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Jahned
Infested U.E.D.
0
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Posted - 2011.10.08 21:38:00 -
[31] - Quote
ElQuirko wrote:Jahned wrote:I will only support this awesome idea if you let sansha ships do collision damage, or even better, let them impale the victim and drag them around and hit other ships with the skewered hunk, causing even more damage. That'd be an interesting mechanic, but it'd be pointless, since shields would negate all subcapital damage anyway before they impacted. Besides, anything subcap (except MAYBE a nightmare) wouldn't be able to take the damage as it warmed up. I'll think of a way it could possibly fit, though.
Well, I was intending for this to be sansha ships only, seeing as how their in game description states that their design gives them tremendous amounts of structural integrity. I was simply looking forward for the wicked protrusions that the sansha ships sported to be used in some fashion. And obviously, neither would ramming with caps work while the shields are still up. |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.09 08:34:00 -
[32] - Quote
Jahned wrote:
Well, I was intending for this to be sansha ships only, seeing as how their in game description states that their design gives them tremendous amounts of structural integrity. I was simply looking forward for the wicked protrusions that the sansha ships sported to be used in some fashion. And obviously, neither would ramming with caps work while the shields are still up.
Yeah, I know what you meant, but if this skill's a kamikaze mechanic, you can't pick-and-choose when you attack. It's a nice idea, but the ships would be squashed flat with the force of the impact as they impacted anyway. |

Jahned
Infested U.E.D.
0
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Posted - 2011.10.09 17:03:00 -
[33] - Quote
Dang... |

Kordoc
Death Metal Rooster
0
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Posted - 2011.10.09 19:52:00 -
[34] - Quote
No trial accounts, and at least 30 days of prerequisite skills to train. |

Caldain Morrow
The Reavers
0
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Posted - 2011.10.09 21:17:00 -
[35] - Quote
One thought that crosses my mind is this:
-once a kamikaze run is initiated a message goes out warning of it cross system or battle, etc. "X is initiating a suicide run ZOMG RUN!!!!!" -base damage off lowest mass. IE run over a rifter during the run and there's a chance they'll survive, damaged and kiting off in a new direction but still alive. -during a run ANYONE hit along the way gets/give damage. And hinders the runner. (IE BS's throwing them selves in the way or some other such noble nonsense or, conversely, not getting out of the way in time.) -calculate damage based on relative speeds. IE: if I'm running away I reduce the damage. -Also what would the damage output of a Rifter be anyway?
I like the idea of a manual eject as well. |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
10
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Posted - 2011.10.09 22:42:00 -
[36] - Quote
I agree with whoever that said this should be a skill that can't be used by trail accounts, also, I like the Ramming skill being intertwined (or whatever) with the Kamikaze skill, But I was thinking that Ramming should also be a perquisite to Kamikaze (makes to anyyone else?) Caldain, you made some damn good points with the only way to slowing down a cap thats on a kami-run by maneuvering your ship in front of its path, and maybe you could slow it down further by setting your own collision course towards it? But I think if a frigate collides with any ship besides another frigate would pretty much be instadeath for frigate due to the sheer difference of mass (not guaranteed death, but almost always). For instance a rifter can slam into a Typhoon, the Typhoon be badly if not critically damaged, but there would be no more rifter. Can't think of much more ideas right now, like the spitballin we got tho :D E .-+ ` ' / -+. F Your Carebear tears fuel us |

