good idea, in my opinion. There are a lot of possible options popping in my head right now that may make it functional, but they'll need some time to sort themselves out. Maybe I won't forget about this thread by then.

I don't see why a lone cruiser should be capable of completely overpowering a capital ship merely by bumping it. It should take lots of cruisers, a couple battleships, or another capital ship.

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."

Mazzara
Band of the Red Sun
#23 - 2014-03-10 20:46:53 UTC
admiral root wrote:
You haven't explained why bumping is a problem in the first place. (Hint: it's not).


So says a bumper.

Bumping is a huge problem and just because ccp hasn't really said much on the matter doesn't mean its not a BS way of holding someone till your buddies get there.

I'm sure tho you could tell me how a Rifter that has the full mass of a fart, can keep a giant freighter from jumping into warp?

I mean really if you throw a rock at a car getting on the interstate it doesn't wobble back and forth on the on ramp until the rock goes away.

I've said in posts before bumpers will pull every line out of the book to defend this BS game breaking practice bumping. Whats even funnier is when they get mad the second someone suggests a fix, always screaming your going to break the game.
No matter how much you scrub, how hot of water you use, you can't wash shame!
Anhenka
The New Federation
Sigma Grindset
#24 - 2014-03-10 20:57:45 UTC  |  Edited by: Anhenka
Reaver Glitterstim wrote:
Bohneik Itohn wrote:
Suspect status in high sec for aggressively bumping someone is a good idea, in my opinion. There are a lot of possible options popping in my head right now that may make it functional, but they'll need some time to sort themselves out. Maybe I won't forget about this thread by then.

I don't see why a lone cruiser should be capable of completely overpowering a capital ship merely by bumping it. It should take lots of cruisers, a couple battleships, or another capital ship.

Can you see why a very small fast moving chunk of lead is capable of ventilating people, or why a very large piece of steel/tungsten is capable of destroying a target? That whole mass x velocity bit is quite important.

An oversized MWD stabber bumping an Obelisk is a ship with a mass of 6% of the freighter while moving at over 6km a second. Just a rough hackjob napkin calculation gives bumping an unmoving freighter with said stabber an impact of roughly 3.5x as much as a freighter ramming into the same stationary freighter.

Freighters are enormous, light, mostly empty boxes, not huge citadels of solid plating. When one get hit by a cruiser sized vessel with a massive rocket strapped to it going at top speed, it's going to get bumped.
Alvatore DiMarco
Capricious Endeavours Ltd
#25 - 2014-03-10 20:59:49 UTC  |  Edited by: Alvatore DiMarco
Anhenka wrote:
So TLDR: Problem with a very questionable need to be fixed,
The need to fix it isn't "very questionable". It should be fixed. The questionable part is how high-priority it is compared to other problems.

Quote:
no way to fix it without messing up tons of other things,
Silly ideas like suspect flags and special modules are exactly that - silly ideas. Just tweak the physics engine so that mass actually has an appropriate effect on ship-to-ship interactions. It wouldn't even mess anything up.

Quote:
requires a lot of dev time to implement, clutters the database, market and drops,
Tweaking the physics engine does none of these things.

Quote:
nerfs other tactics, and is completely ineffective to boot.
Some tactics deserve a bit of nerfing, especially where the risk/reward ratio is a bit askew. Securing yourself a big juicy kill - in any sec - should require a little bit more initial outlay than a Slasher.

I've always found it hilarious that my MWD Breacher can bump Orcas and freighters so significantly with just one impact that their align time is doubled or even tripled.
Anhenka
The New Federation
Sigma Grindset
#26 - 2014-03-10 21:10:57 UTC  |  Edited by: Anhenka
Alvatore DiMarco wrote:

The need to fix it isn't "very questionable". It should be fixed. The questionable part is how high-priority it is compared to other problems.

This is an opinion, and one which much of the playerbase disagrees with.

Alvatore DiMarco wrote:

I've always found it hilarious that my MWD Breacher can bump Orcas and freighters so significantly with just one impact that their align time is doubled or even tripled.

I find it hilarious that you believe a smaller, lighter object of only a relatively small percentage of the target's mass moving at extremely high speed wont have a significant effect on the target, especially in a zero grav environment.

