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EVE seriously needs more realistic physics, but with a twist

Author
Neph
Crimson Serpent Syndicate
#21 - 2016-10-03 03:38:52 UTC  |  Edited by: Neph
Can I just point out that there's a lore explanation for the pudding mechanics?

The edge of the depleted-vacumn warp bubble has a natural drag associated with it, which is why we don't go time-traveling whenever we warp FTL, and is the reason there's a max warp speed on ships. The warp core itself has a drag against spacetime even when not in warp (relative to the strongest gravitational field, typically the nearest celestial--anchoring mechanics use a modified warp core). Because of this, ships have a max speed. It's important to note that the thrusters on the back of our ships aren't even thrusters--CCP Falcon confirmed this on the tweetfleet slack. It's unclear for now what they are, but it's not rocket engines pushing us forward.

Honestly, the lore is pretty developed. The most inexplicable part of Eve's mechanics is bumping. That's honestly just a technical and gameplay limitation--I can think of so many situations where collision detection and damage would **** everything up royally, both with lag and with horrible friendly-friendly collision situations.

~ Gariushi YC110 // Midular YC115 // Yanala YC115 ~

"Orte Jaitovalte sitasuyti ne obuetsa useuut ishu. Ketsiak ishiulyn." -Yakiya Tovil-Toba-taisoka

Zenboca
Doomheim
#22 - 2016-10-03 04:42:38 UTC
My bad, I wrote MWD and I meant to wrote AB. Isn't MWD taking advantage of this weird warp thing?

Yes also the weapons.. There are no middle, so round fired from a weapon should have a 'unlimited range'.
Valkin Mordirc
#23 - 2016-10-03 04:50:34 UTC
Zenboca wrote:
My bad, I wrote MWD and I meant to wrote AB. Isn't MWD taking advantage of this weird warp thing?

Yes also the weapons.. There are no middle, so round fired from a weapon should have a 'unlimited range'.



Ulimited range on blasters? Sure. Rooks And Kings even have a video talking about how broken and OP that was when it was thing.


Also making a game around physics and following laws normally leads to **** gameplay. Even games like Arma bend the rules a bit in order to make an entertaining game.


It's fine as it is.
#DeleteTheWeak
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#24 - 2016-10-03 05:12:35 UTC
Neph
Crimson Serpent Syndicate
#25 - 2016-10-03 06:09:45 UTC
Zenboca wrote:
My bad, I wrote MWD and I meant to wrote AB. Isn't MWD taking advantage of this weird warp thing?

Yes also the weapons.. There are no middle, so round fired from a weapon should have a 'unlimited range'.


Well... let's take a look. Blasters are a cloud of ionized material. Just because of the charge on it, that cloud disperses fairly rapidly. Rails still have the containing vessel, but without a sustained magnetic field to contain the reactive core, it will eventually eat away at the vessel and basically become a blaster cloud. So hybrid weapons have decay.

Missiles eventually run out of fuel. See the launcher rigs. So yeah, they should go on forever, however, it's easy to imagine that, because of regulation, the warhead is dearmed once the fuel cache empties. I think that's fairly accurate to what we see in game. Also, Fury warheads seem to indicate that there may be warhead containment problems on some of them.

Lasers are easy--they have to deal with the good old square-inverse law. Unless your laser chamber is infinitely long and thin, you're going to have to deal with the fact that your beam widens and your intensity drops.

Projectiles really should fly forever. However, 280s are rocket powered, and Barrage has onboard guidance (as do, presumably, all projectiles, hence the long falloff compared to unguided railgun projectiles), so they're not totally dumb--maybe they try to slow themselves down after missing their target? Again, regulation. I'm honestly not sure.

The biggest thing to realize is that the optimal/falloff ranges aren't actual ranges for anything except missiles and blasters. Really what that means is that the ship's tracking computers can't get the projectile/laser to reliably hit the target at that range. In harder scifi, that's because ships are drunkwalking, that is, dancing around randomly to try to dodge projectiles and throw their enemies' targeting computer off, and at ranges where the speed of light+projectiles becomes an issue, there's an information lag that protects the drunkwalking ship. It seems like Eve simulates this without the ranges or the actual motion making sense. If ships fought at lightsecond range and we did drunkwalk, it'd make sense. As is it, ships should be able to perfect track anything on grid. So idk.

~ Gariushi YC110 // Midular YC115 // Yanala YC115 ~

"Orte Jaitovalte sitasuyti ne obuetsa useuut ishu. Ketsiak ishiulyn." -Yakiya Tovil-Toba-taisoka

Toobo
Project Fruit House
#26 - 2016-10-03 09:06:37 UTC
Nice idea, but you need to think about this in terms of game play, not just making something complex or introducing physics for the sake of it.

Your original explanation of how making pilots to actively decelerate the ship and making it require use of cap sounds interesting and more active things to manage, but have you considered the following scenario?

Let's say you are flying a Curse, and you are trying to catch something faster than you. Usually when you neut out a ship that's running MWD or AB or whatever, then the ship will slow down as it has no more cap to use prop mod. But if we implemented the changes you've suggested, if you neut a ship already on high speed then it would just keep on flying away from you at that high speed and you would lose the point on it or whatever.