Caldain Morrow
The Reavers
0
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Posted - 2011.10.09 23:18:00 -
[37] - Quote
Angry Onions wrote:I agree with whoever that said this should be a skill that can't be used by trail accounts, also, I like the Ramming skill being intertwined (or whatever) with the Kamikaze skill, But I was thinking that Ramming should also be a perquisite to Kamikaze (makes to anyyone else?) Caldain, you made some damn good points with the only way to slowing down a cap thats on a kami-run by maneuvering your ship in front of its path, and maybe you could slow it down further by setting your own collision course towards it? But I think if a frigate collides with any ship besides another frigate would pretty much be instadeath for frigate due to the sheer difference of mass (not guaranteed death, but almost always). For instance a rifter can slam into a Typhoon, the Typhoon be badly if not critically damaged, but there would be no more rifter. Can't think of much more ideas right now, like the spitballin we got tho :D
With a rifter I was thinking that if you get run over by a thanatos, because the rifter is a well made ship but very light, it would be inclined to bounce more than anything else... That being said, if it had anything less than full shields, some good resists and *not* going head to head.... *POP*. Plus if the frig is cutting across the path of something that big there is a good chance it might get hit twice. LOL. *WHAM!*... "OMG!!!!!!! I survi*WHAM*.....ved.... NM !@#$%!$#%@#$!!!!!!!!" |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
10
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Posted - 2011.10.10 16:06:00 -
[38] - Quote
This is another reason why I would love to see Ramming/Kamikaze introduced as it would be funny to watch frigates amscray from bigger ships and even more funnier to watch the go pop via getting ran over E .-+ ` ' / -+. F Your Carebear tears fuel us |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.10 16:06:00 -
[39] - Quote
Caldain Morrow wrote:One thought that crosses my mind is this:
-once a kamikaze run is initiated a message goes out warning of it cross system or battle, etc. "X is initiating a suicide run ZOMG RUN!!!!!" -base damage off lowest mass. IE run over a rifter during the run and there's a chance they'll survive, damaged and kiting off in a new direction but still alive. -during a run ANYONE hit along the way gets/give damage. And hinders the runner. (IE BS's throwing them selves in the way or some other such noble nonsense or, conversely, not getting out of the way in time.) -calculate damage based on relative speeds. IE: if I'm running away I reduce the damage. -Also what would the damage output of a Rifter be anyway?
I like the idea of a manual eject as well.
I like this plan. Collision for anything that hits should also slightly reduce the momentum of the moving capital... However, rifters won't be able to do these kamikaze attacks. As the first post says, it's purely capitals. Not supercaps, not subcaps, just capitals.
Kordoc wrote:No trial accounts, and at least 30 days of prerequisite skills to train.
Can't get into a capital in under 30 days... Or on a trial... AFAIK anyway. Correct me if I'm wrong. |

Imperator Bloodhowl
Logic's End Trans Stellar Consolidation
1
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Posted - 2011.10.10 16:31:00 -
[40] - Quote
probably the biggest issue with a ramming mechanic would be that if someone put a cruiser micro on a frig or a BS micto on a cruiser the momentum would ramp up to a heck of a lot more than would be reasonable.
The danger would be that a mass of frigs or cruisers set up the above way could be rediculously dangerous. one of the more important things for it would probably be to try to balance the way the damage is dealt seeing as if you were to use 1 kgms^-1 =1damage a ramming titan would be absolutely insanely dangerous, probably the best option would be to hardcap the damage to the ramming ship's max HP or current HP |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.10 16:35:00 -
[41] - Quote
Imperator Bloodhowl wrote:probably the biggest issue with a ramming mechanic would be that if someone put a cruiser micro on a frig or a BS micto on a cruiser the momentum would ramp up to a heck of a lot more than would be reasonable.
The danger would be that a mass of frigs or cruisers set up the above way could be rediculously dangerous. one of the more important things for it would probably be to try to balance the way the damage is dealt seeing as if you were to use 1 kgms^-1 =1damage a ramming titan would be absolutely insanely dangerous, probably the best option would be to hardcap the damage to the ramming ship's max HP or current HP
My god, does NOBODY read entire posts?
--CAPITAL ONLY-- |