Here, have a collection of various examples of people getting hit with smaller objects moving at high speeds and being knocked over.

https://www.youtube.com/watch?v=EccA4Xcxqn4
Reaver Glitterstim
The Scope
Gallente Federation
#27 - 2014-03-10 21:45:10 UTC  |  Edited by: Reaver Glitterstim
Anhenka wrote:
An oversized MWD stabber bumping an Obelisk is a ship with a mass of 6% of the freighter while moving at over 6km a second. Just a rough hackjob napkin calculation gives bumping an unmoving freighter with said stabber an impact of roughly 3.5x as much as a freighter ramming into the same stationary freighter.

An oversized MWD stabber should be able to bump a freighter. An oversized MWD stabber has over half the mass of a battleship and several times the velocity. Your point is null. We're talking about frigates with small prop mods bumping capital ships. Simple fact of the matter is that the capital ship's engines are many times as powerful, so it should take more than 1-2 frigates with 1MN MWDs to completely prevent a freighter from being able to align. A frigate hitting a freighter at 4km/s with 1.6 million kg mass should alter the freighter's velocity by about 0.17% of the frigate's velocity, or 6.8m/s. That's still pretty significant, given how long it takes for the freighter to recover and how little time it takes for the frigate to come around again. But that way at least it would take several frigates to prevent a freighter from aligning to warp.

edit: it's another Anhenka post! Shocked

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."

Anhenka
The New Federation
Sigma Grindset
#28 - 2014-03-10 22:04:44 UTC  |  Edited by: Anhenka
Reaver Glitterstim wrote:

edit: it's another Anhenka post! Shocked

Yeah, still here. Still stuck sitting around with my leg in a splint, unable to do much besides sit here. Stairs+Ice = Immobility.

While some slight tweaks in inertia/mass/whatever calculation might prevent a frigate from bumping a freighter off course for more than a few seconds (Ok I guess..), it still wont do anything to prevent what was brought up as an initial issue: People bumping freighters in highsec. Unless the typical tool of a highsec bumper is a slasher or something, which I rather doubt :).

The little highsec bumping I have seen has mostly been MWD fit stabbers, canes, and Machariels, all of which have enough mass to bump with ease given enough speed.

As far as null goes for frigate bumping, there's two frames of thought

A: It's a JF, and I don't need to bump it cause I'm tackling it and it can't do anything.

B: That's not a JF, and there's not a chance in hell of me running in to bump it in a frigate because there's a 99% chance it has smartbombs, nuets, webs, or the like that will turn me into spacedust if I get close to it, or warriors that will kill me if I stop orbiting at 6k/second.

Well aside from dreads, but since dreads are typically either completely screwed or in good shape to get out, there's not much use in bumping them.
Count Trev
Limiko Corp
#29 - 2014-03-10 22:05:55 UTC
I mine, therefore I am. Lol. I don't have time to do PvP or waste my life roleplaying or being someone else's tool in their endless WarDecs. I like Eve, I play the game, I pay for the account, and therefore I do have a problem with bumping.

First, I'm not talking about bumping a freighter to stop it from aligning so it can get ganked, but I always thought it was silly escorting said freighter since I couldn't really do much if someone decided to be aggressive. I'm talking about people bumping you out of mining belts just because they can. they have no risk, there is no action that can be taken against them without Concord intervention. The ships they're bumping are larger and more expensive and not likely to try and gank; usually not armed.

Spacecraft are like aircraft. Structural integrity is all important. Anything more than a minor bump renders them unsafe. Yet we take a frig/cruiser, strap a MWD to it, let it collide at lightspeed with an object twice its size, or more, and then imagine there is no dmg so that it can do this over and over without penalty.

I like the module idea. I also think that if we can anchor a station, or a can, we should be able to anchor a mining barge. If someone wants to ram you, more than incidental bumping that occurs at gates and stations, then there should be dmg and it should affect their speed, electronics, fire control, etc. making them suspect for high speed rams sounds like an improvement.

I pay to play Eve the same as any PvP player. If the PvP guys could get rid of the miners they would. But who would make your ships then? Who would mine the ore necessary to build them? And who would mine the ice belts for fuel for your jump freighters, carriers, dreads, and titans? We are as essential to the game as you are.

make high speed bumpers suspects
make serious dmg part of the consequences for high speed bumping
allow us to anchor our barges
give us some tool to fight back against those who aren't doing it for some strategic warfare type reason, but just to harass other players

Reaver Glitterstim
The Scope
Gallente Federation
#30 - 2014-03-10 22:29:35 UTC  |  Edited by: Reaver Glitterstim
People who want to bump hard use the best, of course, but bumping is pretty effective in any ship that can move. I wouldn't use a shuttle for it but that's not to say I haven't done it. Even shuttles can bump freighters out of alignment. MWD frigates can do it exceptionally well.

