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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Kuronaga
Controlled Substance
39
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Posted - 2011.12.27 12:54:00 -
[61] - Quote
All systems that allow the use of warp drive are supposed to be binary.
They are not.
It is therefore assumed that warp drives only work outside of wormhole space because of magic. |
Skydell
Space Mermaids
26
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Posted - 2011.12.27 13:03:00 -
[62] - Quote
We can clone human DNA but still need to manufacture ships. |
Velicitia
Open Designs
248
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Posted - 2011.12.27 13:21:00 -
[63] - Quote
ASadOldGit wrote:Velicitia wrote:Barkaial Starfinder wrote:Ships are harder to hit when they are close, because tracking a battleship at 1 km distance is really hard. Yet you can hit cruisers with ease if they are 50 km away Oh, and tracking shouldn't be hard for the ship that is orbiting the target, because the guns don't need to move at all if the orbit is right. I actually thought it worked that way when I was a noob =P small movements are magnified over distance. A ship orbiting you at a distance of 2km, and a speed of 200 metres per second means that your guns have to track at approximately 0.1 rad/sec. circumference circle = 2r * pi = 12.56 KM time to travel 12.56 km @ 0.2 km/sec = 62.8 sec Tracking (rad/sec) = 2pi / 62.8 = 0.100... now, at 20km, it's 10x easier for your guns to track that target. circumference = 2r * pi = 125.66KM time to travel 125.66 km @ 0.2 km/sec = 628.3 sec Tracking (rad/sec) = 2pi / 628.3 = 0.01 rad/sec And this is going relatively slow -- 200 m/sec is essentially the slower frigates without an AB. I think the point he was making was that, assuming the target is stationary, the ship is turning at the same rate as it's orbiting, so the guns are always pointing at the centre of the orbit - the tracking is technically being handled by the alignment speed of the ship. And, if the orbit is too tight for the ship to stay aligned to its orbit at speed, the ship slows down, so tracking shouldn't be an issue. It would get real messy, naturally, once the other ship starts moving. Also, a frigate shooting a battleship at 1000m shouldn't have tracking issues, as the damn thing fills the guns field of view - it could fire anywhere within its firing arc and still hit it. But strangely, EVE considers a BS as a single point that needs pinpoint accuracy. A frigate should technically be able to do a strafing run all along a BS's hull, stem to stern.
there were two points
1. tracking a BS at 1km is "hard" whilst tracking a cruiser at 50km is "easy"
This is the formula and stuff I posted were related to this point. A frigate should nearly always hit a BS at 1000 meters, even it your tracking is "low", because the sig radius of the ship is significantly larger than the sig res of the guns. Keep in mind though that there is a point where you can be going "too fast" and still miss (though, IIRC this has to be somewhere above 2-3 km/sec).
2. tracking something whilst orbiting is "hard"
IF the target at the centre of your orbit is stationary (I've only seen this if you're shooting a corpie sitting there on purpose) then the second point is valid. If we're talking about rats, they're practically never standing still, so your ship/guns have to continually re-adjust.
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Zimmy Zeta
Battle Force Industries
190
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Posted - 2011.12.27 15:34:00 -
[64] - Quote
Our lovely capacitor. It may be so empty that your ship cannot get a single little railgun shot squeezed out. But initiating warp by folding space and time around the ship to propell its mass at FTL-speed? No problem, we don't need much energy for that .... -.- |
Corina Jarr
Spazzoid Enterprises Purpose Built
110
|
Posted - 2011.12.27 15:52:00 -
[65] - Quote
Explosive: seems to act more like a chemical reaction than an explosion (ie rapid restructuring of the armor on an atomic/molecular level). Maybe it should be renamed to chemical.
Debris is invincible. Some ships leave wrecks (ours and NPCs we shoot). Others leave invincible pieces (mission generic debris).
There is no way my rookie frigate is gong to warp before being locked and popped by the navies, yet somehow random pirates in the same ship can show up over and over and over... lazy Navies. |
Wolf Kruol
Capsuleer Legions Of New Eden GREATER ITAMO MAFIA
1
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Posted - 2011.12.27 16:21:00 -
[66] - Quote
Stations! Jezz seriously how does all those ships find parking in jita 4-4..? I think ccp should fix this.. More traffic in a station, larger the station should be. And ccp not some cheap station enlargment add some new station models or addon's to show that stations are adapting to the demands of activities.
