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ElQuirko
Boxxed Up Industries
0
|
Posted - 2011.10.02 19:26:00 -
[1] - Quote
I've seen the idea of ramming damage in a sort of vague way floating around, and I've thought it too. Watching one of the EVE trailers where a Nyx smashes through some sort of station wall reminded me of it just now...
Wouldn't it be awesome/OP (depending on your opinion) if capitals could, if under enough pressure, ram other capitals for damage? I gave it some thought, and came up with this:
Skill - Kamikaze If a capital pilot has reached a critically low level of hitpoints (e.g. 10% armor remaining, or just into structure), the skill would give them a right-click option to "kamikaze" into a target. The rightclick would align them to a target, start a 15s warmup period of the engines, after which all locks on it would be broken, and then fly at a velocity determined by the pilot's skill (135% of max velocity for level 1, 160% for level 2, 200% for level 3, 245% for level 4, 275% for level 5) into the target. The damage would be determined by the momentum of the object (mass * velocity) divided by the kinetic resistance of the enemy's shield and, if breached, the enemy's armor. However, due to my calculations showing that a capital hitting another capital creates billions of damage, the damage will be determined by 1/20,000th of mass * velocity.
Take, for example, a Thanatos.
The Thanatos pilot is going down, his tank has failed and there's an enemy Nyx flying directly ahead of him. The Thanatos has a mass of 1,163,250,000 kg, which divided by 20,000 makes it 58,162kg, and this pilot has Kamikaze at level 3. Therefore, his base velocity of 75m/s becomes 150m/s. This amounts to a momentum of 17,448,750,000 kgm/s. Theoretically, the enemy nyx pilot has an 80% kinetic resist on his shield. This would cause 1,744,860 damage to the Nyx's shield and would destroy the Thanatos. Furthermore, in order to stop gratuitous suicide capitals, the impact would also kill the capsuleer, resulting in no chance of escape.
This is just a theory that went through my head earlier. I'd like suggestions on either how to improve/balance it further, or rational explanations as to why it's complete bollocks.
(P.S. It's not for supercaps. 'Cause that'd make them even more retardedly OP.) |

AureoLion
Etoilles Mortant Ltd. Solyaris Chtonium
4
|
Posted - 2011.10.02 19:59:00 -
[2] - Quote
Make it dread-only, then we can talk. |

ElQuirko
Boxxed Up Industries
0
|
Posted - 2011.10.02 20:14:00 -
[3] - Quote
AureoLion wrote:Make it dread-only, then we can talk.
While dreads DO need something like this, it's not the fix they need to make them feasible again. |

ElQuirko
Boxxed Up Industries
0
|
Posted - 2011.10.03 15:47:00 -
[4] - Quote
Bump? Any more inputs? |

Zimmy Zeta
Humanidyne Inc.
13
|
Posted - 2011.10.04 18:18:00 -
[5] - Quote
Ramming other ships would be extremely awesome and I've been waiting for it since the first day I played Eve.
But why only capitals? Wouldn't it be much more fun if you could equip warheads on frig-sized hulls and crash wave after wave of kamikazes into a supercap?  |

Silas Shaw
Coffee Hub
0
|
Posted - 2011.10.04 18:29:00 -
[6] - Quote
target is 100km away. after 90 km, target warps out.
congradulations, ships can now sprint. |

Feligast
GoonWaffe Goonswarm Federation
93
|
Posted - 2011.10.04 19:20:00 -
[7] - Quote
I liked it right up to here
ElQuirko wrote: after which all locks on it would be broken
nonono. Webs should still work on it as normal, and it should be able to be shot down before it hits it's target. Kamikazes didn't suddenly become invulnerable as they started their dives, after all.
|

