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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 20:37:00 -
[1]
Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
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P'uck
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Posted - 2008.07.28 20:43:00 -
[2]
I wouldnt call that a simple and elegant solution, because it opens a whole new can of worms, but boy it sounds interesting 
One could finally be that ubar awesome spacepilot, that is risking his life and his ship to get to the exhaust ports at the size of a wombrat in time.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 20:45:00 -
[3]
Edited by: Rezaa on 28/07/2008 20:47:39
Think of it as just like over heating a MWD. It becomes damaged. No diffrent here just its the hull and speed related. And the mechanic to do this is already there with over loading.
Its more simple that nerfing every thing else. LOL 
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P'uck
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Posted - 2008.07.28 20:48:00 -
[4]
Yeah, I know, I understood you just fine. And it sure SOUNDS fun, sacrificing your hull to go that wee bit faster... a gamble, really, because the other side will see your hull burning away and shoot you as well.
Also you could introduce modules that increase your VNE, but still... I have no clue if its a BETTER solution. It just sounds really entertaining ...
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 20:49:00 -
[5]
one problem with your analigy(sp?) in aeronotics, you have drag which causes resistance and thus heat. in a vacume such as space, these limitations are not there. with a constant thrust, you would continuosly accelerate with no resistance (see ion drive under developement at nasa/jpl), which is not how eve operates. there is a cap on how fast you can go but still no resistances to limit your speed. it's paradoxical, but programs are based on predefined varriables that enable it to function in a game. eve is not a simulation, unfortunately because it would seriously kick ass if it were.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 20:55:00 -
[6]
Edited by: Rezaa on 28/07/2008 20:56:44 Actualy Eve dose have a sudo drag coe. Example why dose your aligment time go up in proportion to your forward velocity? there is no drag in space. So your aligment time is related to your mass and moment of inertia. In space forward motion hould have no effect in this. But in EVE is dose.
However a Vne dosent have to be drag related. It can be a function of heat, stress and any other number of contributing factors.
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.07.28 22:31:00 -
[7]
Interesting idea, but rather than taking hull damage for exceeding max velocity I would just code it to turn off all active modules at that speed. There are ways in game that you can get uber-bumped to just plain stupid speeds, and while losing a ship in such a way might be funny as hell, it could get old fast.
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Willow Whisp
Sadist Faction
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Posted - 2008.07.28 22:57:00 -
[8]
Originally by: Gavin Darklighter Interesting idea, but rather than taking hull damage for exceeding max velocity I would just code it to turn off all active modules at that speed. There are ways in game that you can get uber-bumped to just plain stupid speeds, and while losing a ship in such a way might be funny as hell, it could get old fast.
Actually, if you were to do it similar to heat mechanics, with a timer (so the 1st 10 seconds you don't take damage, but after that, if you are still past the threshhold you begin taking increasing damage as time goes by over the threshhold), that might actually work. If you get bumped past that speed, you should be getting back to "normal" within that timeframe anyway.
This is a really interesting, and rather elegant solution. This would allow ships to go much faster than their theoretical limits, but start taking stress damage to the hull, and probably heat damage to the modules as well. This allows for tradeoffs (a full snake set means that ppl don't have to dedicate all the low-slots to more speed, for example), and still maintains the current mechanics, which are actually quite good in terms of agility / inertia / mass. -- this is my sig. |

Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 23:03:00 -
[9]
Wellàààààalmost 200 reviews of this thread, and no one has jumped in to tell me how stupid I am and how this would never work!!
Hmmmm àà.. Might be onto something here.
I will be the first to say there would need to be some details that would need to be hammered out.
Such as- What about people that are logging back in to the game wile not in an alliance POS. // well you could code a delay to the Vne effect when some one just logs in. That would take care of that nicely.
And such as- What about caps that jump in on top of one another? (BTW both caps would be bumped pretty fast) my opinion would be to let them both suffer damage. Since the cyno pilot was dumb enough to pop it in the middle of the enemy cap fleet. (Knowing full well about the Vne effect beforehand) Once again calling for skill.
I think the best part of this solution is, it side steps all of the issues of balancing Modules/Skills/Gang effects/Implants completely. So no one loses out here. Every one can fit their ships how ever they want/trained for. And it doesnÆt make a difference because once you exceed Vne you take damage.
On a side note POPING you OWN ship from going to fast is not something any one is going to do very often. <Evil Grin> But will sure make for some funny comms!!!
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 23:05:00 -
[10]
Originally by: Willow Whisp
This is a really interesting, and rather elegant solution.
Thank you
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Ushatuhkwa Kaeshe
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Posted - 2008.07.28 23:05:00 -
[11]
obligatory "SHE CANNAE TAKE IT ANY LONGER JIM! SHE'S GIVIN' IT ALL SHE'S GOT!!!"
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.07.28 23:16:00 -
[12]
I msut say it won 't work. I worked ian another space ship mmo in past. And we tried to implement that. The problem is.. you are going at your max speed.. then a very fast ship comes from behind you and bump you. Now you are goign faster and taking a LOT of damage. Or worse.. someone changes the password of the POS, you are ejected at 20 km/s and dies because of this damage. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Tomic
The Illuminati. Pandemic Legion
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Posted - 2008.07.28 23:19:00 -
[13]
One thing that no-one has spotted... What happens when you goto warp? These speeds are created by a micro-WARP-drive, which already have a "rated" speed (the boost amount). Ok you might be going several km/s, but as soon as you click warp you speed up to several hundred million km/s. That is a lot of damage to explain away.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 23:20:00 -
[14]
Originally by: Kagura Nikon I msut say it won 't work. I worked ian another space ship mmo in past. And we tried to implement that. The problem is.. you are going at your max speed.. then a very fast ship comes from behind you and bump you. Now you are goign faster and taking a LOT of damage. Or worse.. someone changes the password of the POS, you are ejected at 20 km/s and dies because of this damage.
Please read my posts I have already adressed that.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 23:22:00 -
[15]
Edited by: Rezaa on 28/07/2008 23:24:30
Originally by: Tomic One thing that no-one has spotted... What happens when you goto warp? These speeds are created by a micro-WARP-drive, which already have a "rated" speed (the boost amount). Ok you might be going several km/s, but as soon as you click warp you speed up to several hundred million km/s. That is a lot of damage to explain away.
I dont think any one is realy worried about warp speeds. Only normal space speeds
But to address your post you would INSTA POP. Assuming Vne is applied to FTL travle. Which OBVIOUSLY it wouldent be.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.28 23:47:00 -
[16]
Edited by: Rezaa on 28/07/2008 23:53:06 Edited by: Rezaa on 28/07/2008 23:52:31
Actually I just though of a couple of important things regarding making Vne a reality in EvE.
#1 since speed could be just as deadly as your opposing opponent. We would need a better way of regulating our speeds in the UI. AKA a better throttle as it were. And I would suggest a multi segmented, multi colored BAR/GRAPH, with a specific color for throttle position and a separate color for actual speed. And of course any throttle settings/speed over Vne would be colored RED. I dont think it would take much to do this since the mechanics already exist in game for this. But as it stands now they are never used its always full throttle or nothing right now.
This would really change the dynamics of flying a ship. Because now all people do is #1 target ship #2 hit the orbit button #3 spam f1-f8 #4 wait for the person to die or bug out
#2 doing some thing like this would REALY put a crimp on ôjump gate 2Æsö claim to fame!! That is to say this would be a much more pilot intensive game.
My god I hope some one from CCP reads this thread
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Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.07.28 23:56:00 -
[17]
Originally by: Rezaa [ As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
VNE? In Space? 5km/s?
Real life comparisons are bad, particularly when comparing spaceships and aircraft... next you'll say they get heated from friction too 
We just need to see how the changes pan out in actual gameplay.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

MotherMoon
Huang Yinglong
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Posted - 2008.07.29 00:02:00 -
[18]
Edited by: MotherMoon on 29/07/2008 00:04:52 I bought this up before and the nano ***s all attacked me saying "OMG it's not fair! I hate your idea it's terrible"
in fact check it out I think you'll like the part of my idea that was different. When you go over the speed your proposing, instead of hull damage,your heat sinks already in the game I was thinking the medium at 50% of normal and lows, start heating up and damaging modules.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.29 00:15:00 -
[19]
Originally by: Cpt Branko Edited by: Cpt Branko on 28/07/2008 23:57:18
Originally by: Rezaa [ As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
VNE? In Space? 5km/s?
Real life comparisons are bad, particularly when comparing spaceships and aircraft... next you'll say they get heated from friction too 
We just need to see how the changes pan out in actual gameplay.
Also, the throttle/etc mechanics wouldn't work in EvE. This isn't a flight sim.
No Vne in space huh? Why not? You already have speed limits. With AB's and MWD's when in actuality in space you would keep accelerating. You donÆt have drag in space and yet some thing similar is in EVE. See above posts. No one will be able to argue a direct link
A better throttle wouldnÆt work HUH? You already have one now that I would bet you never touch.
My suggestion is based in logical comparison so that people can understand it. Not a direct comparison. Obviously no one is going to compare airplanes to space craft in a direct sense. (Although they share some operational conditions such as heat generation, vibrations, structural stress, structural fatigue) But that doesnÆt mean you canÆt use an analogy from one to describe another for simplistically sake. No one says its perfect, but this idea works and it doesent screw every one.
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Willow Whisp
Sadist Faction
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Posted - 2008.07.29 00:18:00 -
[20]
For those going over why VNE in space doesn't really work, a simple explanation is due to internal pressures of maintaining that level of thrust (i.e., vibration, structural stress, etc), and not due to friction and outside the spacecraft effects.
That would be why you would start suffering hull and module damage, but no armor / shield damage. -- this is my sig. |
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.29 00:23:00 -
[21]
Originally by: Willow Whisp For those going over why VNE in space doesn't really work, a simple explanation is due to internal pressures of maintaining that level of thrust (i.e., vibration, structural stress, etc), and not due to friction and outside the spacecraft effects.
That would be why you would start suffering hull and module damage, but no armor / shield damage.
Exactly!!!
But I think some could argue to a little bit of armor damage since the hull is the sub straight for the armor in the first place. But thatÆs another discussion entirely
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.29 00:23:00 -
[22]
Well making a VNE for every ship is a monkey wrench the gears. theres about 165 pilotable ships in eve, you make VNE for each one youll have to go over extensive testing for each class, then balance it against weapon systems at various skill levels this sorta implimention is far more difficult than a simple overall class balancing and modification by family on the current nerf. Also the only other thing limited on ships are slots and calibration everything else is modifiyable stats wise, to make a point I want this game to be more like mech warrior II not mech warrior 4.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Willow Whisp
Sadist Faction
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Posted - 2008.07.29 00:29:00 -
[23]
Originally by: Nova Fox Well making a VNE for every ship is a monkey wrench the gears. theres about 165 pilotable ships in eve, you make VNE for each one youll have to go over extensive testing for each class, then balance it against weapon systems at various skill levels this sorta implimention is far more difficult than a simple overall class balancing and modification by family on the current nerf. Also the only other thing limited on ships are slots and calibration everything else is modifiyable stats wise, to make a point I want this game to be more like mech warrior II not mech warrior 4.
Not really. What this does is that you can still fit all the policarbs, fancy MWD, and implants, but you'll start taking damage after X threshhold. That is basically what the Devs are doing with the new balance changes, except this wouldn't be as botched. This keeps the existing physics engine intact, and doesn't try to reinvent the wheel when it comes to mass, agility, speed and inertia, the way the changes are done on SiSi today. -- this is my sig. |