Or have those who payed for offices have privaliges in who gets to park there ships in station. Rest wait outside or dish out isk for parking.
I find is strange to see freighters exit while I'm suck in its hull in my frigate...
CCP fix this pls its a big inconsistency.
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Krixtal Icefluxor
Bison - Ammatar Thunder Thundering Herd
73
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Posted - 2011.12.27 16:40:00 -
[67] - Quote
Corollary to my first post (I believe the 4th one here):
Reverse "Asteroid Magick" on Ice Asteroids................
You can mine your life away and they are still there !!!!
(I know....they just deplete REALLY slowly, but STILL)
Ice should be SCANNABLE ONLY !! OMG He Spent His Free-áAURUM ! God is simply-áthe very extraordinary power of the Universe to organize Itself as percieved. -á-á- Lee Smolin "Three Roads to Quantum Gravity" |
Barkaial Starfinder
The Kairos Syndicate Transmission Lost
1
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Posted - 2011.12.27 17:21:00 -
[68] - Quote
Velicitia wrote: small movements are magnified over distance.
A ship orbiting you at a distance of 2km, and a speed of 200 metres per second means that your guns have to track at approximately 0.1 rad/sec.
circumference circle = 2r * pi = 12.56 KM time to travel 12.56 km @ 0.2 km/sec = 62.8 sec Tracking (rad/sec) = 2pi / 62.8 = 0.100...
now, at 20km, it's 10x easier for your guns to track that target.
circumference = 2r * pi = 125.66KM time to travel 125.66 km @ 0.2 km/sec = 628.3 sec Tracking (rad/sec) = 2pi / 628.3 = 0.01 rad/sec
And this is going relatively slow -- 200 m/sec is essentially the slower frigates without an AB.
Before we continue this, I hope you know I'm not saying EVE should work with extreme realism
That much about rad/sec is understandable, but it does not take into account that the ships are BIG. If a big ship is next to you, you don't need to track perfectly, and your precision can be off. It should hit. When targets are far away, the trackingturrets will turn slower, but the precision to actually hit would need to be enormous. This is assuming no travel time for the shots. Even the ship could help the tracking, keeping the plane of turrets perperdicular to the radius (ship trying to face target).
Also, when you are orbiting your target, assuming near ideal orbit, the speed of your target is irrelevant because the target would have zero V to your referencial. Of course, no orbit is perfect and targets chance direction, but you get the idea. |
Xtover
Macabre Votum Against ALL Authorities
35
|
Posted - 2011.12.27 18:49:00 -
[69] - Quote
Jerera wrote:Why are all stargates 50000 times HEAVIER than the sun? This doesn't make any sense. Considering the volume of your average stargate, it is so dense it can't actually physically exist as it is.
[NB: I did the math.]
You are mixing up mass and weight.
gates create supermassive black holes. hence, the mass.
I believe it was also that they were put in before anchoring so they were given a huge mass to keep from being bumped?
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Cearain
Imperial Outlaws
111
|
Posted - 2011.12.27 19:15:00 -
[70] - Quote
Eve is a game to be social and make friends.
Eve is a game to backstab others. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Velicitia
Open Designs
249
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Posted - 2011.12.27 19:39:00 -
[71] - Quote
Barkaial Starfinder wrote:Velicitia wrote: small movements are magnified over distance.
A ship orbiting you at a distance of 2km, and a speed of 200 metres per second means that your guns have to track at approximately 0.1 rad/sec.
circumference circle = 2r * pi = 12.56 KM time to travel 12.56 km @ 0.2 km/sec = 62.8 sec Tracking (rad/sec) = 2pi / 62.8 = 0.100...
now, at 20km, it's 10x easier for your guns to track that target.
circumference = 2r * pi = 125.66KM time to travel 125.66 km @ 0.2 km/sec = 628.3 sec Tracking (rad/sec) = 2pi / 628.3 = 0.01 rad/sec
And this is going relatively slow -- 200 m/sec is essentially the slower frigates without an AB.