Tau Cabalander
Retirement Retreat
52
|
Posted - 2011.10.04 22:44:00 -
[8] - Quote
The Nyx is already well known for its ramming prowess. Ask any Ishukone employee. |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.05 19:45:00 -
[9] - Quote
Silas Shaw wrote:target is 100km away. after 90 km, target warps out.
congradulations, ships can now sprint.
The point of this ramming technique is a short-range suicide, not a freakin' sniper...
Zimmy Zeta wrote:Ramming other ships would be extremely awesome and I've been waiting for it since the first day I played Eve. But why only capitals? Wouldn't it be much more fun if you could equip warheads on frig-sized hulls and crash wave after wave of kamikazes into a supercap? 
Yes, but on the other hand, this would cause wave upon wave of inexpensive suicide rifters, which would cause stupidly large amounts of pod deaths and probably do negligible damage. Although, it's an interesting idea...
Feligast wrote:I liked it right up to here ElQuirko wrote: after which all locks on it would be broken nonono. Webs should still work on it as normal, and it should be able to be shot down before it hits it's target. Kamikazes didn't suddenly become invulnerable as they started their dives, after all.
Interesting point, but kamikazes weren't locked, were they? :P Besides, even if the engine or wings took severe damage while diving towards a target, it would probably hit (or get extremely close to) the target. However, thanks for the input. I can see why you'd want to see webifiers stop ships, but if you consider the point of this is to jam open the throttles and smash into another ship, it'd be painful to see, say, a moros being stopped doing this by a Rifter... |

Mocam
EVE University Ivy League
15
|
Posted - 2011.10.05 23:15:00 -
[10] - Quote
You partially describe what was known as a "fire ship".
They went out of use back when wood ships were replaced with tougher materials but the concept has come up a few times in more modern navy warfare: Usually aimed at docks or the like vs attempting to take out fleets but fleets can be dealt with.
An old US nuclear test packed a surplus ship with materials and sank like 8 ships with it's "self-destruct". The attack on a US ship around 2000 by a speedboat packed with explosives did a lot of damage. - so on and so forth.
The ramming part doesn't do very much in reality. The target needs to be pretty much sitting still for full effect and even then rarely can the damage to a combat vessel be sufficient to do more than dent and crumple it a bit. |

Kamden Line
Scordite Excavating Xenaphobe
2
|
Posted - 2011.10.05 23:39:00 -
[11] - Quote
ElQuirko wrote: Interesting point, but kamikazes weren't locked, were they? :P Besides, even if the engine or wings took severe damage while diving towards a target, it would probably hit (or get extremely close to) the target. However, thanks for the input. I can see why you'd want to see webifiers stop ships, but if you consider the point of this is to jam open the throttles and smash into another ship, it'd be painful to see, say, a moros being stopped doing this by a Rifter...
No. Kamikazes were actually vastly unsuccessful, especially when the US became wise to the tactics. The horrible reality is this: How do you fly wooden (Zeros had no armor, or 'bulletproof' glass) loaded down with very explodable fuel+bombs into a ship that is firing every gun it happens to have one hand at you? The reality is, the vast majority of kamikazes either fell too short, went too low, or were killed in their dive, smashing into the ocean.
Even if your suicide pilot managed to impact ships, very few larger ships were sunk by this tactic. Capital class vessels (like carriers) could, and did absorb multiple hits from kamikaze pilots without sinking or even being so damaged as to be towed back to port.Destroyer sized vessels had problems with kamikazes, but were also harder to hit, due to being signifcantly lower in the water, and their loss was no real big loss - destroyers were figuratively a dime a dozen to the US and British naval fleets. |

FloppieTheBanjoClown
The Skunkworks
100
|
Posted - 2011.10.06 01:13:00 -
[12] - Quote
Add an unbreakable self-destruct timer to prevent the sprinting abuse detailed earlier. Technical reason: The stress put on the drives to achieve ramming speed put them into critical and they will explode in 120 seconds if the ship isn't destroyed first.
Potential balance: if the ship is destroyed before reaching its target, does AoE damage. This adds the potential for a ship making a kamikaze run to damage friendly ships when it fails. |