Rezaa
Pandemonium Technologies
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Posted - 2008.07.29 00:33:00 -
[24]
Originally by: Nova Fox Well making a VNE for every ship is a monkey wrench the gears. theres about 165 pilotable ships in eve, you make VNE for each one youll have to go over extensive testing for each class, then balance it against weapon systems at various skill levels this sorta implimention is far more difficult than a simple overall class balancing and modification by family on the current nerf. Also the only other thing limited on ships are slots and calibration everything else is modifiyable stats wise, to make a point I want this game to be more like mech warrior II not mech warrior 4.
OH yes it would take diligent work on the part of CCP. Make no mistake!
But the nice part is if they screw some thing up (like thatÆs never happened before) it will only affect 1 ship that the mistake happened on. Unlike the current proposed nerf that affects EVERY one. Not to mention the huge numbers of ôOH WE DIDENT MEAN TO NERF THEM TOOö and you HAVE to know that is coming in droves! And by looking at ships in an individual bases, ships that need to stay fast can be. With out buggering up every thing else for every one else.
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Lakia Kai
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Posted - 2008.07.29 00:34:00 -
[25]
How about for something slightly different.
Right now (from mine observations) orbiting speed is linked with your top speed which is the main problem with top fitted nanos.
How about: Calculate max orbiting speed based directly on ship's agility/inertia.
The orbiting speed would be only linked with the ships agility and not the max speed, hence no need for nerfing snakes and mwd.
Sure your poly fitted ceptor can go 18km/s in a stright line, but only 5k while maitaining for example 18km orbit (instead of 11k).
That would cut max orbiting speeds making you vulnerable to weapons like precision missiles and fast tracking guns.
All ships could be balanced to have the desired ranges of agility. Making ceptors be able to evade most weapons (as they should), cruisers would still be able to pack at least some speed tank but much less than now. Also huggins/rapiers would be still usefull anti nano ships.
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Ash Vincetti
Decorum Inc Tygris Alliance
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Posted - 2008.07.29 00:38:00 -
[26]
Originally by: Lakia Kai How about for something slightly different.
Right now (from mine observations) orbiting speed is linked with your top speed which is the main problem with top fitted nanos.
How about: Calculate max orbiting speed based directly on ship's agility/inertia.
The orbiting speed would be only linked with the ships agility and not the max speed, hence no need for nerfing snakes and mwd.
Sure your poly fitted ceptor can go 18km/s in a stright line, but only 5k while maitaining for example 18km orbit (instead of 11k).
That would cut max orbiting speeds making you vulnerable to weapons like precision missiles and fast tracking guns.
All ships could be balanced to have the desired ranges of agility. Making ceptors be able to evade most weapons (as they should), cruisers would still be able to pack at least some speed tank but much less than now. Also huggins/rapiers would be still usefull anti nano ships.
that assumes you use the "orbit" button in order to fly a "nano ship" -----
free bree! |