Imperator Bloodhowl
Logic's End Trans Stellar Consolidation
1
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Posted - 2011.10.10 16:46:00 -
[42] - Quote
capital only would limit it too much though, where's the fun in capital only |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.10 18:11:00 -
[43] - Quote
Imperator Bloodhowl wrote:capital only would limit it too much though, where's the fun in capital only
Even if it was capital only you'd still have to be very careful with the momentum to damage ratios
And I am, which is why I had to slice it down to 1/20,000th of mass.
Perhaps they could also develop a special type of destroyer? A rammer? Mods could include hull density plates to increase mass, capsule pre-impact ejection system etc...
Skills required: Interceptors Level V, Hull Upgrades V, Frigates V, Destroyers V etc. |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
10
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Posted - 2011.10.11 03:25:00 -
[44] - Quote
I read it, but I think that the ramming should be allowed in for all ships, but a Kamikaze (overload the reactors, crash into something, make massive explosion, etc., etc.,) should be capitols only.
And making a dedicated tech2 ramming destroyer would be bad ass! But it would have to be dirt cheap to produce/sell or it would only by cost effective on other t2/3's or capitols E .-+ ` ' / -+. F Your Carebear tears fuel us |

Tauren Tom
Order of the Silver Dragons Clone Vat
1
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Posted - 2011.10.11 14:57:00 -
[45] - Quote
I'd love this but it wouldn't be feasible on anything smaller than a capital class ship because some idiot would use this in a highsec then complain about the concordokens...
And if it hasn't be added to the idea yet, should upon contact with the shield/ship itself emit an AOE to the general area based on ship class (carrier/dread - 10 km, supercarrier - 25km, titan -45km) or something like that. Debris doesn't stop after impacting just one object. Be nice if the aoe damage degraded with range too. |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.11 18:16:00 -
[46] - Quote
Tauren Tom wrote:I'd love this but it wouldn't be feasible on anything smaller than a capital class ship because some idiot would use this in a highsec then complain about the concordokens...
And if it hasn't be added to the idea yet, should upon contact with the shield/ship itself emit an AOE to the general area based on ship class (carrier/dread - 10 km, supercarrier - 25km, titan -45km) or something like that. Debris doesn't stop after impacting just one object. Be nice if the aoe damage degraded with range too.
OH MY F-
Please read the first post. It says "Only for caps. Not subcaps or supercaps."
And I was sorta thinking along that line, but the AOE would make it a wee bit OP. Maybe an area-of-effect bump, but idk. |

Caldain Morrow
The Reavers
0
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Posted - 2011.10.11 19:54:00 -
[47] - Quote
oooh! I like the idea of a AoE bump. Won't really bugger up anything on a big scale but really drive home the scale of the impact. HEE HEE all those little tacklers doing Tokyo Drift.  |

Kayba Kanade
Ireco Industries Zombie Pony Express
0
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Posted - 2011.10.11 19:55:00 -
[48] - Quote
Sorry to go on with the sub cap idea, but I do enjoy the idea of other ships flying straight into the cross fire hoping to hit something. I remember the A-Wing from Star Wars VI going into the Super Star Destroyer command. Could make it entirely useless for a subcap to ram or kamikaze into anything larger than them, but effecting the ratios on whatever ship you're flying. Or change the 20,000 to a percentage so it can be applied to other ships.
I just want to be able to ram into stuff on anything. xD Doesn't matter if it does damage or not. Only then will I ascend to true Orkyness. |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.11 20:09:00 -
[49] - Quote
Kayba Kanade wrote:Sorry to go on with the sub cap idea, but I do enjoy the idea of other ships flying straight into the cross fire hoping to hit something. I remember the A-Wing from Star Wars VI going into the Super Star Destroyer command. Could make it entirely useless for a subcap to ram or kamikaze into anything larger than them, but effecting the ratios on whatever ship you're flying. Or change the 20,000 to a percentage so it can be applied to other ships.
I just want to be able to ram into stuff on anything. xD Doesn't matter if it does damage or not. Only then will I ascend to true Orkyness.
Hrrm. You make a good point. TO THE MATHMOBILE! |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.13 10:12:00 -
[50] - Quote
Is it illegal to bump in this internet spaceships forum? |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
28
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Posted - 2011.10.13 12:50:00 -
[51] - Quote
Only once a day per character, but if all this babbling has come to an end, maybe we can make a coherent post on Assembly Hall as a proposal and pray like hell a GM likes it. E .-+ ` ' / -+. F Your Carebear tears fuel us |