Before we continue this, I hope you know I'm not saying EVE should work with extreme realism That much about rad/sec is understandable, but it does not take into account that the ships are BIG. If a big ship is next to you, you don't need to track perfectly, and your precision can be off. It should hit. When targets are far away, the trackingturrets will turn slower, but the precision to actually hit would need to be enormous. This is assuming no travel time for the shots. Even the ship could help the tracking, keeping the plane of turrets perperdicular to the radius (ship trying to face target). Also, when you are orbiting your target, assuming near ideal orbit, the speed of your target is irrelevant because the target would have zero V to your referencial. Of course, no orbit is perfect and targets chance direction, but you get the idea.
No, the rad/sec formula I gave doesn't take that into account -- I was just pointing out the tracking needed to keep a turret "on point". The full turret tracking/chance to hit formula does though.
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
from here --> http://wiki.eveonline.com/en/wiki/Turret_damage
In order to determine a hit, the game takes the result of the "chance to hit" formula, and compares it with a randomised number from 0 to 1. If (Random < chanceToHit) then you hit.
So, using the numbers I used above for the 2km range, as well as a few more numbers from specific ships/guns -- let's say a Atron with a 125mm prototype gauss gun loaded with antimatter. The target is a Thorax (it has 170 m/sec base .. we'll say it's moving 200 anyway)
Transversal Speed = 0.10000... (stuff) Range to target = 2000 (meters) Turret Tracking = 0.085 Turret_sig = 40 (meters) Target_sig = 140 (meters) Optimal = 5400 (meters) Falloff = 5000 (meters)
so, putting that all together
0.5 ^ (((( 0.1 ( 2000 * 0.085 ) ) * ( 40 / 140 ) ) ^2 ) + ( (max (0, 2000 - 5400) ) / 5000) ^ 2)
( 0.1 / ( 2000 * 0.085 ) ) * ( 40 / 140 ) ) ^2 )
2000 * 0.085 = 170 40 / 140 = 0.28
0.1 / 170 * 0.28 = 1.647 (we'll round to 1.65)
1.65 ^ 2 = 2.7225
(max (0, 2000 - 5400) ) / 5000) ^ 2
2k - 5400 = -3400
max (0,-3400) = 0 0/5000 = 0 0^2 = 0
0.5 ^ (2.7225 + 0) = 0.15
We all know rails suck at tracking, so let's swap over to a Modal Neutron Blaster, and lead ammo (so we're ever so barely in falloff):
Transversal Speed = 0.10000... (stuff) Range to target = 2000 (meters) Turret Tracking = 0.3165 Turret_sig = 40 (meters) Target_sig = 140 (meters) Optimal = 1800 (meters) Falloff = 2500 (meters)
0.5 ^ (((( 0.1 ( 2000 * 0.3165 ) ) * ( 40 / 140 ) ) ^2 ) + ( (max (0, 2000 - 1800) ) / 2500) ^ 2)
( 0.1 ( 2000 * 0.3165 ) ) * ( 40 / 140 ) ) ^2 )
2000 * 0.3165 = 633 40 / 140 = 0.28 0.1 / 633 * 0.28 = 1.95 * e^-9 (might as well be zero)
(max (0, 2000 - 1800) ) / 2500) ^ 2
2000 - 1800 = 200 200/2500 = 0.08 0.08 ^ 2 = 0.0064
0.5 ^ 0.0064 = 0.99
swapping to Iridium (+20% range) puts us into optimal (1800 * 1.2 = 2160), so we'll essentially have 100% chance to hit with the blasters. |
Ager Agemo
I N E X T R E M I S Fidelas Constans
20
|
Posted - 2011.12.27 20:08:00 -
[72] - Quote
Zimmy Zeta wrote:- the fact that you have to go through the same invention process over and over and over again - a society that has developed warp technology has obviously forgotten how a simple pen and paper works, to take some friggin notes that you do not have to repeat the whole invention thing every single time.
- the fact that megacorporations invest billions in the creation and maintenance of capsuleers, but leave them after that completely alone and do not seem to care who they work for.
