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What if webs only reduced radial velocity?

Author
Alvatore DiMarco
Capricious Endeavours Ltd
#21 - 2015-01-22 20:25:19 UTC  |  Edited by: Alvatore DiMarco
Arla Sarain wrote:
Your turn to explain why it doesn't work and not be a smartass by giving some ambiguous general explanation.


... Really?
Arla Sarain
#22 - 2015-01-22 20:39:33 UTC  |  Edited by: Arla Sarain
Alvatore DiMarco wrote:
Arla Sarain wrote:
Your turn to explain why it doesn't work and not be a smartass by giving some ambiguous general explanation.


I'm sorry, but that isn't the way it works.

What is not the way it works? I've explained why it works and all the reply held was that I was wrong with no explanation.

Absolute speed is the hypotenuse in a right angled triangle where transversal and radial speeds are the sides, which all conform to the triangle rules that are well established.

Under the proposal one of the sides is capped by the web. At 0 degrees the hypotenuse is the same as this side. From then as the angle increases to 66.4 degrees the hypotenuse goes from the dimension of the side to another dimension (maximum speed) whilst the side is still constrained. The perpendicular side increases as well. At 66.4 degrees absolute speed is at max, radial is still at 40% (webbed), and transversal is whatever is needed. Between 66.4 and 90 absolute speed is max and the radial decreases. Transversal reaches absolute speed at 90 degrees. When orbiting radial is negative and is hence not subject to changes as explained in the OP.

This is also not a logical fallacy. Geometrical at most.

I am not changing maths. I am switching the sides of the triangle which are affected by the web. All other constraints are maintained.

Logical fallacy is the ambiguous replies you kids spout.

Make an excel graph if you want.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#23 - 2015-01-22 21:14:19 UTC
I'd prefer it if just about all weapons projected outside of web range, with nerfed tracking of course.

but that's just me, I find brawling very boring.
Odeva Pawen
Fliet Pizza Delivery
Of Essence
#24 - 2015-01-22 21:49:08 UTC
So, what you want is a web that controls how much the target can move towards and away from you?

Overheat Keyboards! Load Rage posts! Prepare for a long, seething, back and forth about irrelevant things!

Arla Sarain
#25 - 2015-01-22 22:08:14 UTC
Odeva Pawen wrote:
So, what you want is a web that controls how much the target can move towards and away from you?

TL:DRd it.

The only trouble is if it does it both ways then it affects the aggressor as well. Which is why in the challenges section I suggest that it only affects the positive bounds and not the negative (when moving towards)
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#26 - 2015-01-22 22:56:05 UTC
So, let me get this straight... An orbiting ship (Ship A), under the effects of this web, would have it's actual, UI displayed velocity changed but it would not be going any slower around the webbing ship (Ship B)? Presumably without any change in orbital radius.
So, Ship A has a hypothetical velocity of 500m/s pre-web at an orbit of, hypothetically, 2500m. It is then webbed by Ship B and it's speed is reduced to 300m/s, it's orbital radius is unchanged, but it's still orbiting with the same speed? So, it is going slower and not going slower at the same time.
Harry Saq
Of Tears and ISK
ISK.Net
#27 - 2015-01-22 22:58:05 UTC
Sigras wrote:
The item that you're looking for is a tractor beam not a webifier...


^^ This, and yes, tractor beams would be awesome and definitely fill a void.
Zimmer Jones
Aliastra
Gallente Federation
#28 - 2015-01-22 23:06:35 UTC  |  Edited by: Zimmer Jones
scorchlikeshiswhiskey wrote:
So, let me get this straight... An orbiting ship (Ship A), under the effects of this web, would have it's actual, UI displayed velocity changed but it would not be going any slower around the webbing ship (Ship B)? Presumably without any change in orbital radius.
So, Ship A has a hypothetical velocity of 500m/s pre-web at an orbit of, hypothetically, 2500m. It is then webbed by Ship B and it's speed is reduced to 300m/s, it's orbital radius is unchanged, but it's still orbiting with the same speed? So, it is going slower and not going slower at the same time.