ElQuirko
Boxxed Up Industries
1
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Posted - 2011.10.13 15:52:00 -
[52] - Quote
Let's do it. |

Ione Dee
School of Applied Knowledge Caldari State
0
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Posted - 2011.10.13 16:42:00 -
[53] - Quote
If they did implement collision damage, it should be for all ships, not just capitals. But then they could give you your ramming skill for caps. I figure they could just add skills like collision damage mitigation and avoidance, along with affects of shields on collision.
People talk about small ships torpedoing, but I would think that a frig running into a larger ship with adequate shielding would have most of the impact negated. They would also need to consider all of the other factors that arise with collision damage, such as station (Jita) undocking. So maybe a station buffer that prevents bump damage until you get > 0 from the station. |

Jahned
Infested U.E.D.
0
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Posted - 2011.10.14 00:23:00 -
[54] - Quote
yeah, but jita is still quite crowded past the 0km mark. It would very annoying, and possibly hilarious, to see ships getting bumped into oblivion, completely by accident and dying great big blue balls of fire.
just saying |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
51
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Posted - 2011.10.14 13:29:00 -
[55] - Quote
Ione Dee wrote:If they did implement collision damage, it should be for all ships, not just capitals. But then they could give you your ramming skill for caps. I figure they could just add skills like collision damage mitigation and avoidance, along with affects of shields on collision.
People talk about small ships torpedoing, but I would think that a frig running into a larger ship with adequate shielding would have most of the impact negated. They would also need to consider all of the other factors that arise with collision damage, such as station (Jita) undocking. So maybe a station buffer that prevents bump damage until you get > 0 from the station. I've already said most of what you just said.
Also, there was an idea about a special t2 dessie that would be "optimized" for ramming. How's about instead of t2, create a second tier of destroyer that would be optimized for ramming. This would lower the cost and help make this a more effective tactic.
EDIT: El Quirko, shoot me a convo later. I want this to legitly get in Assembly Hall. E .-+ ` ' / -+. F Your Carebear tears fuel us |

Ione Dee
School of Applied Knowledge Caldari State
0
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Posted - 2011.10.14 18:02:00 -
[56] - Quote
Angry Onions wrote:Ione Dee wrote:If they did implement collision damage, it should be for all ships, not just capitals. But then they could give you your ramming skill for caps. I figure they could just add skills like collision damage mitigation and avoidance, along with affects of shields on collision.
People talk about small ships torpedoing, but I would think that a frig running into a larger ship with adequate shielding would have most of the impact negated. They would also need to consider all of the other factors that arise with collision damage, such as station (Jita) undocking. So maybe a station buffer that prevents bump damage until you get > 0 from the station. I've already said most of what you just said. Also, there was an idea about a special t2 dessie that would be "optimized" for ramming. How's about instead of t2, create a second tier of destroyer that would be optimized for ramming. This would lower the cost and help make this a more effective tactic. EDIT: El Quirko, shoot me a convo later. I want this to legitly get in Assembly Hall.
Yes, there are similarities to what we are both saying. But your comments seemed more geared toward actual ramming/kamikaze tactics, while I was speaking more about collision damage in general. Personally, I have always found the bumping physics a bit silly, especially given some of the massive differences in ship sizes involved. |

