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About AB/MWD mass addition penalty

Author
Dex Cordell
EVE University
Ivy League
#1 - 2014-06-09 00:35:45 UTC  |  Edited by: Dex Cordell
One thing about the game mechanics bugs me bigtime. Why do I have to wait for warp 80% of the propmodded speed, with the prop mod on?

Logically I would think, if I got the speed to warp, and accelerate faster to it, thanks to the propmod, I should be able to enter warp sooner than flying unpropmodded. Someone told me its because of the mass addition penalty. Physics laws say, that no matter what you do, you can't add any mass to anything not only by moving it around, but never ever. Everything's got its fixed mass based on size and density.

So if this reason for the slower-than-anticipated warp falls off the grid thanks to physics laws breach, what do we have left?

My point of view is, when accelerating something faster than usual, there are outward forces that apply to a greater extent than normal, so that would mean, in case of piloting, agility issues, e.g. slower align time.

But in no way could this affect the increase in necessary speed to warp out, when using a prop mod.

What do you guys think of it? :)

//edit: maybe altering the mass addition penalty to something around momentum impact would be more accurate to describe the reason for the warp speed increase, but then again, momentum only affects agility, e.g. the time needed to change direction :)
Mr Doctor
Therapy.
The Initiative.
#2 - 2014-06-09 01:44:21 UTC
So youve developed a warp drive thats unaffected by propulsion? Cool, call NASA.


Warp drive is part of the propulsion drive of the ship, if that is under strain from a propulsion mod being active it stands to reason there will be less available to the warp drive and thus needs a little extra juice to break the warp barrier.


Also.... its a game.
Domanique Altares
Rifterlings
#3 - 2014-06-09 02:49:04 UTC
Dex Cordell wrote:
One thing about the game mechanics bugs me bigtime. Why do I have to wait for warp 80% of the propmodded speed, with the prop mod on?


The speed to initiate warp is 80% of your ship's current max speed. Prop mod off, that's your hull speed. Propmod on, your propmodded speed.
Meandering Milieu
The Scope
Gallente Federation
#4 - 2014-06-09 03:17:40 UTC
What is relativistic mass? Mass and Energy are exchangeable, therefor the more energy an object has, it gains mass, and the more mass something has, it gains energy.

A normal object moving at the speed of light would have infinite mass.

It entirely makes sense then for something the size of the ships we fly to gain mass while moving faster.

There is also the lore/mumbojumbo science babble of how warp drives work, increasing mass through some poorly thought out loophole or whatever.
Sigras
Conglomo
#5 - 2014-06-09 06:57:30 UTC
Dex Cordell wrote:
One thing about the game mechanics bugs me bigtime. Why do I have to wait for warp 80% of the propmodded speed, with the prop mod on?

I think you're misunderstanding, alignment speed "battle speed" isnt a number, its 75% of your max velocity. so max when your max velocity increases so does the speed at which you enter warp.
Dex Cordell wrote:
Logically I would think, if I got the speed to warp, and accelerate faster to it, thanks to the propmod, I should be able to enter warp sooner than flying unpropmodded. Someone told me its because of the mass addition penalty. Physics laws say, that no matter what you do, you can't add any mass to anything not only by moving it around, but never ever. Everything's got its fixed mass based on size and density.

I think you may want to check your physics laws again because the last time I checked, special relativity told us that E = mc^2 which means that energy = mass * c^2 where c = the speed of light in a vacuum.

This means that (because c is a constant in this universe) when you add more energy to something (say by making it go faster) that it gains mass.
Arya Regnar
Darwins Right Hand
#6 - 2014-06-09 11:29:23 UTC
Do you want to ruin wormholes and bumping? Because that's how you ruin wormholes and bumping.

There is no way in hell you can get me behind this.

Mass addition is a critical mechanic of propmods.

Not to mention 100mn ab tengus, they would go 24 kmps without the mass addition.

EvE-Mail me if you need anything.

James Baboli
Warp to Pharmacy
#7 - 2014-06-09 11:43:42 UTC
Arya Regnar wrote:
Do you want to ruin wormholes and bumping? Because that's how you ruin wormholes and bumping.

There is no way in hell you can get me behind this.

Mass addition is a critical mechanic of propmods.

Not to mention 100mn ab tengus, they would go 24 kmps without the mass addition.

Now just imagine a 100MN plated vagabond, with only the mass addition from plates. Now make it cap stable. Geno set allows this to be a thing.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Rayzilla Zaraki
Yin Jian Enterprises
#8 - 2014-06-09 12:17:37 UTC
Sigras wrote:

I think you may want to check your physics laws again because the last time I checked, special relativity told us that E = mc^2 which means that energy = mass * c^2 where c = the speed of light in a vacuum.

This means that (because c is a constant in this universe) when you add more energy to something (say by making it go faster) that it gains mass.


This.

Einstein posited that as an object nears the speed of light its mass approaches infinity.

Gate campers are just Carebears with anger issues.

Gaijin Lanis
Gallente Federation
#9 - 2014-06-09 12:24:44 UTC
A sudden increase to a hull's velocity/acceleration, far beyond what said hull was originally designed to handle should, logically, result in significantly worse handling and responsiveness and, thus, make a stable cruising speed harder to achieve. The mass additions aren't in line with relativity, as we're not talking about anything even remotely close to relativistic velocities (until you start stacking prop mods (RIP)), they're more of a virtualized stop-gap representation of the idea that suddenly and significantly increasing the amount of thrust produced by a hull's engine block would stress the rest of the hull beyond what the hull could handle, and without a modification to the hull's acceleration profile, the engine block would violently free itself from the structures preventing it from attaining it's top speed.


A better question is why does reducing the maximum speed attainable by a hull (and nothing else) also reduce the speed necessary to enter warp?

And yes, I am suggesting webs should be a "passive" barrier to warping, and that warp disruption and warp stabilization were stop-gaps introduced primarily for gameplay reasons. Gameplay reasons that, technically, stopped existing once cloaking devices were introduced. Read: "I can't force combat on anyone anyone more than 10-20km from a warpin!"

The above was written and posted with nothing but love in my heart for all.

Zan Shiro
Doomheim
#10 - 2014-06-09 12:36:10 UTC
Meandering Milieu wrote:

There is also the lore/mumbojumbo science babble of how warp drives work, increasing mass through some poorly thought out loophole or whatever.



there are worse warp theories. I'd be looking at war hammer 40K with warp going though a stream where chaos demons go for you and the field (thinks its gellar(sp?)) keeps them out.

Rowells
Pator Tech School
Minmatar Republic
#11 - 2014-06-09 13:12:47 UTC
if your looking from a gameplay stance it prevents people from going from 0 to warp speed almost instantaneously and abusing it for other agility purposes too much.

From a scientific standpoint....oh who am I kidding. Everyone knows its space magic.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#12 - 2014-06-09 13:14:46 UTC
Clearly you are forgetting that all warp drives are based around the primitive but effective Dr Brown Mark I Flux Capacitor...
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#13 - 2014-06-09 13:19:33 UTC
Because balance.