the web affects the max speed, and to be actually orbiting at 2500 in, say an interceptor, you're going at not nearly your max speed. The orbiting inty can take the hit to max speed because its already orbiting at the max speed its agility will permit while orbiting close. So its not going slower, but the ship has been slowed.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#29 - 2015-01-22 23:15:30 UTC
Zimmer Jones wrote:
scorchlikeshiswhiskey wrote:
So, let me get this straight... An orbiting ship (Ship A), under the effects of this web, would have it's actual, UI displayed velocity changed but it would not be going any slower around the webbing ship (Ship B)? Presumably without any change in orbital radius.
So, Ship A has a hypothetical velocity of 500m/s pre-web at an orbit of, hypothetically, 2500m. It is then webbed by Ship B and it's speed is reduced to 300m/s, it's orbital radius is unchanged, but it's still orbiting with the same speed? So, it is going slower and not going slower at the same time.


the web affects the max speed, and to be actually orbiting at 2500 in, say an interceptor, you're going at not nearly your max speed. The orbiting inty can take the hit to max speed because its already orbiting at the max speed its agility will permit while orbiting close. So its not going slower, but the ship has been slowed.

"In 'hypothetically speaking', the implication is 'This is not going to happen, though. It's only conjectural, suppose...."
Obviously, I need to clarify for those people who do not perform well at reading and comprehending at the same time.
I didn't say it was an Inty. It could very well be a Drake. Or a Vindi. Or a Reaper. The point being that, as I understand, if you are orbiting at whatever range that allows you to reach whatever max speed, your speed will be reduced below maximum without a change to orbit distance or your relative velocity as you orbit whatever ship you happen to be orbiting.
Arla Sarain
#30 - 2015-01-22 23:20:21 UTC  |  Edited by: Arla Sarain
scorchlikeshiswhiskey wrote:
So, let me get this straight... An orbiting ship (Ship A), under the effects of this web, would have it's actual, UI displayed velocity changed but it would not be going any slower around the webbing ship (Ship B)? Presumably without any change in orbital radius.
So, Ship A has a hypothetical velocity of 500m/s pre-web at an orbit of, hypothetically, 2500m. It is then webbed by Ship B and it's speed is reduced to 300m/s, it's orbital radius is unchanged, but it's still orbiting with the same speed? So, it is going slower and not going slower at the same time.

Viscosity physics aside

Absolute speed in relation to another body can be decomposed into 2 other speeds. One that is in the direction of the ship (negative or positive). As in if you draw a line from 1 ship to another ship. In this direction, the speed is called radial. Perpendicular to that is other component and its called transversal. If the angle is such that the absolute speed is in parallel to one component, then the other component is zero. This doesnt happen in practice because of viscosity physics and the prerequisites for orbiting, but thats digressing.

What I am suggesting is to make webs only affect the former component - the speed at which the ship can move away from another ship.

From your example, the ship orbiting at 500m/s will continue to orbit at 500m/s if its a perfect orbit. But if it changes angle and starts moving away from the aggressor, the speed at which it will be able to move away from him is capped to 300m/s. This doesn't mean that its absolue speed is 300m/s, just the speed in the direction of the line between the 2 ships. The transversal is the other component and in this example a maximum of 400m/s transversal could be maintained. This gives a radial velocity of 300m/s as your example permits, a transversal of 400m/s and absolute of 500m/s. The ship is moving at 500m/s, but only at 300m/s away from the other ship.

No math has been broken. If you put transversal and radial on your overview and check your speedometer you will notice similar things.
Odeva Pawen
Fliet Pizza Delivery
Of Essence
#31 - 2015-01-22 23:24:04 UTC
This would probably work, but as a seperate module.

Overheat Keyboards! Load Rage posts! Prepare for a long, seething, back and forth about irrelevant things!

Arla Sarain
#32 - 2015-01-22 23:29:47 UTC
Odeva Pawen wrote:
This would probably work, but as a seperate module.