- the fact that there exists warp technology and torpedoes, yet all battles are fought at about maximum 100 km distance and nobody has ever thought of equipping a torpedo with a warp drive to hit targets several systems away.
Captain picard has some TM issues that he wants to talk with you... |
Ager Agemo
I N E X T R E M I S Fidelas Constans
20
|
Posted - 2011.12.27 20:25:00 -
[73] - Quote
Velicitia wrote:Barkaial Starfinder wrote:Velicitia wrote: small movements are magnified over distance.
A ship orbiting you at a distance of 2km, and a speed of 200 metres per second means that your guns have to track at approximately 0.1 rad/sec.
circumference circle = 2r * pi = 12.56 KM time to travel 12.56 km @ 0.2 km/sec = 62.8 sec Tracking (rad/sec) = 2pi / 62.8 = 0.100...
now, at 20km, it's 10x easier for your guns to track that target.
circumference = 2r * pi = 125.66KM time to travel 125.66 km @ 0.2 km/sec = 628.3 sec Tracking (rad/sec) = 2pi / 628.3 = 0.01 rad/sec
And this is going relatively slow -- 200 m/sec is essentially the slower frigates without an AB.
Before we continue this, I hope you know I'm not saying EVE should work with extreme realism That much about rad/sec is understandable, but it does not take into account that the ships are BIG. If a big ship is next to you, you don't need to track perfectly, and your precision can be off. It should hit. When targets are far away, the trackingturrets will turn slower, but the precision to actually hit would need to be enormous. This is assuming no travel time for the shots. Even the ship could help the tracking, keeping the plane of turrets perperdicular to the radius (ship trying to face target). Also, when you are orbiting your target, assuming near ideal orbit, the speed of your target is irrelevant because the target would have zero V to your referencial. Of course, no orbit is perfect and targets chance direction, but you get the idea. No, the rad/sec formula I gave doesn't take that into account -- I was just pointing out the tracking needed to keep a turret "on point". The full turret tracking/chance to hit formula does though. ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2) from here --> http://wiki.eveonline.com/en/wiki/Turret_damageIn order to determine a hit, the game takes the result of the "chance to hit" formula, and compares it with a randomised number from 0 to 1. If (Random < chanceToHit) then you hit. So, using the numbers I used above for the 2km range, as well as a few more numbers from specific ships/guns -- let's say a Atron with a 125mm prototype gauss gun loaded with antimatter. The target is a Thorax (it has 170 m/sec base .. we'll say it's moving 200 anyway) Transversal Speed = 0.10000... (stuff) Range to target = 2000 (meters) Turret Tracking = 0.085 Turret_sig = 40 (meters) Target_sig = 140 (meters) Optimal = 5400 (meters) Falloff = 5500 (meters) (5000 base, with +10% from the Atron, assuming Gallente Frigate 1) so, putting that all together 0.5 ^ (((( 0.1 ( 2000 * 0.085 ) ) * ( 40 / 140 ) ) ^2 ) + ( (max (0, 2000 - 5400) ) / 5000) ^ 2) ( 0.1 / ( 2000 * 0.085 ) ) * ( 40 / 140 ) ) ^2 )2000 * 0.085 = 170 40 / 140 = 0.28 0.1 / 170 * 0.28 = 1.647 (we'll round to 1.65) 1.65 ^ 2 = 2.7225 (max (0, 2000 - 5400) ) / 5500) ^ 22k - 5400 = -3400 max (0,-3400) = 0 0/5500 = 0 0^2 = 0 0.5 ^ (2.7225 + 0) = 0.15 We all know rails suck at tracking, so let's swap over to a Modal Neutron Blaster, and lead ammo (so we're ever so barely in falloff): Transversal Speed = 0.10000... (stuff) Range to target = 2000 (meters) Turret Tracking = 0.3165 Turret_sig = 40 (meters) Target_sig = 140 (meters) Optimal = 1800 (meters) Falloff = 2750 (meters) (2500 base, plus 10% for the Atron at Gallente Frig 1) 0.5 ^ (((( 0.1 ( 2000 * 0.3165 ) ) * ( 40 / 140 ) ) ^2 ) + ( (max (0, 2000 - 1800) ) / 2750) ^ 2) ( 0.1 ( 2000 * 0.3165 ) ) * ( 40 / 140 ) ) ^2 )2000 * 0.3165 = 633 40 / 140 = 0.28 0.1 / 633 * 0.28 = 1.95 * e^-9 (might as well be zero) (max (0, 2000 - 1800) ) / 2500) ^ 22000 - 1800 = 200 200/2750 = 0.08 0.08 ^ 2 = 0.0053 0.5 ^ 0.0053 = 0.996 swapping to Iridium (+20% range) puts us into optimal (1800 * 1.2 = 2160), so we'll essentially have 100% chance to hit with the blasters. edit -- forgot the 10% falloff from the Atron.