So basically, when you think about it from speedy ship's point of view, it sounds like an interesting idea. But on the flip side, this would make neuting 'undesirable' in certain scenarios such as one I have given above. You could say that would also bring interesting change, yeah sure, but what I'm saying is that a small change that one may think would make the game play 'neat' actually leads to pretty big game balance and combat mechanics change, that's way more complex and have far reaching consequences that you probably did not think about.

So I'm not arguing against your idea per se, but this will be a huge change and it needs to be taken into consideration together with all sorts of other combat scenarios.

Cheers Love! The cavalry's here!

Valkin Mordirc
#27 - 2016-10-03 09:12:32 UTC
Oh yeah I didn't even consider that.


The speed meta would be unreal.
#DeleteTheWeak
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#28 - 2016-10-03 09:40:07 UTC  |  Edited by: Nana Skalski
If it would be real, then everyone would get stranded not knowing when and where.

How could you predict next encounter and fueling station on the way?

Did anyone thought about deacceleration and how much fuel it would consume?

So when you would deaccelerate and use all your fuel to stop ship just out of the range of dock, what you could do is pray that someoene will share with you, because bumping would be prohibited by real crashing mechanism (reality).

Everyone else who likes more realism plays KSP already.
Memphis Baas
#29 - 2016-10-03 10:30:14 UTC
Acceleration-based physics (where your engines provide acceleration, and turning off the engines means you coast) would be realistic but would cause gameplay issues:

1. Why decelerate? Best attack is a fly-by where you start far away, build up a lot of speed, and hit them with kinetic-amplified damage. You spend about 1 second being in range of any of their weapons, then your great speed simply carries you away. No way to stop you, no neutralizing, webifying not enough, etc.

2. He who accelerates first is uncatchable. Calculate the distance between two rockets that constantly accelerate, with one starting 1 second before the other, for every second that passes.

3. Fleet maneuvers would be impossible, with all the idiots in your own fleet not being synchronized with their engine activations.

The game isn't realistic because it's supposed to be a game.

- speeds are slow and weapons are short range so you can "maneuver" within sight of the other ship, so you can look at ships rather than radar dots

- drag in space means you can catch the other guy by disabling his engines (or neutralizing)

Goatman NotMyFault
Lubrication Industries
#30 - 2016-10-03 11:06:01 UTC
Nevyn Auscent wrote:
Goatman NotMyFault wrote:

tbh... one of the first Things that i disliked in EVE was InFact that i couldnt crash and die when i flew thru a planet, moon or the sun.... and i tried hard to find ways to commit suicide without using gankers or selfdestruct.

When it comes to hispeed and ramming Object in EVE, CCP threats players like americans threats their children... putting helmets on every kid and refuse them to be active....

So u all will become fat and lazy EVE players... "will become" might in most case is an obsolete phrase here EvilEvilEvil

Because ganking with ramming would be too abusive. Mechanically telling who was at fault in a ramming incident is well..... pretty much impossible. Meaning either we have a situation where the gankers use ramming machs to gank everything. Or they put newbie ships in front of you and you get concorded for ramming them.

I.E. Game play. It's not about 'keeping people safe'. It's about having consistent non abusable game mechanics.


If only ganking by ramming was possible.... Twisted

When it comes to ganking in general, CCP way of punishing it, is wrong. (But thats clearly a different discussion)
Jenn aSide
Worthless Carebears
The Initiative.
#31 - 2016-10-03 12:44:11 UTC
Everytime I see this topic I think the same thing. And that is "here is a poster that doesn't understand why things exist the way they do". And I think people like make the mistake of thinking that what does exist only exists because of developer preference. ie They think "who, the EVE devs must really like submarines, why won't they give me a space game!".

The reality is that things are the way they are because realistic anything would SUCK. Being in an interceptor, going in for a tackle, missiing and taking three days to flip around, decelerate and get back to the target would suck.. never being able to get within a million miles of a ship that is constantly accelerating and doesn't want to be caught would suck.

The cries for more realism aren't unique to EVE, back when I played the previous Mechwarrior games, people would say "it's not realistic for Flamers and machine guns to melt/pierce armor that can withstand PPC, Missile and Laser hits!!!!". It would never cross their minds that they were playing a game about 10-12 meter tall walking robotic tanks that wouldn't last more than 10 seconds on any battlefield with Directed Energy Weapons.

I also saw it during X-Wing vs Tie Fighter. There was actually a small vocal "Newtonian physics" fringe in that community that would not let go of the need for realisim...in a game about fighter craft from the STAR WARS universe, you know, that universe where magical bacteria can make you REALLY flippin good at using swords made out of nothing but light.

It's going to happen in newer games too, it always happens, the realism crowd is looking for something that they never seem to find. Personally,, when i want realism, I walk outside, when i play a game I leave realism at the door.
Yarosara Ruil
#32 - 2016-10-03 14:01:59 UTC  |  Edited by: Yarosara Ruil
The fact our ships still float effortlessly inside gravitational fields like station interiors or on the surface of stars without budging should be an indicator that there is a force more powerful than inertia keeping them stationary.

