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Frostys Virpio
KarmaFleet Goonswarm Federation
2505
|
Posted - 2016.01.19 15:35:54 -
[1] - Quote
Rek Seven wrote: It would be possible to escape the tractor depending on your mass and velocity.
How do you envision this part to work? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2509
|
Posted - 2016.01.21 13:39:52 -
[2] - Quote
Rek Seven wrote:Do I really need to repeat the fact that existing mechanics are not my problem moron? CCP obviously have the power to change the mechanics.
As I said, I want a ship based tractor, so whether the citadels have one is irrelevant... But since citadels will have them, that would indicate that a ship based tractor is possible.
You can't just say the current mechanic are not your problem when your proposed idea will play heavily with those mechanics. Trying to hand-wave mechanics so you can push you personal toy idea is wrong. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2511
|
Posted - 2016.01.22 16:58:20 -
[3] - Quote
I really want to know if you are still not getting that warping would be impossible because your alignment is not based on where your ship appear to be looking but where it is going.
It is impossible to warp to point A if I am not moving in a straight line toward point A. It does not matter if my ship seem to be "pointing" toward point A or not. I have to be moving in that direction. Sideways warps happen because the graphic is not spinning as fast as it would need to follow the vector of movement of the ship. Your tractor beam would alter the vector of movement itself by making the "physical" entity that is my ship move toward you.
Remember, being aligned is not "Have your ship pointed in a direction while at 75% speed" but "Move at 75% speed toward your target warp point even if your ship looks like he's sliding sideways".
Your module would 100% prevent warps unless you happen to drag your target in a straight line with his warp destination. There is no way around that unless you also completely change how the warping mechanic.
Do you expect CCP to completely revamp the warp mechanic? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2511
|
Posted - 2016.01.22 17:34:14 -
[4] - Quote
Rek Seven wrote:Are you able to warp out of the new citadel tractor beams? ... If not, then yes I think the mechanic should be updated. Don't you? 
I really would not have a problem with a citadel doing it. I have a problem with ships doing it. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2521
|
Posted - 2016.01.27 14:51:53 -
[5] - Quote
Rek Seven wrote: Max tractor speed = tractor strength - (mass x "Y" x (target velocity))
So MWD becomes even more of a "defacto" choice for prop mod since it add both more mass and speed to help escaping this. Is this intended by design of your tractor beam? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2525
|
Posted - 2016.01.27 16:21:00 -
[6] - Quote
Rek Seven wrote:Frostys Virpio wrote:Rek Seven wrote: Max tractor speed = tractor strength - (mass x "Y" x (target velocity))
So MWD becomes even more of a "defacto" choice for prop mod since it add both more mass and speed to help escaping this. Is this intended by design of your tractor beam? Afterburners also add mass when activate and fitting an oversized prop mod is viable on many ships, so no, i do not believe a MWD with become any more the " de facto" module than it already is.
You are missing the point. What I mean is your tractor beam pigeon hold any ship that already prefer MWD deeper in there. The few ship that prefer oversized AB will still use that but everything else will be pushed toward MWD because an AB geives less benefit against this added threat to mobility.