still dosnt explains how i can miss hitting a ******* 40km station while flying at 500 meters of it just because i m moving at 2000 m/s |
Velicitia
Open Designs
249
|
Posted - 2011.12.27 21:05:00 -
[74] - Quote
station has a reeeeealy small sig radius
or how about you fill in the numbers and see for yourself. |
Pink Marshmellow
Abyssal Heavy Industries Narwhals Ate My Duck
5
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Posted - 2011.12.27 21:34:00 -
[75] - Quote
How come getting close to a sun doesn't melt your ship?
How does having small size and faster moving speed mitigate damage from a large missile warhead after being hit, it certainly doesn't work for modern fighters.
How come a glancing hit from a 1400mm cannon not instantly destroy a frigate?
Why do capital ships and Battleships not have a battery of smaller guns to destroy smaller ships? That is simply a stupid philosophy.
How come battleships barely have larger cargo sizes than cruisers or battlecruisers, while being ten times bigger.
How come you can bubble up on a station or a stargate, but you can't smartbomb, either they allow smartbombing or not allow bubbling. |
Telegram Sam
The Drones Club
133
|
Posted - 2011.12.27 21:35:00 -
[76] - Quote
Atticus Fynch wrote:Destination SkillQueue wrote:Atticus Fynch wrote:Please dedicate this thread to things you find inconsistent about the world of EVE. Not the game mechanics but the lore more or less. I for one find it curious that in a society that has mastered cloning we have so many blind and scarred capsuleers around. Surely, eyeballs can be cloned and if you are ever podded, your clone is a brand spanking tattoo free new version of you with no defects.....right? In fact, you can probably get a younger or older version of you if you want. Just sayin Those things are alterations made to the clones specifically by the request of the capsuleers themselves and are perfectly consistent with the lore. If anything the real inconsistency is the lack of customization options we have available. Gender changes, artificial body parts and age changes are just a few that should be available according to the lore. While I dont doubt what you are saying, it does sound a bit like a cop-out when a writer has painted himself into a corner. Positive alterations I can see, but why would anyone want to be blind , scared or limited physically in any way. Then again, we are talking about a very alien sociiety desended from what we deem as "normal" on earth. So I pose the queston, if you had the ability to grow a new body would you place physical limitations on it and why? They're psychologically deranged. No, really... Check out the book Eve: The Burning Life . A whole chapter about a Gallentean service that rich people use to turn perfectly-good bodies into bizarre oddities. |
Maizer Rachem
EVE Syndicate Navy Surely You're Joking
0
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Posted - 2011.12.27 22:51:00 -
[77] - Quote
The game can't handle actually having the planets orbit, but it doesn't stop me from being very bothered by Kepler's Laws of Planetary Motion not being adhered to. http://en.wikipedia.org/wiki/Kepler's_laws_of_planetary_motion |
Nova Fox
Novafox Shipyards
692
|
Posted - 2011.12.28 01:56:00 -
[78] - Quote
Avensys wrote:http://www.projectrho.com/rocket/misconceptions.php
EVE manages to hit pretty much every single one of these points
Well eve did it again and ate my post.
Either way this guy needs to sit down and update things, rethink and actually be challenged on alot of his points. Though true the examples he pointed out are pertty bad offenders they shouldnt be the sole exclusive why.
Ultimately its all fiction, arguing over that is like arguing over the internet.