Zake Daniels
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Posted - 2008.07.29 00:43:00 -
[27]
True.. But you can extend it simply to all maneuvers.
So going top speed will require very long turning radious, efectively getting you out of scram and possibly even targeting range.
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Lakia Kai
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Posted - 2008.07.29 00:44:00 -
[28]
Originally by: Zake Daniels True.. But you can extend it simply to all maneuvers.
So going top speed will require very long turning radious, efectively getting you out of scram and possibly even targeting range.
Posted with an alt.. sorry...
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Lakia Kai
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Posted - 2008.07.29 00:45:00 -
[29]
Edited by: Lakia Kai on 29/07/2008 00:45:03
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Jack Soul
Freelancer Union Unaffiliated
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Posted - 2008.07.29 00:49:00 -
[30]
Great idea.
I would love to see this, instead of the current list of nerfs / changes.
Adds something to the game, while bringing balance. Though the thresholds on each hull class would provide some discussion.
*********
Blue are the life-giving waters, taken for granted, they quietly understand... Once happy turquoise armies lay opposite ready, but wonder why the fight is on...
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.29 00:55:00 -
[31]
Originally by: Jack Soul Great idea.
I would love to see this, instead of the current list of nerfs / changes.
Adds something to the game, while bringing balance. Though the thresholds on each hull class would provide some discussion.
OH with out a doubt there would be discussion on thresholds.
But in my opinion VneÆs would have to be ship specific. Since even with in 1 hull type there are several different intended purposes. So I donÆt think it would be wise to just slap a Vne in a hull class with out consideration to its intended purpose.
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Buck Starchaser
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Posted - 2008.07.29 01:09:00 -
[32]
LOL, I was refered to this post after having a flash of insight that was identical to this. I think it's quite perfect really.
As for the RL version of this being induced by atmospheric drag... In an airplane the forces are spread allong the ship and structure. In space the forces are focused by the thrusters that are doing the same accelleration and manuvering. Exceding the manufacturers design limits could and should cause dammage to the ship. Perhaps by draining your shield, armor plates flaking off, and hull bits breaking loose.
As for bumping ships over their maximum speed... How long have people been begging for a ramming feature? I don't really want ram dammage though... how could concord defend people that are struck on accident on a constant basis? I would rather nerf the ludicrus bump... also to get a super bump off you have to have mass and speed... these would be nerfed with either this or the SISI proposal.
With the SISI nerf snipers and long range jammers will be the ultimate winners. Anyone with a Large T2 bubble will completely own gates. Blaster boats will be shelfed.
A ship with a very short duration of highend speed to get them to that long range tackle or out of a gate bubble is the spice of the game. It shouldn't be the meat of the game or removed from it entirely.
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Tomic
The Illuminati. Pandemic Legion
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Posted - 2008.07.29 01:29:00 -
[33]
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 23:24:30
Originally by: Tomic One thing that no-one has spotted... What happens when you goto warp? These speeds are created by a micro-WARP-drive, which already have a "rated" speed (the boost amount). Ok you might be going several km/s, but as soon as you click warp you speed up to several hundred million km/s. That is a lot of damage to explain away.
I dont think any one is realy worried about warp speeds. Only normal space speeds
But to address your post you would INSTA POP. Assuming Vne is applied to FTL travle. Which OBVIOUSLY it wouldent be.
You seem to miss my point, so I shall rephrase it. Seeing as how a micro-WARP-drive presumably uses the same technology as the standard warp drive, why would it be any different to your ship warping? It really isn't obvious why your vne thing wouldn't be applied to ftl travel, whatever made up stresses would be present here too.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.29 01:46:00 -
[34]
Edited by: Rezaa on 29/07/2008 01:55:05
No I understood, but you are referring to 2 different game mechanics.
Sub light speeds and Faster than light speeds.
For arguments sake, presume a MICRO warp drive doesnÆt fully encapsulate the ship in a warp bubble. As such the ship is subject to normal stresses that a ship using a AB will be subject to.
But as IÆm sure every one knows nothing with mass can travel faster than light. And yet it happens time and time in game. So one would presume that FTL travel in EVE has some aspect to it that allows the ship to so with out destroying it self. IE not being subjected to rules/stresses normally associated with sub light travel. So itÆs easy to assume FTL and sub light travel are not subject to the same rules.
So it follows that a sub light Vne wouldent affect a FTL jump
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Willow Whisp
Sadist Faction
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Posted - 2008.07.29 02:41:00 -
[35]
Edited by: Willow Whisp on 29/07/2008 02:41:59
Originally by: Tomic You seem to miss my point, so I shall rephrase it. Seeing as how a micro-WARP-drive presumably uses the same technology as the standard warp drive, why would it be any different to your ship warping? It really isn't obvious why your vne thing wouldn't be applied to ftl travel, whatever made up stresses would be present here too.
Since a micro warp drive would be using the same technology, but applying a small effect, rather than a full-on warp, then the ship does have greater stress put upon it if it exceeds certain thrust parameters. Since the ship is not fully enclosed in a warp field, but rather the engines are generating a controlled micro warp field that still allows for sub-light functionality of modules and targeting systems (hece micro warp drive, and not warp drive), then the negative effects of high speed are only applied if the ship is actively engaged in micro-warp drive
That both gets rid of the "I got bumped out of the shield and exploded" and explains why when MWDing past a certain threshhold, you begin to take structure damage.
That wasn't so hard was it? -- this is my sig. |

Sepheir Sepheron
Caldari
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Posted - 2008.07.29 03:30:00 -
[36]
Edited by: Sepheir Sepheron on 29/07/2008 03:33:10
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
No VNE in space. (Nothing to cause heat damage)
|

Willow Whisp
Sadist Faction
|
Posted - 2008.07.29 03:46:00 -
[37]
Originally by: Sepheir Sepheron No VNE in space. (Nothing to cause heat damage)
This has already been addressed. The damage comes from internal vibration and bulkhead stress, not from external factors such as drag. Simply put the ammount of thrust an engine can consistently push out will begin damaging the ship past a certain point. It has nothing to do with the whole "We are in space so no environmental friction" -- this is my sig. |

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2008.07.29 03:52:00 -
[38]
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
FAIL.
Bellum Eternus
[Vid] L E G E N D A R Y COLLECTION
Inveniam viam aut faciam. |

Luccul
|
Posted - 2008.07.29 04:00:00 -
[39]
I have been thinking along similar lines. But since in space there is no drag (except in Eve's odd world), so when you fire (sublight) engines you accelerate - MWD and AB increase that acceleration rate. When you stop firing the engines, you continue at your current speed. If you go in a straight line, you can go faster and faster, but: - you can't manoeuver easily; at higher speeds it takes longer to do anything, - you can exceed the pilot's ability to react and respond things not in a straight line in front or behind him - orbiting another ship becomes impossible; ships don't exert enough gravity on another ship for gravity orbit, so you'd have to do it with engine power, which would force you slow down, or take hull damage trying keep speed up in an arc path.
The bigger the ship: - the longer it takes to get to speed, - the long it takes to slow down, - the bigger the safe orbit radius is at any given speed.
Etc, etc.
The above is all really a mental exercise because it would take such a change in the whole game engine and user interface, you might as well start a new game.
But the VNE idea can fit in here. Let the VNE be a the max safe speed that allows the pilot to follow an arc path (orbit, collision avoidance, keep distance from, etc.) You can set that speed as you do now in the UI as max speed. AB and MWD help you get there faster, but don't exceed that max speed. You can go faster by deliberately setting a higher speed (UI change?), but in a straight line only. You will risk hull damage if you try to change direction while above VNE speed. The risk goes up according the extent of course change and speed above VNE. Your ship has auto collision avoidance which will force a course change at the last moment in if you are on a collision course, but you can sustain hull damage if you are going above VNE when that happens.
It would be possible to push the VNE envelop in orbit/combat but system and/or hull damage could occur much like it does in an overheated module now.
You can slow down in a straight line without risks, but in ratio to your ship's mass (so going too fast means you may not be able to stop in time which could cause damage if you get into an collision avoidance issue.
The VNE idea is a good one, but if you allow it to be exceeded in straight line flight, you can account for some of the objections expressed so far.
Food for thought: Ship A chases ship B, both above their VNE. B is overtaking A (lighter ship). They can fire on each other - missiles can still accelerate from B to catch A. Projectiles from B can still be fired at a higher velocity to hit A.
Hmm. Actually that might get kinda hard on the Eve physics engine.
There are some hurdles to overcome, but I like the VNE concept.
|

