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Player Features and Ideas Discussion

 
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Ramming the point home...

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Nag'o
Sebiestor Tribe
Minmatar Republic
#21 - 2013-12-20 22:47:37 UTC  |  Edited by: Nag'o
Seems like you wrote this inpired by ideas on this thead: https://forums.eveonline.com/default.aspx?g=posts&t=305593&find=unread

The implementation for preventing other modules to be fitted is the fitting cost. And a high slot module shouldn't use calibration points, it's a bit awkward.

Edited for civility. Although I can be rough if I want to, ok?

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#22 - 2013-12-20 22:59:39 UTC
Please keep the discussion on this topic and any proposals for possible solutions confined to one thread.

Thread locked.

The rules:
16. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.

ISD Ezwal Community Communication Liaisons (CCLs)

CCP Eterne
C C P
C C P Alliance
#23 - 2014-01-10 22:49:35 UTC
This post is not about collision damage, but is instead a suggestion about a module that when active would cause immense damage to both the target and user. Thus I am unlocking the thread, as it is not a duplicate.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

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Nikk Narrel
Moonlit Bonsai
#24 - 2014-01-10 23:27:55 UTC
This module, as pointed out, is not collision related.

To further clarify:

The vessels are at no point dealing damage from the impact itself, but rather using the opportunity presented by the contact in order to inflict damage caused by the inertial dampeners being reversed.

Inertial what?
Inertial dampeners are what keep the hulls intact, as well as what is inside of them, when traumatic changes in direction occur.

Not even the gel filled pod could protect the pilot inside from being crushed by the sudden forces our ships endure when they change speed and direction as suddenly as ours do.
The inertia, or resistance to change, is negated by inertial dampening fields.
The space inside the ships, from the perspective of the inhabitants, is simply not moving from external causes or changes occurring.

Now, this same stabilizing field, IF overridden by a hostile directive, can have quite the opposite effect.

While the ships themselves outwardly behave the same, the ship's internal structures and hull are yanked violently, using the duplicate system in the attacking ship for this assault.
Nikk Narrel
Moonlit Bonsai
#25 - 2014-01-14 18:35:53 UTC
The bigger the ship, the more potential damage.

The smaller the ship the more agile, and more likely to avoid larger opponents.
John Shmo
Brain Farmers Inc
#26 - 2014-01-14 20:48:49 UTC
This is probably one of the more intelligent approaches to this.
+1 because RAMMING SPEED!

Soon™

Nikk Narrel
Moonlit Bonsai
#27 - 2014-01-16 18:30:53 UTC
John Shmo wrote:
This is probably one of the more intelligent approaches to this.
+1 because RAMMING SPEED!

Much appreciated.

I was looking for a way to introduce a hard damage option that did not also result in being overpowered, or use actual collision damage.
(The images of victims crashing helplessly around Jita comes to mind)

By forcing a ship to relinquish nearly all other DPS in order to wield this weapon, was a deliberate aspect.
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