Anhenka wrote:
Still stuck sitting around with my leg in a splint, unable to do much besides sit here. Stairs+Ice = Immobility

Ouch! That sucks! Ice is scary sometimes.

Hey now, I'm not trying to make you go away or anything. I'd just prefer if you check your words before you hit post, that's all.

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."

Katas Strophe
Science and Trade Institute
Caldari State
#31 - 2014-03-11 04:06:52 UTC  |  Edited by: Katas Strophe
Hello,

I would agree that there is an unbalanced between small and large vessel. There should be collateral damage. And this damage should be very bigger on the small ship.

Suggestion :
Let logic, a small ship that strikes a large vessel at very high speed should not without pulling without damage. The shield of the small vessel should be affected by the impact and if the pilot continues to bump the big ship, could even lose his ship.

This approach could in some cases prevent a small vessel bump a large vessel and the small vessel could not stop the alignment of large vessel. This will also force the use of the right tools to prevent a ship leave (warp disruptor and webifier).

Obviously more the ship that bump is bigger and more the bump will be effective and the damage will be more evenly distributed.

In highsec the bump could become an attack if the shield disappeared and that the structure of the vessel is affected. In the case of abuse Concord could intervene.

This way of doing would allow continue to bump AFK pilots or Bot.


And I do not agree to add an additional module.
Hal Bhread
Raccoon's with LightSabers
#32 - 2014-03-11 04:08:28 UTC
Grayland Aubaris wrote:
[quote=Anhenka]
I will admit defeat on finding a solution to someone 'blockading' people with their ships that cannot be bumped. I fear that you may indeed have struck upon the main problem with this idea.


I don't think you have to give up that quickly. It is possible to say that a module that anchors the ship can't be activated within XX of a POS, gate, station, or other ship. That would make it difficult to blockade with.
Kaarous Aldurald
Black Hydra Consortium.
#33 - 2014-03-11 04:22:22 UTC
A complicated solution to a problem that isn't really a problem that has repercussions that the OP never intended?

Oh, wait, I'm in F&I.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#34 - 2014-03-11 04:25:57 UTC
Mazzara wrote:
admiral root wrote:
You haven't explained why bumping is a problem in the first place. (Hint: it's not).


So says a bumper.

Bumping is a huge problem and just because ccp hasn't really said much on the matter doesn't mean its not a BS way of holding someone till your buddies get there.


CCP's official position is that bumping is fine, and is considered emergent gameplay completely within the rules.

Here.

https://forums.eveonline.com/default.aspx?g=posts&t=199310&find=unread

"CCP considers the act of bumping a normal game mechanic, and does not class the bumping of another player’s ship as an exploit. "

And that's the end of it.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Hal Bhread
Raccoon's with LightSabers
#35 - 2014-03-11 04:29:42 UTC
Anhenka wrote:
Bohneik Itohn wrote:
There are ways to do this without changing the way bumping works in low and null in any way whatsoever, you just have to get over the fact that it's a high sec problem and think about it for a few seconds, because fixing this problem will actually make things much more interesting.


In order for that to be true you either need a halfassed modification where the physics changes and the need for this mod only occur in highsec (Bad game design), you automatically make bumping into another person result in a weapons timer and suspect in null/low (bad on so many reasons), or you force people in nullsec to fit a mod specially for bumping. Potentially identical clones of MWD's/AB's with the bumping aspect attached, but that's one again very poor sloppy game design.

Frankly, in highsec where the only risks are people getting suicide ganked, and getting bumped out of range of a rock while they are afk with their head in the fridge, they can just deal with it. One small downside of non perfect convince for the ability to sit around in total safety until someone decides to gank them.


It's not exactly true that getting bumped off a rock only happens when you're AFK with your head in a frigde. :-) Actually, if you sit in an ice belt and watch for a while, or god forbid actually try to ice mine, you'll find that there are a lot of people who bump active players out of mining range quite easily. A stabber can bump an exhumer / barge 10k which would put them off the rock and they would lose the cycle.

My only problem with high-sec bumping is that there is not an appropriate risk / reward for the bumper. He has no risk, most I've seen are in NPC corps and you can't ward dec them. If there's not going to be a mechanism whereby the individual being bumped is able to counter (NOT PREVENT, just counter or respond to the agression) of the bumper in some way, then I think it could be seen as a problem to some. Myself included.