Satav
Latinum Exports
43
|
Posted - 2011.10.06 16:00:00 -
[13] - Quote
Great idea. If i remember correctly they did have collision damage when eve first came out, not sure on that though.
Unfortunately though, i think that with the scope of warfare in eve, that although collision damage would be realistic, it just wouldn't be practical. Just think of all the calculations for the server to make on one ship alone let alone thousands. We would end up with an eve where we would have a "line" of ships vs. another "line" of ships old civil war musket style and you would lose a lot of dynamic in the battlefield. |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.06 16:42:00 -
[14] - Quote
FloppieTheBanjoClown wrote:Add an unbreakable self-destruct timer to prevent the sprinting abuse detailed earlier. Technical reason: The stress put on the drives to achieve ramming speed put them into critical and they will explode in 120 seconds if the ship isn't destroyed first.
Potential balance: if the ship is destroyed before reaching its target, does AoE damage. This adds the potential for a ship making a kamikaze run to damage friendly ships when it fails.
This is exactly the kind of thing I was talking about. See, everyone? SOME people can make an input without bogging us down in history :P
Satav wrote:Great idea. If i remember correctly they did have collision damage when eve first came out, not sure on that though.
Unfortunately though, i think that with the scope of warfare in eve, that although collision damage would be realistic, it just wouldn't be practical. Just think of all the calculations for the server to make on one ship alone let alone thousands. We would end up with an eve where we would have a "line" of ships vs. another "line" of ships old civil war musket style and you would lose a lot of dynamic in the battlefield.
Not at all. Once more, this will only become available once a capital has taken a serious amount of damage from another ship, or group of ships. Therefore, all combat will remain the same, but with an added twist.
Mocam wrote: An old US nuclear test packed a surplus ship with materials and sank like 8 ships with it's "self-destruct". The attack on a US ship around 2000 by a speedboat packed with explosives did a lot of damage. - so on and so forth.
The ramming part doesn't do very much in reality. The target needs to be pretty much sitting still for full effect and even then rarely can the damage to a combat vessel be sufficient to do more than dent and crumple it a bit.
Yeees, but you've listed rather light ships hitting other rather light ships. What I'm proposing is billion+ ton ships smashing into other almost-stationary billion-ton ships at hundreds of metres per second. The kinetic force of this is gigantic, which is why I had to make mass one 20,000th of the original mass just to make damage semi-feasible.
Kamden Line wrote: Even if your suicide pilot managed to impact ships, very few larger ships were sunk by this tactic. Capital class vessels (like carriers) could, and did absorb multiple hits from kamikaze pilots without sinking or even being so damaged as to be towed back to port.Destroyer sized vessels had problems with kamikazes, but were also harder to hit, due to being signifcantly lower in the water, and their loss was no real big loss - destroyers were figuratively a dime a dozen to the US and British naval fleets.
What you're describing is smaller aircraft hitting gigantic ships. About the same as a fighter crashing into a carrier or a medium drone crashing into a battlecruiser. What I am talking about is a carrier smashing into a carrier, or a dreadnought hitting a supercarrier or titan. As above, the energy involved in this is simply staggering. It's not a teeny-weeny wooden fighter knocking into a reinforced metal deck with some bombs, it's a billion-ton hunk of steel armed to the teeth and on fire. |

Blaise Savion
Perkone Caldari State
0
|
Posted - 2011.10.06 18:08:00 -
[15] - Quote
I don't like this idea. I would hate for myself, or my fleet, to outplay an opponent, then have them use this and score some easy, undeserved kills. |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.06 18:51:00 -
[16] - Quote
Blaise Savion wrote:I don't like this idea. I would hate for myself, or my fleet, to outplay an opponent, then have them use this and score some easy, undeserved kills.
On the other hand, it would even out the massive blob factor. Besides, nothing to stop you popping them before they hit, is there? Maybe some tactical doomsdays? |

Blaise Savion
Perkone Caldari State
0
|
Posted - 2011.10.06 19:16:00 -
[17] - Quote
I apologize. I re-read your post and noticed that I missed that you said it was for capitals only. I honestly couldn't offer a valid opinion on how something like this would work with capitals. |

Gritz1
Tranquility's Fallen
0
|
Posted - 2011.10.06 20:21:00 -
[18] - Quote
Tau Cabalander wrote:The Nyx is already well known for its ramming prowess. Ask any Ishukone employee.
Just finished this myself, this is a very true statement ;-) |