Rezaa
Pandemonium Technologies
|
Posted - 2008.07.29 04:30:00 -
[40]
Edited by: Rezaa on 29/07/2008 04:31:10
Originally by: Luccul
There are some hurdles to overcome, but I like the VNE concept.
Thank you. That was the whole point of this thread. To address the speed issue without nerfing every thing back to the stone age.
I just wanted to put out a viable idea to the problem that was flexible enough to address the speed issue without ****ing off 1/2 of the EVE players.
And letÆs be bluntly honest here there are details to work out to make this a reality.
However from a conceptual point of view I really think this is a much better option than the systematic nerfing of Modules/Rigs/Base speeds/Inertia/Mass/Implants and a whole host of items I havenÆt mentioned. I mean honestly if you make that many changes how can you even begin to hope to have an idea of all of the ôunexpected consequencesö??
With a Vne in some form or another (call it what ever you will) you still may have unexpected consequences, but that will relate to 1 ship at a time instead of the EVE universe as a whole.
My only REAL hope is that a DEV or another CCP official makes a post saying ôYes we have read this.ö
ThatÆs it, even if they donÆt say any thing about whether this is a doable idea or not. All I want is for the devÆs to know about this idea. Beyond that itÆs out of my/our hands with what they decide to do.
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Aargh
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Posted - 2008.07.29 10:05:00 -
[41]
If people are getting hung up on the concept of "VNE" because it offends their physics sensibilities, then simply change it to "TECTINM" (The Engines Cannae Take It No Muir).
FTL and navigational drives are different entities in EVE, and realism notwithstanding, we're talking about a game mechanic.
I endorse this product/service/suggestion/organisation/womble*
*Delete as appropriate
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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.29 17:00:00 -
[42]
Originally by: Aargh
I endorse this product/service/suggestion/organisation/womble*
Thank you, I hope CCP can get behind this too.
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Slade Hoo
Amarr xPlaguex
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Posted - 2008.07.29 17:09:00 -
[43]
sounds like "overheat" except for using hull repairers than nanite repair paste.
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Rutger Centemus
Gallente Joint Empire Squad
|
Posted - 2008.07.29 17:29:00 -
[44]
Edited by: Rutger Centemus on 29/07/2008 17:30:11
Originally by: Sepheir Sepheron Edited by: Sepheir Sepheron on 29/07/2008 03:33:10
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 ideas
No VNE in space. (Nothing to cause heat damage)
With all due respect: Vne (in airplanes) doesn't really have anything to do with 'heat' and the likes. [Exceeding] Vne means, the speeds you're flying at cause stress on the airframe making it harder to hold it's structural integrity. Basically, you rattle your aircraft to pieces. Before reaching Vne an airplane will reach speeds within which the pilot (officially) isn't allowed to make 'large' adjustments to course, due to the fact that (due to drag, G-forces etc.) this, again, could cause (catastrophic) structural failure in the airframe. Think of a sort of accelerated 'metal fatigue'.
As for the 'But why would this affect MWD's, and no 'normal' warping!11?'. Can't remember (and cba to check it out atm), 'FTL-travel' warped the, for lack of a better description, '4 dimensions of space-time' by use of some sort of vacuum. Tbh, I don't think this is what an MWD does. If not: fine, but it wouldn't be the only thing 'broken' (from an 'rp' / 'science' perspective). Not my biggest concern imo, gameplay is and should be the biggest concern.
On topic: being a 'carebear', I still had to deal with "nano*****s" through wardecs and the likes. I think the original proposed changes are 'a tad bit' over the top. Counters to nano's, in modules, (specific) ships as well as (in some cases) tactics are available. Implemetation of 'Vne' or something like it could (possibly) be an option, though would not get my vote. Adjusting things 1 step at a time, as opposed to blindly clubbering around with a (nerf-?)bat as seems to be CCP's idea atm, would get my vote. Now if I only knew where the polling office was...
*edit: I haz speling*
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Kira Novia
|
Posted - 2008.07.29 18:30:00 -
[45]
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
I suggested something similar, actually identical, albeit not in so much detail, in various threads since this patch was announced for testing. I fully support this idea.
/Signed.
PS: Long Live Star Trek
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Draygo Korvan
Merch Industrial GoonSwarm
|
Posted - 2008.07.29 20:10:00 -
[46]
Technically in the real world, spacegoing objects do not have such limitation. For instance, there is no air in space to rip the wings off after you fly faster than a certain speed. Only rate of acceleration, and deceleration are limiting factors. --
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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.29 20:50:00 -
[47]
Originally by: Draygo Korvan Technically in the real world, spacegoing objects do not have such limitation. For instance, there is no air in space to rip the wings off after you fly faster than a certain speed. Only rate of acceleration, and deceleration are limiting factors.
Please read the previous Post/Replies. The proposed Vne isnÆt based on a drag/resistance basis.
I used the example of wings ripping off of an aircraft as a analog to explain fundamentals of a Vne.
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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.29 20:52:00 -
[48]
Originally by: Rezaa
However a Vne doesn't have to be drag related. It can be a function of heat, stress and any other number of contributing factors.
For the above reply
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MilowFV
Echo Heavy Industries
|
Posted - 2008.07.29 22:12:00 -
[49]
I think this would be an easyer fix then what they are currently doing. CCP should have an idea what they want for the top speed of certain ship classes and they could basically set them and give you away to exceed them at a cost.
Who cares what the name is you can just say strapping on all those speed mod cause extra stress to the ship hull and going full out for very long can damage the ship. It has nothing to do with drag or anything else he just happen to mention Vne as an analogue, not a direct correlation.
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Opertone
Caldari SIEGE. The Border Patrol
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Posted - 2008.07.29 22:28:00 -
[50]
how about MWD gives linear speed boost, maneuverability decreases dramatically when MWD is on and Afterburner gives more maneuverability?
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rgreat
Gallente OEG Red Alliance
|
Posted - 2008.07.29 22:41:00 -
[51]
Edited by: rgreat on 29/07/2008 22:43:10 Im strongly against it.
In big lag fast ships will be surely 'selfdistructed'.
Also there are no meaningful friction in deep space. At least on speeds like 10-20km/s.
Current SiSi settings are better this idea. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |

Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
|
Posted - 2008.07.29 22:46:00 -
[52]
Do I see a use for hull reppers here? 
I like it, its simple and rather than taking away, it adds a new dimension to combat.
Logistics deployables mean less grind and more pewpew! |

Al Turnott
|
Posted - 2008.07.29 22:53:00 -
[53]
Love the idea, and there is a simple way of working out a Vne for every type of ship:
Vne = 1.25 x the speed of the ship with max skills, T2 MWD running, no rigs, no modules and no implants
you can therefore safely add a couple of rigs/mods to increase your speed, but anything else you start running the risk of damage.
|

P'uck
|
Posted - 2008.07.29 22:58:00 -
[54]
Edited by: P''uck on 29/07/2008 23:00:00 And the best part: you would see hull reppers on more than just lolfits and those repair-undocks.
Also calling it the "TECTIA" is a good idea, I think. (edit; i like that better than TECTINM)
I still don't think it fixes anything, but I DO think it would be a fun annoyance that adds flavour. Also I vote for (optional) red flashing of the UI and Aura going into panic-mode. Would be a good excuse to get some new aura voice files, we all love her, don't we?
edit: if damage controls resist that damage, you probably get people to use one less slot for speedstuff, if that means anything.
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Al Turnott
|
Posted - 2008.07.29 23:02:00 -
[55]
yeah some gentle moaning if you 5-50m/s too fast, the sound of a good spanking if you go faster than that, and a full on scream as you go through 10km/s