Would be obsolete because regular webs are better. Unless you expect people to orbit you (faster than with normal webs) and hence fudge up their own tracking.
Iain Cariaba
#33 - 2015-01-22 23:30:12 UTC
Arla Sarain wrote:
Odeva Pawen wrote:
So, what you want is a web that controls how much the target can move towards and away from you?

TL:DRd it.

The only trouble is if it does it both ways then it affects the aggressor as well. Which is why in the challenges section I suggest that it only affects the positive bounds and not the negative (when moving towards)

Oh, so when you use a long range webber, like a properly subbed Loki, and try to kite my brawling blaster boat, then I can burn toward you at full speed, but you can't burn away from me, cause there's a penalty to increasing radial velocity?
Arla Sarain
#34 - 2015-01-22 23:33:38 UTC
Iain Cariaba wrote:
Arla Sarain wrote:
Odeva Pawen wrote:
So, what you want is a web that controls how much the target can move towards and away from you?

TL:DRd it.

The only trouble is if it does it both ways then it affects the aggressor as well. Which is why in the challenges section I suggest that it only affects the positive bounds and not the negative (when moving towards)

Oh, so when you use a long range webber, like a properly subbed Loki, and try to kite my brawling blaster boat, then I can burn toward you at full speed, but you can't burn away from me, cause there's a penalty to increasing radial velocity?

Which is why I mentioned that it is food for thought.

Both methods can be appraised. Capping both directions or just 1.
In the case of both directions the web functions as a range constraint, and in radial terms functions exactly as it does now.
ashley Eoner
#35 - 2015-01-23 03:55:46 UTC  |  Edited by: ashley Eoner
Arla Sarain wrote:
ashley Eoner wrote:
Arla Sarain wrote:
ashley Eoner wrote:
Sigras wrote:
The item that you're looking for is a tractor beam not a webifier...

The whole point of the webifier item is to assist large ships in tracking and hitting smaller ships; now you could make the claim that they're too good at their job, but that idea seems crazy silly to me...

What I would like to see is their range reduced to 7,500 m and their strength buffed to 65%, Then I would like to see tractor beams be able to pull people in/pull you you toward your target depending on mass.

This would finally give blasters a fighting chance instead of asking every ship that comes by if they would like to please come into web range.


Awful idea that would have far reaching effects FAR beyond just the simple frigate vs BS pvp we're talking about here ALL kinds of combat would be screwed with. It'd be totally awesome to lose a fleet to one frigate because no one can hit it... PVE wise Incursions sleepers ratters etc will all be about impossible with this change.

As for blasters L2 prop mod or warp in point...

No one in a fleet would be able to hit a frigate?

Yes they would.
Yes we know doctrines always fly a wide variety of ships fitted in a wide variety of ways to deal with everything possible yup.....

Also fleets are never small gang either with a couple ships.


Yes you could sit here and be like "OMG NUB PROPERLY SERTUP YOUR FLEET DO DEFEND AGAINST THIS!!"....and every other possibility in the world. I just see this as a stupid idea with no positives but far reaching negatives.

I've explained the positives.

Doctrines fly a specific type of ship typically. That's why they are doctrines.

You wouldn't need specialised fits.

Closest webs are is 10km. The BSs have to spread out within this range and catch the frigate at 0 angular or 0 transversal. Having high angular against every enemy entity in a fleet is difficult.

Your "positive" is that a frigate can win a fight against a BS by simply clicking orbit at.....

There's no skill required no interesting gameplay mechanics.


Also to top it off you'd break PVE so badly that incursions would be impossible to do without everyone flying a drone boat with medium drones. Let alone sleeper sites and other PVE areas... PVP would be broken in many ways that would result in massive exploits for years.

It's an awful idea that needs to die so badly that I feel bad for even bumping the thread with this post.
Sigras
Conglomo
#36 - 2015-01-23 07:59:24 UTC
ashley Eoner wrote:
Sigras wrote:
The item that you're looking for is a tractor beam not a webifier...