Bienator II
24th Imperial Crusade Amarr Empire
166
|
Posted - 2011.10.06 23:46:00 -
[19] - Quote
level 5 should let you ram someone with warp speed. You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Jahned
Infested U.E.D.
0
|
Posted - 2011.10.07 02:51:00 -
[20] - Quote
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. |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
7
|
Posted - 2011.10.07 02:56:00 -
[21] - Quote
As OP pointed out , there does need to be a kamikaze in EvE, and the kinks worked out of course. But what about just one ship ramming another ship? It would be a desperate tactic for sure, but this would open a lot of tactics that otherwise not viable. In addition to a 'Kamikaze" skillbook that would be fatal for at least one party involved, there should also be a "Ramming" skillbook that allows you to ram another ship for damage(Kinetic of course) but on the same side, this would damage your own ship in the process. This would inflict X amount of damage over Y amount of time and in some other mathy crap and you have your equation for ramming. But for the Ramming skillbook, maybe 5% damage boost towards your output to ram other ships? This could be counter-balanced by another skill like "Hull Breach Compensation" would reduce damage taken by being rammed (lol) by say either 7 or 10 percent. This way it would keep ramming reserved as a desperate maneuver. I would also like to mention that Ramming would be a prerequisite for Kamikaze as that would just make sense (seems to for me). I'll let the mathy people figure out the equations :) E .-+ ` ' / -+. F Your Carebear tears fuel us |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.07 16:36:00 -
[22] - Quote
Bienator II wrote:level 5 should let you ram someone with warp speed.
Was my original intention, but the gigantic mass levels and huge speeds create a ridiculous momentum which, converted into damage, is ridiculously big. It could quite easily oneshot a titan, even with 99% resists.
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. |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.07 16:46:00 -
[23] - Quote
Angry Onions wrote:As OP pointed out , there does need to be a kamikaze in EvE, and the kinks worked out of course. But what about just one ship ramming another ship? It would be a desperate tactic for sure, but this would open a lot of tactics that otherwise not viable. In addition to a 'Kamikaze" skillbook that would be fatal for at least one party involved, there should also be a "Ramming" skillbook that allows you to ram another ship for damage(Kinetic of course) but on the same side, this would damage your own ship in the process. This would inflict X amount of damage over Y amount of time and in some other mathy crap and you have your equation for ramming. But for the Ramming skillbook, maybe 5% damage boost towards your output to ram other ships? This could be counter-balanced by another skill like "Hull Breach Compensation" would reduce damage taken by being rammed (lol) by say either 7 or 10 percent. This way it would keep ramming reserved as a desperate maneuver. I would also like to mention that Ramming would be a prerequisite for Kamikaze as that would just make sense (seems to for me). I'll let the mathy people figure out the equations :)
Technically, this is exactly the same as the original post but with a different name and slightly different skillset :S
My point was that ramming should be a last desperate manoeuvre (as you said). If there was no guarantee of the pilot (or ship's) death, then there's no point to it other than to do OP amounts of damage. Otherwise, as has been mentioned, you can just spam dreadnoughts and have them destroy titans.
I do like the idea of hull breach compensation, though. |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
8
|
Posted - 2011.10.07 20:09:00 -
[24] - Quote
Well, as I understood your post is that your version of ramming would be a final, suicidal and desperate tactic to take down as many as you can with you, hence Kamikaze. What I'm suggesting is a similar desperate tactic that would instead allow you some what of a chance to either run away as if two ships came into physical contact going the speed that these ships do, I would imagine that such a collision would temporary disable targeting systems. This would make solo pvp rather more dangerous or interesting. In your Kamizake skill, once set on a collision course is set, it can't be undone due to everything going critical. In my proposed ramming, it could be undone if wanted so. I guess what I'm proposing is that it should be allowed to ram other ships by approaching them, but there would be 2 skills related in sub-cap collisions and 1 skill related in capitol (dread/carrier) suicide run. There is a lot more I could expand on with better details if ya want :) But I like your kamikaze idea, and I'm just trying to help expand on it. E .-+ ` ' / -+. F Your Carebear tears fuel us |

