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Player Features and Ideas Discussion

 
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Real Tractor Beams

First post
Author
Frostys Virpio
State War Academy
Caldari State
#81 - 2016-01-29 13:19:16 UTC
Rek Seven wrote:


If we changed the formula the reflect this and used a Y value of for for frigates 0.0002, a Tristan with level 5 skill using a tech 2 MWD to travel 2980 m/s would be able to escape a tractor at a speed of 69.78 m/s... And if it were to use a T2 10mn AB at a max speed of 2076m/s, the Tristan would pe pulled in at a speed of 103.1m/s.


So a Tristan without perfect skill NEED links to escape?
Rek Seven
University of Caille
Gallente Federation
#82 - 2016-01-29 13:24:22 UTC  |  Edited by: Rek Seven
Frostys Virpio wrote:
Rek Seven wrote:


If we changed the formula the reflect this and used a Y value of for for frigates 0.0002, a Tristan with level 5 skill using a tech 2 MWD to travel 2980 m/s would be able to escape a tractor at a speed of 69.78 m/s... And if it were to use a T2 10mn AB at a max speed of 2076m/s, the Tristan would pe pulled in at a speed of 103.1m/s.


So a Tristan without perfect skill NEED links to escape?


They have links, implants, rigs, overdrive injectors, nanofiber internal structure, skill training, better prop mods, their own piloting skill and/or a friendly tractor beam to help them escape.
Donnachadh
United Allegiance of Undesirables
#83 - 2016-01-29 14:56:34 UTC
Frostys Virpio wrote:
Donnachadh wrote:


The conceptual idea of using mass and sig radius has been bothering me all day since skills would not have as much of an impact. I freely admit that this has not gone passed the concept phase but I am working on that as well. Do you folks have any ideas on how we might make the mass / sig radius work?


Bigger sig make it easier or harder to escape?

Higher mass make it easier to escape or harder?

For now and taking into account that I have not even started sims on this one yet I am inclined to go with more mass and / or larger sig radius would make it easier for the tractor to hold a ship.

Another thing is we need to eliminate the "Y" factor if possible. While Rek's basic formula works by varying the "Y" factor the simple truth is that you end up with the over sized prop mod becoming a requirement so you can get away from this tractor and that would be a bad thing for the game since it would eliminate more fitting options than it would add.
Frostys Virpio
State War Academy
Caldari State
#84 - 2016-01-29 14:59:45 UTC  |  Edited by: Frostys Virpio
Donnachadh wrote:
Frostys Virpio wrote:
Donnachadh wrote:


The conceptual idea of using mass and sig radius has been bothering me all day since skills would not have as much of an impact. I freely admit that this has not gone passed the concept phase but I am working on that as well. Do you folks have any ideas on how we might make the mass / sig radius work?


Bigger sig make it easier or harder to escape?

Higher mass make it easier to escape or harder?

For now and taking into account that I have not even started sims on this one yet I am inclined to go with more mass and / or larger sig radius would make it easier for the tractor to hold a ship.

Another thing is we need to eliminate the "Y" factor if possible. While Rek's basic formula works by varying the "Y" factor the simple truth is that you end up with the over sized prop mod becoming a requirement so you can get away from this tractor and that would be a bad thing for the game since it would eliminate more fitting options than it would add.


Larger/heavier ships not to take another hit to their already low mobility being being susceptible to tractor beam more than the light weight and small stuff?
Rek Seven
University of Caille
Gallente Federation
#85 - 2016-01-29 15:19:48 UTC  |  Edited by: Rek Seven
Donnachadh wrote:

Another thing is we need to eliminate the "Y" factor if possible. While Rek's basic formula works by varying the "Y" factor the simple truth is that you end up with the over sized prop mod becoming a requirement so you can get away from this tractor and that would be a bad thing for the game since it would eliminate more fitting options than it would add.


Incorrect. If we make the change discussed in post 79, the size of the prop mod is taken out of the equation.

Also, i don't like the idea of smaller ships finding it easier to escape than bigger ships as it's completely the opposite of the original intention Blink
Frostys Virpio
State War Academy
Caldari State
#86 - 2016-01-29 17:37:20 UTC
Rek Seven wrote:
Donnachadh wrote:

Another thing is we need to eliminate the "Y" factor if possible. While Rek's basic formula works by varying the "Y" factor the simple truth is that you end up with the over sized prop mod becoming a requirement so you can get away from this tractor and that would be a bad thing for the game since it would eliminate more fitting options than it would add.


Incorrect. If we make the change discussed in post 79, the size of the prop mod is taken out of the equation.

Also, i don't like the idea of smaller ships finding it easier to escape than bigger ships as it's completely the opposite of the original intention Blink


So we make a mechanic based off ship mass but rule out the bigger mass changing modules? Something is utterly broken when you have to make exceptions like that.
Rek Seven
University of Caille
Gallente Federation
#87 - 2016-01-30 10:53:13 UTC
How so? I know it's not the perfect solution but I wouldn't describe it as utterly broken.

I guess the formula could reduce the mass gain of afterburners to help balance the problem cause by oversized prop mods but then that would punish all AB users.
elitatwo
Zansha Expansion
#88 - 2016-01-30 11:33:14 UTC
Rek Seven wrote:
How so? I know it's not the perfect solution but I wouldn't describe it as utterly broken.

I guess the formula could reduce the mass gain of afterburners to help balance the problem cause by oversized prop mods but then that would punish all AB users.


Let's put it this way, this module would remove all uncertainty out the window even in a very uneven 1v1 situation. A scram and a web will help you pin someone and with some tricks you can use it to escape.

This mod doesn't allow much to escape, it would be an IWIN mod. Would you like to have lost all fights by undocking or would you rather take an amount of uncertainty into account?

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Rek Seven
University of Caille
Gallente Federation
#89 - 2016-01-30 14:11:06 UTC
^ Sorry but I don't understand what you are saying.