The whole point of the webifier item is to assist large ships in tracking and hitting smaller ships; now you could make the claim that they're too good at their job, but that idea seems crazy silly to me...

What I would like to see is their range reduced to 7,500 m and their strength buffed to 65%, Then I would like to see tractor beams be able to pull people in/pull you you toward your target depending on mass.

This would finally give blasters a fighting chance instead of asking every ship that comes by if they would like to please come into web range.

Awful idea that would have far reaching effects FAR beyond just the simple frigate vs BS pvp we're talking about here ALL kinds of combat would be screwed with. It'd be totally awesome to lose a fleet to one frigate because no one can hit it because it's moving in a brain dead way that anyone could do... PVE wise Incursions sleepers ratters etc will all be about impossible with this change.

As for blasters L2 prop mod or warp in point...

you realize that 7,500 m = 7.5 km right? thats only a 25% reduction? also frigates would be in much greater danger with a tractor beam pulling them in...

But thanks for the tip about prop mods... I never thought of that before! that should totally help my megathron catch that atron orbiting at 15 km /sarcasm
Arla Sarain
#37 - 2015-01-23 09:25:37 UTC  |  Edited by: Arla Sarain
ashley Eoner wrote:

Your "positive" is that a frigate can win a fight against a BS by simply clicking orbit at.....

There's no skill required no interesting gameplay mechanics.

I've explained in preceding discussions that my intention was not to hurt BSs but to hurt ships of the same sizes and described a way to avoid affecting BSs.

It would only hurt PvE because you'd rather sit in a blingy ship to maximise efficiency.
That's not a counter argument.

I've never said this wouldn't turn some things upside down. That is the point of this.
Reaver Glitterstim
The Scope
Gallente Federation
#38 - 2015-01-23 11:59:19 UTC  |  Edited by: Reaver Glitterstim
I think webs are too strong and have too short a range. They make brawler combat very binary: in web range = you can't move, out of web range = you're free.

I'd like to see web speed reduction brought down a notch, but have webs given a falloff which gives them a partial speed reduction at ranges greater than their optimal.

Howabout 40% speed reduction (t1) and 50% speed reduction (t2) with same optimal but 50% more in falloff? So T2 webber would have -50% target max velocity, 10km optimal, 5km falloff. At 15km the target would be slowed like 25%, and at 20km probably almost no slowing at all.


Arla Sarain wrote:
Currently dual web is a BS strategy against frigs; without it BSs would never hit frigs.

I've hit frigs enough times in my battleships. What doesn't happen as often is hitting a battleship in my frig. I think battleships have it way too easy against frigs. I'd advocate for more changes to make small, fast, weak-hitting ships harder to shoot down with big, slow-tracking guns. It's too easy at current. It's really not life or death for a battleship fleet if one frig has a slim chance of being missed, provided it flies in exactly the right direction to avoid fire. One false turn and a third of the fleet can hit the frig anyway, especially if there's some range involved. If you want to stop a frig from roaming through your battleship fleet, have your own frigs to stop it.


edit: just read title again. I read it the first time as webs reduce angular velocity (stop ships from orbiting) but now that I realize it's to stop ships from escaping while allowing them to remain fighting I LOVE it.

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."

Arla Sarain
#39 - 2015-01-23 14:55:53 UTC
Reaver Glitterstim wrote:
I think webs are too strong and have too short a range. They make brawler combat very binary: in web range = you can't move, out of web range = you're free.

it's to stop ships from escaping while allowing them to remain fighting


Yes

and

Yes.
Frostys Virpio
State War Academy
Caldari State
#40 - 2015-01-23 15:15:43 UTC
Reaver Glitterstim wrote:
If you want to stop a frig from roaming through your battleship fleet, have your own frigs to stop it.




If you don't want to feel crippled by webs, don't let yourself fly in range of enemy webs. If the brawler got onto you, he deserve to slow you down to a crawl because you were outplayed one way or another.