And that's the Warp Drive folding the space around the ship 24/7.
Trevize Demerzel
#33 - 2016-10-04 17:44:12 UTC
Some realistic physics around bumping would be nice :-)

Like when that small cruiser bumps into a carrier/freighter/dread/etc that cruiser should go splat like a bug on a windshield and be utterly destroyed, while the carrier/etc simply asks, "did you hear something? naw was nothing" and doesn't move at all. For that matter if missiles bounce off your shields so should a frigate!

-

Jonah Gravenstein
Machiavellian Space Bastards
#34 - 2016-10-04 19:21:53 UTC  |  Edited by: Jonah Gravenstein
Trevize Demerzel wrote:
Some realistic physics around bumping would be nice :-)

Like when that small cruiser bumps into a carrier/freighter/dread/etc that cruiser should go splat like a bug on a windshield and be utterly destroyed, while the carrier/etc simply asks, "did you hear something? naw was nothing" and doesn't move at all. For that matter if missiles bounce off your shields so should a frigate!

Size doesn't really matter, velocity and mass do (https://phet.colorado.edu/sims/collision-lab/collision-lab_en.html)

The normal choice for bumping a freighter is a Machariel, the bare hull has a mass of 94,680,000 kg (94,980 metric tonnes) which is around 90% of that of a Nimitz class aircraft carrier. A 500mn microwarpdrive adds another 50,000,000 kg to the mass (50,000 metric tonnes) giving us a total of 144,680 metric tonnes (nearly half the mass of the Empire State building) and an overall velocity of circa 1500m/s (mach 4.3ish); for reference an SR-71 can hit around mach 3.3.

Do you seriously think that a freighter (approx 940,000 metric tonnes, 50,000 tonnes(ish) more than the Golden Gate Bridge) travelling at 60 odd m/s, would be able to shrug off something that has a ballpark mass that is about the equivalent of 1.4 aircraft carriers and is travelling at mach 4+, without taking a stupendous amount of damage or even disintegrating?

Be careful what you wish for when it comes to more realistic collision physics.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#35 - 2016-10-04 22:47:53 UTC
What I think is that the above scenario would make one helluva crash.
Drekavac Rancilio
State War Academy
Caldari State
#36 - 2016-10-05 05:15:33 UTC
Warping through space at any direction, not just to some object, would be realistic. Although, PvP-ers would not like that.
You could make a bookmark out of a system, or potentially cross systems without using gates.
Silmas Feanarius
Ego One
#37 - 2016-10-05 08:15:45 UTC
I for one would love just a couple of (mostly cosmetic) changes, with one gameplay change:


  • Effects similar to warping through a planet when warping through moons, stations, (much) bigger ships. At the moment they might as well be painted on for how insubstantial they are. Even getting out of the wat in some fashion would be nice and immersive.
  • Shield effects when bumping.
  • Bumping should reduce shields (they are in fact absorbing a collision) of both ships, proportional to their masses, and damage / severely damage both ships if both have no shields. The rationale is that if even one has shields, it is pushing the other ships away without touching it directly. If neither of them have shields, however, they are crashing into each other. Damage should be proportional to the respective masses.

Need more well-formatted linking.

Swearing in Sardinian.

Memphis Baas
#38 - 2016-10-05 11:52:01 UTC
Yeah, your last request is not cosmetic, and would change bumping significantly.

It's pretty easy to change bumping; CCP can change the popular bumping ships (Machariel), they can change the mass / momentum calculations to have different results for impacts, etc. They have a whole range of possibilities, from minor tweaks to completely disabling bumping.

So the fact that they've left it unchanged despite numerous requests from the high-sec PVE crowd should tell you something.
Silmas Feanarius
Ego One
#39 - 2016-10-05 13:29:58 UTC
Memphis Baas wrote:
Yeah, your last request is not cosmetic, and would change bumping significantly.

It's pretty easy to change bumping; CCP can change the popular bumping ships (Machariel), they can change the mass / momentum calculations to have different results for impacts, etc. They have a whole range of possibilities, from minor tweaks to completely disabling bumping.

So the fact that they've left it unchanged despite numerous requests from the high-sec PVE crowd should tell you something.


I'm guessing low priority, low or undetermined impact on gameplay, too much effort for the rewards. As a programmer I cannot count the number of times a customer demanded a change which was "just this small thing, how long could it take?", except it wasn't small at all and side effects would last for weeks after the change was pushed into production. Any and all modifications to the game phisics' engine are sure to fall into this case.

Need more well-formatted linking.

Swearing in Sardinian.

Tristan Valentina
Moira.
#40 - 2016-10-05 17:01:43 UTC  |  Edited by: Tristan Valentina
I used to think this way, but Lore answers all of these questions.

It is called Science Fiction for a reason. The fiction is used to cover up holes in the science.

The fiction about Old Man Star is great for this stuff.

Not saying you dont, but you need to respect the fiction of the property you are in.

A combat game involving orbital mechanics would be amazing.
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