Kara Books
Hedion University Amarr Empire
0
|
Posted - 2011.10.08 12:10:00 -
[25] - Quote
I like it.
but I can see 2 problems right off the back.
POS's component prices would skyrocket. Freighters loaded with rocks, being "Bumped by tens upon tens of 100MN fitted Stabbers....
Its a good idea, I really like it mostly because im picturing destroyer to battleship hulled blobs using the skill to increase fun and gratification of their own piloting ability. |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.08 12:48:00 -
[26] - Quote
Angry Onions wrote:Well, as I understood your post is that your version of ramming would be a final, suicidal and desperate tactic to take down as many as you can with you, hence Kamikaze. What I'm suggesting is a similar desperate tactic that would instead allow you some what of a chance to either run away as if two ships came into physical contact going the speed that these ships do, I would imagine that such a collision would temporary disable targeting systems. This would make solo pvp rather more dangerous or interesting. In your Kamizake skill, once set on a collision course is set, it can't be undone due to everything going critical. In my proposed ramming, it could be undone if wanted so. I guess what I'm proposing is that it should be allowed to ram other ships by approaching them, but there would be 2 skills related in sub-cap collisions and 1 skill related in capitol (dread/carrier) suicide run. There is a lot more I could expand on with better details if ya want :) But I like your kamikaze idea, and I'm just trying to help expand on it.
Thanks for the input on it, but the sheer magnitude of the numbers involved mean that there should be no real escape. Whiplash in a carcrash doing a few metres/second with a mass of about 2000kg is pretty bad, but doing 150m/s in a billion-ton carrier? There really would be little to no chance of any sort of survival of impact.
Kara Books wrote:I like it.
but I can see 2 problems right off the back.
POS's component prices would skyrocket. Freighters loaded with rocks, being "Bumped by tens upon tens of 100MN fitted Stabbers....
Its a good idea, I really like it mostly because im picturing destroyer to battleship hulled blobs using the skill to increase fun and gratification of their own piloting ability.
I like your idea of freighters being used in fleets, I actually do. It's like disco iterons...
As to POS components, I have no idea why that should happen. Also, as to subcap blobs, I only intended this for capitals. Battleships and below are simply too CHEAP. Kamikaze causes huge amounts of damage, and having that at a 70mil cost is a pretty unbalanced idea. |

Angry Onions
Martyr's Vengence Test Alliance Please Ignore
8
|
Posted - 2011.10.08 13:29:00 -
[27] - Quote
I agree that any collisions should be very catastrophic, but I don't think making it a 100% guarantee that you will die/lose ship. There should a very small chance that you survive from ramming some one but you'll be about alive as a zombie. Also, for non-Kamikaze runs, I think that escaping in your pod would be something you could so, but that would have to be a manual thing to do, and if you didn't hit the leave ship button in time, there goes your pod as well. On the other hand, if you eject from ship too early, it would be possible for your ship to miss seeing as it will fly in just a straight line. I really hope there is a dev watching this post as it does contain good ideas and I would love to see the Battle Freighter as a result of this. E .-+ ` ' / -+. F Your Carebear tears fuel us |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.08 18:15:00 -
[28] - Quote
Angry Onions wrote:I agree that any collisions should be very catastrophic, but I don't think making it a 100% guarantee that you will die/lose ship. There should a very small chance that you survive from ramming some one but you'll be about alive as a zombie. Also, for non-Kamikaze runs, I think that escaping in your pod would be something you could so, but that would have to be a manual thing to do, and if you didn't hit the leave ship button in time, there goes your pod as well. On the other hand, if you eject from ship too early, it would be possible for your ship to miss seeing as it will fly in just a straight line. I really hope there is a dev watching this post as it does contain good ideas and I would love to see the Battle Freighter as a result of this.
I agree, the battlefreighter sounds like the best concept ever. Perhaps the two skills could be interlinked? Kamikaze does 1/20,000th of mass * (for level 3) 150% of velocity, while ramming does 1/80,000th of mass * (for level 3) 120% of velocity? That way, pilot can survive but ship can't move for two minutes afterwards?
It's nice of you to keep the suggestions coming. Someone alert a dev? I'd love to see my ideas get into the game, however unlikely that is xD
|

Conor Todaki
Solo is Dead
3
|
Posted - 2011.10.08 20:02:00 -
[29] - Quote
hi elquirko
hi |

ElQuirko
Boxxed Up Industries
1
|
Posted - 2011.10.08 20:05:00 -
[30] - Quote
Conor Todaki wrote:hi elquirko
hi
hi conor
hi |

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

Kordoc
Death Metal Rooster
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2011.10.13 15:52:00 -
[52] - Quote
Let's do it. |

Ione Dee
School of Applied Knowledge Caldari State
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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