1 Space really does has friction, its no where near as empty as anyone would love to think. and at FTL speeds you will wind up full of holes, burned, and possibly a nasty black hole at the end of your travel depending on your realspace FTL methood. The emptiest parts of space youll find is past the point of something not happening yet followed by the massive gaps between galaxies.
http://www.fnal.gov/pub/inquiring/matter/index.html
2 Wings are also Pylons for additional placment of thrusters and more weapons They also do allow for craft to be amphibious (atmospheric) requireing lesser power needs,
See macross series.
3 The skyscraper design is that of a lower scifi tech soceity one that hanst mastered gravity control yet. Any ship of any considerable size needs as many tranversals as possible to help facilitate repairs mainteance and normal operations. Sky scraper design wouldnt survive that long the more you ahve to move about in said ship to get stuff done.
Currently dont know any scifies that exemplifies this cept the first ship able to warp drive in star trek.
4 Mordern Navies already fight 360x360 battles they're pertty good at it, and why woudlnt you want to barrow alot of concepts deisgns and traditions from them?
5 Give a star nation a big enough budget and they will try to make stelathed ships, heat slumps insulation, going in ballisti. This is one of his weakest arguements. True we can see the space shuttles engines past pluto, however on the same hand nasa admits that they have a pertty poor chance of finding the next dinosaur killer asteriod.
The next in line active electronic warfare something eve does present or you wouldnt have signature radius. This is ahcevied by lying to enemy sensors where you are. Which si why most of your smaller ships have a smaller signature verses a capitols ships why even bother trying to hide concepts.
6 No sound in space is one of those No duhs. arguments, but the sounds of your ship massively decompression and its reactor going off is quite real. The rest can be 'synthesized' by computers to increase pilot or captain awareness based on other types of emissions (ie generating a engine sound based on the picked up ionization trail or light pattern of the burns.)
7. I am quite sure weight comes into ALOT of consideration when you start playing sling shot with saturn and jupiter. Also orbital crews can still move massive peices of ships on girders for much easier construction. A hell lot better than the optiosn on earth then trying to launch said ship in the end.
8 last point about aliens .hey could be facing the same doomsday situation we could be 500 years from now, thier planet cannot support them anymore were the next closest able to support them. Or they came here for free labor and food. IE us chances of those aliens being friendly. VERY LOW Dawrin says so.
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Zelda Wei
New Horizon Trade Exchange
15
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Posted - 2011.12.29 21:43:00 -
[79] - Quote
Atticus Fynch wrote:Destination SkillQueue wrote:Atticus Fynch wrote:Please dedicate this thread to things you find inconsistent about the world of EVE. Not the game mechanics but the lore more or less. I for one find it curious that in a society that has mastered cloning we have so many blind and scarred capsuleers around. Surely, eyeballs can be cloned and if you are ever podded, your clone is a brand spanking tattoo free new version of you with no defects.....right? In fact, you can probably get a younger or older version of you if you want. Just sayin Those things are alterations made to the clones specifically by the request of the capsuleers themselves and are perfectly consistent with the lore. If anything the real inconsistency is the lack of customization options we have available. Gender changes, artificial body parts and age changes are just a few that should be available according to the lore. While I dont doubt what you are saying, it does sound a bit like a cop-out when a writer has painted himself into a corner. Positive alterations I can see, but why would anyone want to be blind , scared or limited physically in any way. Then again, we are talking about a very alien sociiety desended from what we deem as "normal" on earth. So I pose the queston, if you had the ability to grow a new body would you place physical limitations on it and why?
Clones have to be identical, that is the clone law lore.
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FloppieTheBanjoClown
The Skunkworks Petition Blizzard
525
|
Posted - 2011.12.29 22:18:00 -
[80] - Quote
Lasers that can't do damage out past a few kilometers.
We can shoot a laser at the moon and get it to bounce back, but 50,000 (or whatever) years from now our combat lasers won't be able to hit Philadelphia from New York. |
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Opertone
Signal 7
69
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Posted - 2011.12.29 22:45:00 -
[81] - Quote
Alara IonStorm wrote:
It is ether the Kinetic force of the Missile / Shrapnel / Shockwave or it is the Heat / Fire.