Also, is my faster/heavyer ship pulling you if I win the battle of weight/speed or are you "anchored" so the force can only apply to others? Shouldn't the ship trying to do the pulling be stuck with his own tracting beam at least until de-activation and be pulled if the opposing ship just flat out has more movement force? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2536
|
Posted - 2016.01.28 14:14:27 -
[7] - Quote
Rek Seven wrote:You sure have a charming way of speaking to people.  As you will note, this is an algebraic equation and as such, exact figures are not necessary at this stage. There is nothing stopping you or anyone else from assigning a value for the tractor strength or "Y". To explain to you how this works, as you don't seem to understand... Should CCP decide to implement this feature, they would need to look at all ship classes and come up with a value for the tractor speed and "Y" to ensure the mechanic was balanced. Expecting players to precisely design every idea in the "features and ideas" section is utterly unreasonable. With regards to the value for "Y", you will note that i said that this is a balancing factor and as such, its purpose is to bring the sum of the "tractor speed - ship speed x mass" equation for the different hull classes, in line with each other. Clearly, the figure will be < 0 with the smallest hulls having the highest "Y" value. For example, if Y= 0.0004 for my proteus and the tractor strength was, lets say, 500 m/s. With my MWD activated, i would be able to pull away at a speed of 380 m/s . However, if my MWD was switched off for some reason, i would be pulled in at a speed of 390 m/s. My proteus: base mass = 14,153.5 t mwd speed 1164 m/s So to answer your specific question again, the tractor speed is fixed and the "Y" value is variable
Max tractor speed = tractor strength - (mass x "Y" x (target velocity))
X = 500 - ( 14,153.5 * 0.0004 * 1164)
X = 500 - ( 6589.8696)
X = -6089.8696
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Frostys Virpio
KarmaFleet Goonswarm Federation
2536
|
Posted - 2016.01.28 18:15:57 -
[8] - Quote
Rek Seven wrote:Frostys Virpio wrote: Max tractor speed = tractor strength - (mass x "Y" x (target velocity))
X = 500 - ( 14,153.5 * 0.0004 * 1164)
X = 500 - ( 6589.8696)
X = -6089.8696
Oops thanks for pointing that out, it should have read: Max tractor speed = (mass x target velocity x "Y") - tractor strength Also the Y in my example should have been 0.00004 Thus X = (19,153.5*1164*.00004) - 500 = 391.79 To clarify, the "ship velocity" is actually the vector in relation to the tractor ship.
100MN AB
X = (64153.5*1037*0.00004) - 500
X = 2161.08718
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Frostys Virpio
KarmaFleet Goonswarm Federation
2536
|
Posted - 2016.01.28 20:57:37 -
[9] - Quote
Rek Seven wrote:Frostys Virpio wrote: X = (64153.5*1037*0.00004) - 500
X = 2161.08718
Are you saying the proteus has 64,153.5 t mass with 100 MN AB? ...I'm not able to test right now but that doesn't sound right.
Well according to PyFa and The EVE wiki, it does add 50 thousand tons so yeah... I was surprised too but I went with the numbers I could get... |

Frostys Virpio
KarmaFleet Goonswarm Federation
2539
|
Posted - 2016.01.29 13:19:16 -
[10] - Quote
Rek Seven wrote:
If we changed the formula the reflect this and used a Y value of for for frigates 0.0002, a Tristan with level 5 skill using a tech 2 MWD to travel 2980 m/s would be able to escape a tractor at a speed of 69.78 m/s... And if it were to use a T2 10mn AB at a max speed of 2076m/s, the Tristan would pe pulled in at a speed of 103.1m/s.
So a Tristan without perfect skill NEED links to escape? |
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Frostys Virpio
KarmaFleet Goonswarm Federation
2540
|
Posted - 2016.01.29 14:59:45 -
[11] - Quote
Donnachadh wrote:Frostys Virpio wrote:Donnachadh wrote:
The conceptual idea of using mass and sig radius has been bothering me all day since skills would not have as much of an impact. I freely admit that this has not gone passed the concept phase but I am working on that as well. Do you folks have any ideas on how we might make the mass / sig radius work?
Bigger sig make it easier or harder to escape? Higher mass make it easier to escape or harder? For now and taking into account that I have not even started sims on this one yet I am inclined to go with more mass and / or larger sig radius would make it easier for the tractor to hold a ship. Another thing is we need to eliminate the "Y" factor if possible. While Rek's basic formula works by varying the "Y" factor the simple truth is that you end up with the over sized prop mod becoming a requirement so you can get away from this tractor and that would be a bad thing for the game since it would eliminate more fitting options than it would add.
Larger/heavier ships not to take another hit to their already low mobility being being susceptible to tractor beam more than the light weight and small stuff? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2540
|
Posted - 2016.01.29 17:37:20 -
[12] - Quote
Rek Seven wrote:Donnachadh wrote: Another thing is we need to eliminate the "Y" factor if possible. While Rek's basic formula works by varying the "Y" factor the simple truth is that you end up with the over sized prop mod becoming a requirement so you can get away from this tractor and that would be a bad thing for the game since it would eliminate more fitting options than it would add.
Incorrect. If we make the change discussed in post 79, the size of the prop mod is taken out of the equation. Also, i don't like the idea of smaller ships finding it easier to escape than bigger ships as it's completely the opposite of the original intention 
So we make a mechanic based off ship mass but rule out the bigger mass changing modules? Something is utterly broken when you have to make exceptions like that. |
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