I'd like to have a module that anchors my ship. It can have a start up cycle and a cool down period so that once I unanchor, I can't jump immediately while my systems come back on line. (i.e. trying to run from a gank). Let's feed it some sort of fuel so that it is expensive to run that way it would only be used when "bumpers" are in the system and not by AFK miners, per say.

Again, I don't have an issue with bumping and don't believe it should be stopped (maybe they physics adjusted a bit), but give the miners options other than just having to leave the field (which is what CCP suggests).

Thanks folks!
Anhenka
The New Federation
Sigma Grindset
#36 - 2014-03-11 05:12:50 UTC
Hal Bhread wrote:
Grayland Aubaris wrote:

I will admit defeat on finding a solution to someone 'blockading' people with their ships that cannot be bumped. I fear that you may indeed have struck upon the main problem with this idea.


I don't think you have to give up that quickly. It is possible to say that a module that anchors the ship can't be activated within XX of a POS, gate, station, or other ship. That would make it difficult to blockade with.


Ah, except the proposed idea was a module that enabled people to bump that was being discussed. The standard would have been "unable to be bumped" without the module being targeted on you. So you would park a ship (no module involved) in front of a person, so that the base unbumpability would turn you into a roadblock.

All the talk of "risk vs reward" assumes that the bumper gains something of value, besides personal enjoyment.
Correct me if I'm somehow wrong, but unless the bumper either A: through chat convinces the miner to pay him to go away, or B: suicide ganks the miner (risk), there is no reward.

And if you are volunteering to give them money for the pleasure of their absence... well that's not something CCP needs to plan around is it?
Lephia DeGrande
Luxembourg Space Union
#37 - 2014-03-11 06:26:37 UTC
Omnathious Deninard wrote:
There is no problem with bumping.


And thats the reason we shouldnt talk about how to improve the Game?

This attitude is one of the Main reason Eve Online feels so stale, because people like you are just to ignorant to think different or outside the box.

Anhenka
The New Federation
Sigma Grindset
#38 - 2014-03-11 07:34:55 UTC  |  Edited by: Anhenka
Lephia DeGrande wrote:
Omnathious Deninard wrote:
There is no problem with bumping.


And thats the reason we shouldnt talk about how to improve the Game?

This attitude is one of the Main reason Eve Online feels so stale, because people like you are just to ignorant to think different or outside the box.


Or maybe we do something like look at a proposed change, discuss it, then judge it on its own merits, and the ideals of the game.

Simply proposing something does not make it a good idea by any stretch.

A proposed change like this operates under several things that put it at an initial disadvantage.

The proposed change is to something that he thinks is a problem, that negatively effects his own playstyle, and provides large negative consequences to the people interfering with it. Bad people bothering me, fix it now proposals always get some major flak. The majority of the population think the current system works fine. The game developers and GM's have declared that it is not an issue. They advertise the game as a rough, dark, scary place without carefree safety or convenience, and the proposed changes would lessen that.

But the big thing is, that this is F&I. Ideas here need to first state that there is a problem, convince us that it's a real problem and worth fixing, then propose a way to fix it that is possible to implement with an appropriate amount of effort to the problem at hand. Then they get feedback on their idea and fix/change/refine it till it starts to look like something worthy of dev time and going into the game. This is a peer review forum, that's how peer review works.

If most of said peers don't think there is a problem and you cannot convince them of it, then that's really it. "Ignorant people like us" are a fairly reasonable cross section of the playerbase, in our playstyles, our ideas, and our beliefs. So if one of us is "Ignorant" of how things are, it's probably not us, it's the one who seems to think we are all evil conservative players that naysay everything.
Mazzara
Band of the Red Sun
#39 - 2014-03-11 11:14:40 UTC
Kaarous Aldurald wrote:
Mazzara wrote:
admiral root wrote:
You haven't explained why bumping is a problem in the first place. (Hint: it's not).


So says a bumper.

Bumping is a huge problem and just because ccp hasn't really said much on the matter doesn't mean its not a BS way of holding someone till your buddies get there.


CCP's official position is that bumping is fine, and is considered emergent gameplay completely within the rules.

Here.

https://forums.eveonline.com/default.aspx?g=posts&t=199310&find=unread

"CCP considers the act of bumping a normal game mechanic, and does not class the bumping of another player’s ship as an exploit. "

And that's the end of it.


So what your saying is... as long as ccp says its ok, it cool, because ccp is never wrong.
No matter how much you scrub, how hot of water you use, you can't wash shame!
Voxinian
#40 - 2014-03-11 12:25:09 UTC
I only bump threads.

*bump*