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121. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Steve Ronuken wrote: So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds. 400 km away from what? Any enemy will be shortly behind you. And why all the prejudice against capital shi...
- by Andy Landen - at 2014.01.18 13:52:00
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122. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: Roy Alleyne wrote: The one good thing about the Nestor would be that even if the Nestor completely fails as a ship, the SoE line is very well showcased by the Stratios, even if it does spend most of its time cloaked. ...
- by Andy Landen - at 2014.01.18 13:14:00
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123. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Hi I am very relieved to finally show you the Sisters of EVE Battleship, the Nestor. We weren't able to get it finalized before Rubicon went out, but that's alright because now it makes a nice Christmas present (just kidding it...
- by Andy Landen - at 2014.01.18 12:53:00
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124. Trial Account Scout Probe proposal - in Player Features and Ideas Discussion [original thread]
These Trial Account Scout Probes would display the following from any target system: the system local, the overview for any location in the system, and the dscan results, exactly the same as if you had created a trial account to watch those pieces...
- by Andy Landen - at 2014.01.18 12:43:00
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125. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Post your results on what happens when you collide with various ships and post the difference from the expected outcome with the equations calculations at the online momentum calculator link referenced above. Also, add whether you think that th...
- by Andy Landen - at 2014.01.18 12:10:00
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126. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Andy Landen wrote: ...straight at a stationary Ragnarok with a mass of 2,075,625,000 kg... If the Macheriel increased the Titan's velocity by 48 m/s in its direction of impact and the Machariel was sent the other way at 505...
- by Andy Landen - at 2014.01.11 01:01:00
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127. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Quote: An pvp-fit shield-tanked AB Machariel goes 553 m/s with a mass of 94,680,000 kg straight at a stationary Ragnarok with a mass of 2,075,625,000 kg. During an elastic collision without any mass increase, The Machariel bounces back at 505 m...
- by Andy Landen - at 2014.01.07 19:14:00
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128. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Nag'o wrote: Pipa Porto wrote: Nag'o wrote: A 18-¦ spin of a Titan that was just touched by a battleship would still look bad. In real physics, any force, no matter how small, acting to spin something in a vacuum will result in the obje...
- by Andy Landen - at 2014.01.03 23:39:00
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129. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: So now, to make things "more realistic," you're proposing that the largest ships in the game no longer collide with anything at all. No, I am proposing that ANY ship with an active MWD be uncollidable based on the warp tech...
- by Andy Landen - at 2014.01.02 20:21:00
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130. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Andy Landen wrote: ...And if by "too important" you mean "to your own preferred gameplay," then yes but I assure you that a great many ships do not care about "bumping." Collisions will still exist, hence the need for corre...
- by Andy Landen - at 2014.01.01 05:30:00
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131. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: ... And making ships arbitrarily insubstantial is **** gameplay. Bumping is far too important a mechanic to arbitrarily remove. And, since your argument is based on a call for realism, why should stepping on the gas all of a s...
- by Andy Landen - at 2014.01.01 01:06:00
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132. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Why should stepping on the gas suddenly make your ship insubstantial? Why should Titans be buffed by making them harder to kill (they often fit MWDs to aid with ailigning and moving back under POS shields, now you're making it...
- by Andy Landen - at 2013.12.31 14:34:00
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133. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Kirluin wrote: ... Having your autopilot route light up betweeen stars in space is awesomely immersive, along with having the stargates actually shoot you off into the right star. Pinball battleships is anti-that. It doesn't have to be real ph...
- by Andy Landen - at 2013.12.30 18:55:00
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134. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
So far I have seen a couple of arguments against "simulating" anything and saying that realism is not fun. I have also seen some talk of ship spinning when bumped. Obviously, a simulator requires the use of controls as if you were actually sittin...
- by Andy Landen - at 2013.12.30 18:04:00
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135. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: If we step up the size, a bump Machariel has a momentum of 392 billion kgm/s (94 million kg moving at 4km/s), compared to the Avatar's 170 billion kgm/s (2.2 billion kg moving at .075km/s). ... Bumping is based primarily on cl...
- by Andy Landen - at 2013.12.29 05:22:00
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136. Collision Damage - in Player Features and Ideas Discussion [original thread]
Druthlen wrote: I don't understand, if there was a certain threshold of speed(500m/s) for damage to actually occur then how could a freighter gank? Even if there was no speed threshold and even if collision damage occurred global at up to 100...
- by Andy Landen - at 2013.12.27 19:45:00
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137. Collision Damage - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Andy Landen wrote: Nikk Narrel wrote: One of the major obstacles of a general collision mechanic, is that it allows the aspect of intent to become unclear. Where the intent is unclear, let there be no aggression or fl...
- by Andy Landen - at 2013.12.27 05:25:00
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138. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Alyth Nerun wrote: ...bumping obeys the LAWS of physics... Everyone knows that a frigate colliding with a Titan should have virtually no effect on the Titan. Currently the mechanics do not follow the Conservation of Momentum. And if there is ...
- by Andy Landen - at 2013.12.26 22:35:00
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139. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: ... The two primary issues that I am seeing with true momentum calculations applied is the MWD being overpowered due to increasing the mass by 50% and the velocity to 600% for a momentum increase of about 900%. The afterburne...
- by Andy Landen - at 2013.12.26 22:20:00
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140. Collisions and the Conservation of Momentum equations (Physics) - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: ... Eve is not real life, it is a game and it has to be balanced....and in that sense game balance will always win out... Physics is the very definition of balance. Any game which does not find balance through physics lays ...
- by Andy Landen - at 2013.12.26 11:10:00
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