Explosions are in essence Kinetic Force sometimes Superheated.
Very simple explanation - kinetic and thermal energy. Explosive ammunition. Explosive damage pattern. Explosion resistant armour type.
Explosive shell - energy is contained in shell, released on impact. No energy needed to propel or superheat the charge. Chemical/nuclear reaction does the job.
Kinetic railgun - energy is delivered to particle, which is sent at very high speed.
Thermal - plasma is accelerated, hits the target and burns
EM - wavelength is focused, light/particles is used to burn and irradiate enemy ship.
Explosive - missile warheads, artillery shells, shrapnel bombs, small caliber explosive autocanon rounds.
Thermal missile burns on vitcim, EM missile emits EMP blast, Explosive missile explodes in spherical manner violently, kinetic missile focuses on directed explosion for impact, penetrating focused inwards damage. |
Zimmy Zeta
Battle Force Industries
452
|
Posted - 2011.12.29 22:51:00 -
[82] - Quote
Opertone wrote:Alara IonStorm wrote:
It is ether the Kinetic force of the Missile / Shrapnel / Shockwave or it is the Heat / Fire.
Explosions are in essence Kinetic Force sometimes Superheated.
Very simple explanation - kinetic and thermal energy. Explosive ammunition. Explosive damage pattern. Explosion resistant armour type. Explosive shell - energy is contained in shell, released on impact. No energy needed to propel or superheat the charge. Chemical/nuclear reaction does the job. Kinetic railgun - energy is delivered to particle, which is sent at very high speed. Thermal - plasma is accelerated, hits the target and burns EM - wavelength is focused, light/particles is used to burn and irradiate enemy ship. Explosive - missile warheads, artillery shells, shrapnel bombs, small caliber explosive autocanon rounds. Thermal missile burns on vitcim, EM missile emits EMP blast, Explosive missile explodes in spherical manner violently, kinetic missile focuses on directed explosion for impact, penetrating focused inwards damage.
Still, it becomes highly ridiculous when you consider minmatar long range ammo. Nuclear vs. Carbonized Lead. Apparently a nuclear warhead does the same amount of damage (although a different damage type) as an old fashioned lead cannonball... yeeeaahhh -.- |
Telegram Sam
The Drones Club
151
|
Posted - 2011.12.30 17:16:00 -
[83] - Quote
-High gravity things like suns have no effect on projectile trajectories. -Infinite and instant supply of ship's crews. Blow up a ship, ship crew dead. Dock, change ships, it's instantly fully crewed. Use that ship for a suicide gank, or just self-destruct. Ship crew dead. Dock, change ships, it's instantly crewed..... ad infinitum. |
Shizuken
Venerated Stars
10
|
Posted - 2011.12.30 18:14:00 -
[84] - Quote
Defecanda wrote:The Jovians: Big black hole of "too lazy to write in good lore"
Also, the 800 lb gorilla in the room that shouldn't be addressed:
Relative motion.
Yeah how is it that my ship reaches a speed cap while the engines are blasting full? And how is it that I slow down without firing engines in the opposite direction...
CCP needs to hire a physicist in the same way WoW needs to hire an econoimist...
I. Every object in a state of uniform motion tends to remain in that state of motion unless an external force is applied to it.
II. The relationship between an object's mass m, its acceleration a, and the applied force F is F = ma. Acceleration and force are vectors (as indicated by their symbols being displayed in slant bold font); in this law the direction of the force vector is the same as the direction of the acceleration vector.
III. For every action there is an equal and opposite reaction.
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Corina Jarr
Spazzoid Enterprises Purpose Built
134
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Posted - 2011.12.30 18:39:00 -
[85] - Quote
Shizuken wrote:Defecanda wrote:The Jovians: Big black hole of "too lazy to write in good lore"
Also, the 800 lb gorilla in the room that shouldn't be addressed:
Relative motion. Yeah how is it that my ship reaches a speed cap while the engines are blasting full? And how is it that I slow down without firing engines in the opposite direction... CCP needs to hire a physicist in the same way WoW needs to hire an econoimist... I. Every object in a state of uniform motion tends to remain in that state of motion unless an external force is applied to it. II. The relationship between an object's mass m, its acceleration a, and the applied force F is F = ma. Acceleration and force are vectors (as indicated by their symbols being displayed in slant bold font); in this law the direction of the force vector is the same as the direction of the acceleration vector. III. For every action there is an equal and opposite reaction. What you see is just an exhaust.