Tidurious
The Northern Legion
0
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Posted - 2011.10.14 18:28:00 -
[57] - Quote
This would be awesome to see, but I have a hard time seeing it actually happen. I think that for right now, CCP is too focused on other issues to work on making collision mechanics for ships in the game. However, although I did read the original post saying caps only, this should work for every ship in the game. It should also be based on a couple of factors: Skill, Remaining HP of the ramming ship, and relative velocity of the two ships. It should be done in such a way that you cannot make any useful impact with anything smaller than a BS, and you should not be allowed to eject when you suicide ram.
Skill is obvious - everything in EVE is based on skill.
Remaining HP of the ramming ship - if you ram at full strength (I don't agree that you should have to be into armor or structure to begin ramming) then you should do more damage, as your ship is stronger and has fewer holes in it. However, keeping that in mind, you are destroying a perfectly good ship.
Relative Velocity between the two ships - If both ships are heading in the same direction, ie away from one another, then less damage should be done than if they are both headed right for one another.
As far as allowing this for all ships, I believe that is very feasible. A rifter ramming a supercap would be like a bug hitting the windshield of my car - splat. No damage (maybe 1HP?). Even a BS would not do much damage. However, if two ships of similar size hit each other, then a lot of damage would be done. Additionally, using the relative velocity between ships, it would be easy for a BS/Cruiser/frigate to get out of the way of a capitol ship and avoid getting hit.
When you commence the ramming run, you should have to be at least, say, 10km away from the target ship (for run-up time, maybe the ramming skill allows for shorter distance with more training?) and you cannot change course once you start the run. Therefore, a faster ship targeting a slower ship would have the advantage, as it would be hard to move out of the way, but if a "battlefreighter" tried to take out a cruiser, it would miss the target.
When initiating a ram, you must have at least 75% capacitor, and your cap is COMPLETELY used, regardless of how much/little you have left.
Finally, I think that once the ramming run is activated - all active modules are deactivated and offlined, any drones that are active are immediately abandoned, and the ship cannot be steered, ie you are throwing your ship like a dart at the enemy and hoping you hit. This results in two outcomes:
1. You hit the target ship and the damage is done based on skill and the above mentioned factors. Your ship is either destroyed completely and you wake in your clone, or your ship survives and:
2. You miss the target ship (or survive the impact). Your ship now maintains direction and velocity very slowly decreases. You are unable to change direction for 5 minutes. Your cap recharges at the normal rate, and you can put modules online as you get the cap that allows you to do so. Essentially, even if you ship survives the battle, it is out of commission for quite some time. This ensures that the ram is used as intended, as a suicide move against an otherwise more powerful aggressor.
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Tasiv Deka
The Baseborn Syndicate
8
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Posted - 2011.10.15 07:05:00 -
[58] - Quote
Its a nice idea except for a few things
It should be for all classes of ships(capital only isnt really fair besides they dont really move fast enough for it to be a kamikaze its more like an iceberg hitting a ship yea it can be fatal but still) damage is based off velocity and mass (yes this allows for smaller ships to do more damage but it is more realistic i mean a bullet does more damage then a baseball) there should be bonus damage for ramming ships having shields up after all thats another layer to force itself through the target there should be a simple way to determine which ship survives if the ramming ship kills the other ship it survives(either crashes through it or pushes its wreck out of the way) whereas if the ramming ship cant kill the other ship the rammer dies(just sorta crumples against the target) of course there would have to be a set of skills to do and limits (possibly make it a module that requires a target lock, takes a large amount of cap and have other drawbacks)
I mean if you do something might as well do it right and that means basic physics
of course coming from the viewpoint of a programmer ... this would probably be a b*tch and a half to code(i actually am in my second year of studying to be a video game coder and would probably kill someone if i had to do this) |

Caldain Morrow
The Reavers
2
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Posted - 2011.10.15 11:34:00 -
[59] - Quote
Mind posting how it goes at the assembly hall? I really like where this idea is heading and would like to see the result.......bump |

Niko Lorenzio
United Eve Directorate ACE WRECKING COMPANY
0
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Posted - 2011.10.15 18:38:00 -
[60] - Quote
I'm sure its too complicated to implement code wise but if it wasnt the pilot of suicide ship should lose his pod on impact |
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