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Ronson Chin
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Posted - 2007.07.03 09:06:00 -
[1]
I don't know if if this has already been suggested or implemented already.
The ship explosion radius damage is the damage you get from an exploding ship.
Ship collision/ship ramming damage is the damage you get from accidentally crashing into or people going kamikaze on your capital ship.
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Grayplate
Caldari Caldari Provisions
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Posted - 2007.07.03 13:11:00 -
[2]
Something like that would be pretty cool, especially in PVP if you end up on the losing side, you can just use your ship as the last ditch weapon.
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Aeleva
Caldari Hegemonic Core
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Posted - 2007.07.03 13:45:00 -
[3]
I have felt for a while that dreads/carriers/motherships/titans should all have BIG explosions that damage nearby ships. When you considere the size of them and the power needs you would assume that their reactors would go critical when they die. Would be pretty awesome as well :)
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Venkul Mul
Gallente
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Posted - 2007.07.03 13:56:00 -
[4]
Jita 4-4: - 1 second after implenting the idea first ship get collision damage, CONCORD spawn - 10 seconds first ship die for collision damage and explode, multiple ships suffer damage from explosion hitting CONCORD and PC ships, further concord spawn as ships lose control for the explosion; - 20 seconds 100+ ship death; - 30 seconds node implode for eccess CONCORD spawn and collision calculation; - 1 hour, after restart of the node, lucky and fast player coming fom another station get tons of of valuable survive modules and wreckage, till first player leave station hit wreck and the cicle restart. 
Ever left a busy station? or found yourself in another ships when undocking?
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Angelus Custos
Deep Core Mining Inc.
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Posted - 2007.07.03 14:04:00 -
[5]
If collision damage is high enough it will seriously thin out the blob. Same for exploding ship.
If collision damage is realistic when it comes to large objects colliding with small ones, it will add realism to the game. A frigate ramming into a BS would go boom or at least get severe damage, while the BS will be slightly dented.
It will also increase server load to calculate and create lots of wrecks outside Jita 4-4. 
Another thing that would thin out the blob (but increase server load im afraid) is to have line of sight for weapons. No more fire through things or friendlies, now whatever gets in the way gets hit. Concord would love it too i suppose 
It would be cool, but have to be designed very carefully since it could open up for many unintentional tactics or make everyday gaming harder.
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Washell Olivaw
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Posted - 2007.07.03 14:56:00 -
[6]
Collision damage: 100+ empty battleships crashing into a titan to kill it.
Explosion radius: 100+ empty battleships selfdestructing next to a titan to kill it.
Both systems are very sensitive to griefing thus usually avoided in MMO's.
Quote: Everybody has a photographic memory, some people just don't have film.
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Ronson Chin
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Posted - 2007.07.04 00:09:00 -
[7]
Originally by: Venkul Mul Jita 4-4: - 1 second after implenting the idea first ship get collision damage, CONCORD spawn - 10 seconds first ship die for collision damage and explode, multiple ships suffer damage from explosion hitting CONCORD and PC ships, further concord spawn as ships lose control for the explosion; - 20 seconds 100+ ship death; - 30 seconds node implode for eccess CONCORD spawn and collision calculation; - 1 hour, after restart of the node, lucky and fast player coming fom another station get tons of of valuable survive modules and wreckage, till first player leave station hit wreck and the cicle restart. 
Ever left a busy station? or found yourself in another ships when undocking?
Yeah for a dockable structure, the areas surrounding it should be collision damage free due to potential for accidents or at least collision damage free for 30-60 seconds after you leave the station so you can get away from that area.
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Prockey
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Posted - 2007.07.04 13:23:00 -
[8]
The reactor is the thing that provides most power to the explosion of a ship, right?
Then set the standard dmg of an exploding ship = to the cap of the ship. And say the dmg reduces by 50% per km and max range 5km. A 1 000 cap would do 31,3 explosion damage at 5km and 1000 to the rammed ship at 200m.
Is¦t even logical when you think of how some player buff their cap, their ships would do more damage. A max-range is needed to avoid the "domino-effect".
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Elipsis
Gallente The Mission Guys
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Posted - 2007.07.04 20:31:00 -
[9]
Kind of a cool idea, I like the ship explosion damage better than the ramming damage, but each of these suggestions creates problems:
Ship explosion damage ---------------------
All your drones die every time they kill something? 3 solutions: -Drones would have to be immune to explosion damage -The radius would have to be very small, smaller than drone orbit distance. -The damage would have to be so minor that the drones would be able to tank it.
Does a ship destroyed by an explosion do explosion damage? -Has anybody played worms Armageddon / world party? -Larger ships would probably have a larger explosion radius... killing a titan would be suicide.
Ramming Damage ---------------
Everyone dies trying to undock in a crowded system... solution: -Have to "activate" ramming mode before collision damage is applied.
Potential for Abuse (mentioned above) -A battleship could just micro into frigates and kill them all. -Mashing a bunch of small inexpensive ships into an expensive one would be rather cheap, as you are already bumping the ship throwing off alignment, now you are doing damage at the same time on top of gun damage. -...
CEO and Founder of the Mission Guys |

Mohojo
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Posted - 2007.07.05 04:55:00 -
[10]
i like the ramming idea... there could be ships that dont use weapons but are made to ram
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BaJaiah
Caldari Caldari Provisions
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Posted - 2007.07.05 11:24:00 -
[11]
Edited by: BaJaiah on 05/07/2007 11:28:38
I like the idea about exploding ships causing damage. But I do think we need to restate the selfdestruct feature to "self implode" or something like that (as in not causing area damage) or this feauture would be seriously abused. The good side it that the blob would be even more dangerous, but this time for the blob itself
I dont think collision damage in general is a good idea though, for reasons allready stated. An alternative would be to give a Ramming order much like approach, which of course would be considered a hostile act when the command was issued.
Approach itself should be changed to have a range limit as Circle at xxx which is a much better solution than "Approach target!" "Ehm sir, we're going to hit in 12 seconds" "Who cares!, It's not like we are even going to get a scratch"... How's that for immersive gameplay ?
Oooh and look - no more bumping 
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