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Wrangler Al
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Posted - 2008.07.07 14:37:00 -
[1]
WHY is it that, a superfast small ship can smack into a ship 1000x its size, cause the big ship to change course MASIVLY and remain unscaithed
I think the laws of physics and inertia should meen the course change is MUCH less than it is now. (torpedos and missiles dont alter a ships course, neither do shells bigger than ships...although they do hurt)
ALSO, smashing your ship at over 1km/s into another should seriusly damage your ship, or at least give you a stonking headache
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.07 14:44:00 -
[2]
Edited by: Marcus Gideon on 07/07/2008 14:47:45 Because it's Sci-Fi?
BTW... Ramming has been suggested before. You should do a quick Google search before you post next time. ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |
Wrangler Al
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Posted - 2008.07.07 23:17:00 -
[3]
I just thought it deserved repeating... as one guy on another post put it:
I dont see why anything being less than 50% of a ships size being able to bump the bigger one.
tbh if you tried to bump something 50% larger then your own ship you should suffer 50% dmg and bounce off the other guy.
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Chairborne
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Posted - 2008.07.07 23:24:00 -
[4]
Missiles used to bump ships around but they removed that, missiles also used to have to fly around objects to get to their target also removed becuase turrets couldnt be programed to hit asteroids if they were between you and target
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Kiki Arnolds
Caldari
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Posted - 2008.07.07 23:25:00 -
[5]
I'm pretty rusty with my inelastic collision calculations, but consider this: Which has more energy, a 10,000KG ship moving 1000M/s or a 10,000KG ship moving 500 M/s? The smaller ship has 4x the kenetic energy! Now I'm not saying the small ship would be in very good shape, but the idea that there would be no bump is wrong. ç¦ |
Salia WinterDrake
Caldari
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Posted - 2008.07.08 03:12:00 -
[6]
Yes, I'd say you're rusted right through to structure.
Both ships would have the same kinetic energy (50MJ): 10,000kg x 5000m/s = 50,000,000Joules of energy. 100,000kg x 500m/s = 50,000,000Joules of energy.
I agree though, ship collisions should hurt. Shields should absorb the impact, but it will still hurt. A lot.
And small ships will divert a larger ship, if only by a little.
But the ridiculous spectacle of giant freighters getting bounced around unable to align for warp by tiny frigates and interceptors outside many stations is sheer silliness and has no place in Eve. I can only imagine one of the devs deems it 'fun' for a player to align only to be bowled like a skittle...
The Eve devs couldn't get turret fire to collide with an intervening asteroid or other object? *******s! Simple hitscan 3d calculations have been around for freaking ages. Since Quake and Unreal, probably earlier.
I'm sure its the same reason we can see turrets rotating and firing on a target, but no missile launcher models on ships = laziness and lack of game polish. ----- VPN-Firewall Guide
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Nekopyat
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Posted - 2008.07.08 03:59:00 -
[7]
Originally by: Wrangler Al
I think the laws of physics and inertia should meen the course change is MUCH less than it is now.
EvE and the laws of physics have nothing to do with each other.
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soldieroffortune 258
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Posted - 2008.07.08 04:16:00 -
[8]
well think about the distance you are traveling when you "warp" ok, if your warping let say 20AU, that is 24million KM * 20 that is almost 500million kilometers, now think, if a frigate "bumps" a large ship only an inch, that single inch is going to alter that ships course and he's gona be thousands if not dozens of thousands of miles off target where he was going to warp, think about it, a km is 3000 ft, 3000 ft* 12 inches = 36000 inches (doesnt sound like much . . ., i might be doing this wrong) but anyway, ok, one kilometer is 36,000 inches, lets assume your ship moves only 1 inch every km it travels, that is 480million inches, 480 million/ 3000= 160,000 km off target, again, assuming your ship is only 1 inch off for every km it travels ( not going to get into geometery, lol ) trying to keep it to the basics here, lol
but yeah, just think about it like that
although i do agree w/ your idea that if bumping into a target causes damage to your ship, although alot of accidents would happen and people would lose quite a bit of ships when my Megathron comes out of warp and bumps into a tristan, lol (happened today) so lets just stick w/ shields
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MilowFV
Echo Heavy Industries
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Posted - 2008.07.08 04:19:00 -
[9]
Couldn't they just do an impact collusion calculation and then apply the resulting force as a vector to both ships to decide how much movement would result.
Actually I would rather just see the small ship bounce and the bigger one keep on moving. I really hate the way they deal with impacts in the game.
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NanDe YaNen
The Funkalistic SMASH Alliance
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Posted - 2008.07.09 15:56:00 -
[10]
Freighter undocks in to Jita. Freighter bounces a BS that spins around and hits two BC's that hit two more freighters, a pod, and a covops.
If they do damage, who gets Concorded?
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.09 17:46:00 -
[11]
Originally by: Salia WinterDrake The Eve devs couldn't get turret fire to collide with an intervening asteroid or other object? *******s! Simple hitscan 3d calculations have been around for freaking ages. Since Quake and Unreal, probably earlier.
Have you ever though of how many more calculations the server would have to do? Things are laggy enough how it is, and this would just add a much larger, unneeded load on the server.
Originally by: Salia WinterDrake
I'm sure its the same reason we can see turrets rotating and firing on a target, but no missile launcher models on ships = laziness and lack of game polish.
You really like to come up with your own reasoning ey? CCP has stated several times why there are no physical launcher modules on the ships. And it has to do with range calculations. The current method, calculates range from the center of the ship, because that is where they missile models are spawned. Now imagine their spawning at 7 differnt places on your ship, now each one needs an additional calculation.
I for one am more inclined for a less laggy environment then one that is slighty prettier, and much more laggy. And dont try to tell me the lagg wouldnt be "that" bad
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.09 17:53:00 -
[12]
AS for the OP, It makes sense, but you cant have people being damaged by bumping, because most of the time its completly accidental. I think the easiest solution would be to make the bump propotional in terms of velocity by mass. For example an inty bumps a battle ship, That inty should get a huge speed boost compared to what the BS gets.
That way when people are playing docking games outside a station trying to bump each other out of docking range. Typically in these situations it works to the advantage of the ones camping the station, as they have more time and room to get setup for bumping runs.
If bumping mechanics were changed up a bit, they(people outside) would have to becareful that instead of simply bumping you outta range, that they could potentially screw themselves and launch themselves way outta docking range.
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