The engine operates in subspace, where (in EVE lore) there is drag. However, while it is limited in sublight speeds, it does allow us to travel past the speed of light (the point where modern physics breaks). This is also why we can turn without noticeable thrusters.
Also, Newtons laws are not absolute... |
Telegram Sam
The Drones Club
152
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Posted - 2011.12.30 19:31:00 -
[86] - Quote
Shizuken wrote:Defecanda wrote:The Jovians: Big black hole of "too lazy to write in good lore"
Also, the 800 lb gorilla in the room that shouldn't be addressed:
Relative motion. Yeah how is it that my ship reaches a speed cap while the engines are blasting full? And how is it that I slow down without firing engines in the opposite direction... CCP needs to hire a physicist in the same way WoW needs to hire an econoimist... I. Every object in a state of uniform motion tends to remain in that state of motion unless an external force is applied to it. II. The relationship between an object's mass m, its acceleration a, and the applied force F is F = ma. Acceleration and force are vectors (as indicated by their symbols being displayed in slant bold font); in this law the direction of the force vector is the same as the direction of the acceleration vector. III. For every action there is an equal and opposite reaction. Remember the old MMO Jumpgate? It had a physics model like that. Objects in a vacuum with no air resistence or gravity effects. You ship would just keep going virtually forever if you didn't reverse around and apply thrusters. Similarly, it would continue in the original line it was traveling until you applied thrusters to alter your course. In other words, you could get your ship going in a direction, then spin 360 degrees like a ball firing at targets, all while still following the same line of travel. (BTW, I think the old Jumpgate is a free download now, and they keep a server up for people to play around on). |
Alara IonStorm
897
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Posted - 2011.12.30 19:53:00 -
[87] - Quote
Opertone wrote: Very simple explanation - kinetic and thermal energy. Explosive ammunition. Explosive damage pattern. Explosion resistant armour type.
Thermal missile burns on vitcim, EM missile emits EMP blast, Explosive missile explodes in spherical manner violently, kinetic missile focuses on directed explosion for impact, penetrating focused inwards damage.
None of that explains away the fact that the dmg is still Kin or Kin / Therm.
It does however make it odder that an Explosive Missile or Nuclear round that obviously does both Kinetic and Thermal Dmg would be more effective against armor then purely Kinetic Damage when Thermal Damage is stronger against Shields then Armor. The 2 Dmg types that make up the Explosive Weapons in game should not do more Dmg to Armor and their in lies the inconsistency.
It is an unneeded Damage Type that does nothing different then the other 3 in terms of realistic Damage. It's only purpose is a Game Play Mechanic. It is an inconsistency accepted for balance reasons.
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Vertisce Soritenshi
Varion Galactic Tragedy.
838
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Posted - 2011.12.30 19:54:00 -
[88] - Quote
8000 years of "Dark Ages". EvE is not about PvP.-á EvE is about the SANDBOX!
Support our boobies!-á[url]https://forums.eveonline.com/default.aspx?g=posts&t=24221&find=unread[/url]
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Chesh Aideron
Room Is Empty
4
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Posted - 2011.12.30 19:56:00 -
[89] - Quote
The biggest inconsistency of EVE is the players thinking there needs to be consistency in a science fiction based MMORPG.
On another note... F*cking magnetars, how the hell do they work? |
Jake Taranogas
Science and Trade Institute Caldari State
0
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Posted - 2011.12.30 20:33:00 -
[90] - Quote
ElQuirko wrote:The fact that you only have engines on one side of your ship. To turn around, slow down and be as agile as the ones we have now, you'd need them on every face.
Howcome we can warp through planets?
Why is a fighter drone 23m long yet 5,000m3 in mass?
How did I get here?
I don't think you would need rockets on every side. The engines would have to be very controllable though, so that you could focus more HP on one side than the other. |
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