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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.30 00:09:00 -
[56]
Edited by: Rezaa on 30/07/2008 00:11:04
Originally by: rgreat Edited by: rgreat on 29/07/2008 22:43:10 Im strongly against it.
In big lag fast ships will be surely 'selfdistructed'.
Also there are no meaningful friction in deep space. At least on speeds like 10-20km/s.
Current SiSi settings are better this idea.
I disagree, as long as the pilot doesnÆt set his/her throttle above the Vne lag is a non issue.
Now of course setting the throttle above Vne you run the risk of popping youÆre self. But every pilot would know beforehand that was a risky move to start with.
HENCE one of my original statements- This would bring a new ôDecision VRS Riskö aspect to piloting a ship.
P.S. I dont expect you will be able to exceed Vne with out a MWD any ways. So Caps and AB fitted ships proly would not have to worry about it. But that would depend on the final Vne number and fitting
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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.30 00:21:00 -
[57]
Edited by: Rezaa on 30/07/2008 00:22:04 Double post
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Gar Ddhen
Gallente North Yorkshire Trading
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Posted - 2008.07.30 01:02:00 -
[58]
Undecided about the idea, but thought I would mention a few things to the people pointing at reality for a reason this would not work.
Even with my relatively basic understanding of Physics and Engineering (I am a marine biologist, not an astro physicist or rocket scientist) I can point to several technologies in Eve that simply wouldnt work, or would not work in the same way they do in the Eve Universe.
FTL travel for example is impossible, close to light travel *may* be possible, but not in our life times, nor likely in the lifetimes of our grandchildren. Missiles, projectile weapons and railguns wouldnt have a range, their projectiles would continue infinately, only targeting and weapon control systems would be an issue, and modern technology is good enough to come up with all sorts of smart weapons... hardly difficult to imagine advanced societies adding smart componants even to supposedly dumb munitions such as railgun projectiles.
At the end of the day, it doesnt matter what sort of psuedo science babble is made up to explain something in Eve, its a game, not real life. Its like Startrek, or Star Wars, so long as it sounds good, it doesnt really matter if it works or not.
As to the idea, its an interesting one, but to be honest I am unsure it would be feasible, certainly not in the short term as it would require some fairly extensive coding not to mention testing. The problem is not in making the main idea work i think, but how to enable the system to descriminate between the actual application of the mechanic, and the abuses that will undoubtedly arise.
The easiest way I can think of, is by simply applying it ONLY when an MWD is active. While it would work, its sort of clumsy.
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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.30 01:16:00 -
[59]
Or it could be coded to respond to commanded throttle inputs VRS bumped speed. To avoid the issue of some one bumping past Vne
These are of course some of the ôdetailsö I mentioned in my previous posts. But point being I think is a much better solution than nerfing + of the game. And simultaneously utterly destroying the effort people put in to the skills/implants they have.
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TJ17
Gallente Black Omega Security Pandemic Legion
|
Posted - 2008.07.30 01:28:00 -
[60]
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
i fully support this awsome idea all hacs/cruisers should have a 5km/sec cap besides the vaga which should have a 6km/sec cap since its made for speed. and battleships and commander ships like a 3-4km/sec cap so you can still make station huggers cry.
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Arcane Carnage
The Illuminati. Pandemic Legion
|
Posted - 2008.07.30 01:29:00 -
[61]
Originally by: Rezaa Wellàààààalmost 200 reviews of this thread, and no one has jumped in to tell me how stupid I am and how this would never work!!
Hmmmm àà.. Might be onto something here.
I will be the first to say there would need to be some details that would need to be hammered out.
Such as- What about people that are logging back in to the game wile not in an alliance POS. // well you could code a delay to the Vne effect when some one just logs in. That would take care of that nicely.
And such as- What about caps that jump in on top of one another? (BTW both caps would be bumped pretty fast) my opinion would be to let them both suffer damage. Since the cyno pilot was dumb enough to pop it in the middle of the enemy cap fleet. (Knowing full well about the Vne effect beforehand) Once again calling for skill.
I think the best part of this solution is, it side steps all of the issues of balancing Modules/Skills/Gang effects/Implants completely. So no one loses out here. Every one can fit their ships how ever they want/trained for. And it doesnÆt make a difference because once you exceed Vne you take damage.
On a side note POPING you OWN ship from going to fast is not something any one is going to do very often. <Evil Grin> But will sure make for some funny comms!!!
I like the idea, however I cannot justify it as this is space and in space there is no drag as someone said... might work in warp speed.
also your other point about taking damage if youe being bumped this is very close to the old impact damage idea that many people have brought up and been shot down over the years for over many different reasons the most memberable being the jita undock point. I still support the impact damage idea btw if anyones asking :p -
Illuminati - Pathetic Legion
Ures truly kickin' ass Carn |

TJ17
Gallente Black Omega Security Pandemic Legion
|
Posted - 2008.07.30 01:33:00 -
[62]
Originally by: Arcane Carnage
Originally by: Rezaa Wellàààààalmost 200 reviews of this thread, and no one has jumped in to tell me how stupid I am and how this would never work!!
Hmmmm àà.. Might be onto something here.
I will be the first to say there would need to be some details that would need to be hammered out.
Such as- What about people that are logging back in to the game wile not in an alliance POS. // well you could code a delay to the Vne effect when some one just logs in. That would take care of that nicely.
And such as- What about caps that jump in on top of one another? (BTW both caps would be bumped pretty fast) my opinion would be to let them both suffer damage. Since the cyno pilot was dumb enough to pop it in the middle of the enemy cap fleet. (Knowing full well about the Vne effect beforehand) Once again calling for skill.
I think the best part of this solution is, it side steps all of the issues of balancing Modules/Skills/Gang effects/Implants completely. So no one loses out here. Every one can fit their ships how ever they want/trained for. And it doesnÆt make a difference because once you exceed Vne you take damage.
On a side note POPING you OWN ship from going to fast is not something any one is going to do very often. <Evil Grin> But will sure make for some funny comms!!!
I like the idea, however I cannot justify it as this is space and in space there is no drag as someone said... might work in warp speed.
also your other point about taking damage if youe being bumped this is very close to the old impact damage idea that many people have brought up and been shot down over the years for over many different reasons the most memberable being the jita undock point. I still support the impact damage idea btw if anyones asking :p
your missing the point everything in eve is not effected by realife physics like someone pointed out with the range of railguns and missles in space. its not like ccp is trying to make this game somewhat realistic.
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Rezaa
Pandemonium Technologies
|
Posted - 2008.07.30 01:50:00 -
[63]
Originally by: Arcane Carnage I like the idea, however I cannot justify it as this is space and in space there is no drag as someone said...:p[/quote
MY GOD PEOPLE please read.
A Vne does NOT have to be based off of drag! It can be bases off of HULL STRESS-VIBRATION-HEAT-G_LOADING! This has been said by my self and others over and over.
It can be based off of ANY THING YOU LIKE or any combination of items.
Hell you could put a Vne cap because the FUZZY DICE WILL FALL OFF! (just illustrating a point)
But a Vne follows logic, IE go to fast and your ship falls apart and you die! Simple
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Moirae Arachnea
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Posted - 2008.07.30 05:45:00 -
[64]
Originally by: Draygo Korvan Technically in the real world, spacegoing objects do not have such limitation. For instance, there is no air in space to rip the wings off after you fly faster than a certain speed. Only rate of acceleration, and deceleration are limiting factors.
No there is no air etc, but. Take ANY winged object into space, accelerate it to 15kp/s and then turn on a dime with it, and it will come apart like it was a stripper on high speed!
You have inertia, inertia is an objects resistance to changes in it's rest state. Inertia is what causes things to have to take time to accelerate, decelerate or turn. When a ship in space is accelerating, the burn is being used to overcome it's inertia. Once the thrust to weight ratio has been reached, the ship effectively has no more power to accelerate and therefore can no longer increase it's speed. You can't fly faster than your exhaust thrust. When a ship flying at high speed attemts a sharp turn, this places Inertial stress on the ship, which if it exceeds the ships design capabilities, has the potential of tearing it apart.
MA
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2008.07.30 08:19:00 -
[65]
While the idea is nice, it would not work, not as maximum velocity.
You could however try a maximum acceleration limit. This is more viable, because as we all know from physics, objects have a resistance to change their velocity and direction. And physical materials have only a given strength. Thus if you accelerate too fast, you engines will simply push through your ship and out the front because the hull material does not endure that much push.
However, this would make WEBS to a very effective weapon. You could double/tripple web a 5-6kms ship and his hull would just crush from the engine thrust :-)
All in all, this is not a viable idea gameplay wise. It would introduce too many risks (bumping for one, webs as other alternative) to fast ships. --- SIG --- CSM: your support is needed ! |

Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
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Posted - 2008.07.30 08:37:00 -
[66]
I can see where you're coming from with this idea, but it just isn't eve.
I can go into a detailed technical and mathematical explanation of what actually does and does not happen in the real world, but seriously, we're playing internet spaceships here, which can move faster than light, use things like jumpgates and warp gates, do insane moves and yet the sometimes thousands of people on board our ships can work and move normally..
The main problem I have with this idea is how you would try to implement the damage. A 18k crow should explode as soon as it's speed reached double the Vne? Vagabonds can still move 8k/s for many minutes (don't forget true nano pilots rarely/never orbit)?
Maybe when they introduce the possibility to target specific sections of a ship (something CCP has been thinking of for ages) this would be a valid introduction, but now, no.
All the stuff above does not necessarily reflect my corp, my alliance or even me.. Drone guide.. |

Al Turnott
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Posted - 2008.07.30 09:54:00 -
[67]
Originally by: Keitaro Baka I can see where you're coming from with this idea, but it just isn't eve.
??? and overheating is? it's essentially the same thing. and besides, EVE is pretty much whatever CCP say it is. which is why the Illuminati nano***s are all upset.
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Fire Widow
Locasta Tactical
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Posted - 2008.07.30 10:11:00 -
[68]
I suggested somthing like this a while back, every ship has a structual integraty level and a threshold at which it gets compromissed, the faster you go the closer to the threshold you get and once you reach it you ship starts to be effected.
Obviously theres racial differances but roughly it work someting like go 1% above it and you lose all your shields, 25% past threshold and you lose all armour plate and armor resistance bonuses, go 50% above and all speed mods stop and all hull resistances fails.
Kind of like overheating for ships.
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Darth Felin
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Posted - 2008.07.30 11:41:00 -
[69]
Imho it is not a very good idea. Lag is a reality in EvE and it is not very good to make mechanics that depends on lag heavily.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.30 15:48:00 -
[70]
Originally by: Darth Felin Imho it is not a very good idea. Lag is a reality in EvE and it is not very good to make mechanics that depends on lag heavily.
As I said earlier, as long as the pilot doesnÆt set the throttle above Vne lag is a non issue. Also if itÆs coded to respond to commanded thrust then bumping people is a non issue too.
Of course this idea has some draw backs. But those draw backs come down to pilot decisions in how he/she wants to fly.
Now CCP doesnÆt have to take this idea verbatim. But all in all I think is a much better way to curb excessive speeds with out nerfing + the game back to the Stone Age.
Because this idea adds to the game instead of taking things away from people.
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Euriti
Gallente SniggWaffe
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Posted - 2008.07.30 16:47:00 -
[71]
Originally by: TJ17
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
i fully support this awsome idea all hacs/cruisers should have a 5km/sec cap besides the vaga which should have a 6km/sec cap since its made for speed. and battleships and commander ships like a 3-4km/sec cap so you can still make station huggers cry.
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Rezaa
Pandemonium Technologies
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Posted - 2008.07.30 22:24:00 -
[72]
Well its nice to see that this idea is generaly well recived.
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Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.07.30 22:44:00 -
[73]
This idea is bad. It just gives us more of the same, yay. The sweeping changes on SISI are good for a lot of other things (small ship vs large ship dynamics which were HORRIBLY broken), etc.
Having arbitrary limits and keeping everything the same as it is now is bad.
Also: "Happy customers" isn't achieved by actually listening to the customers anyway. Imagine if we all had a little vote, and 312312312 of caldari nubbins voted that they want their race to just wtfpwn everything else, and we'd have torp ravens hitting 10km/s ceptors for full damage, because democracy is good for balance ;)
Some people are always unhappy after changes, but nerfs and changes have been happening for a long time and EvE kept growing despite the 'sky is falling', 'you kill EvE', etc attitude of forum whiners.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Seleene Diago
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Posted - 2008.07.30 22:55:00 -
[74]
Better than this sweeping changes to fix a small problem that introduces a thousand new ones.
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Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.07.30 22:56:00 -
[75]
Originally by: Seleene Diago Better than this sweeping changes to fix a small problem that introduces a thousand new ones.
They fix a lot of problems. Ranging from small ships being useless, webs being broken, etc. We just got used to them. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Rezaa
Pandemonium Technologies
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Posted - 2008.07.31 20:34:00 -
[76]
Originally by: Cpt Branko
Originally by: Seleene Diago Better than this sweeping changes to fix a small problem that introduces a thousand new ones.
They fix a lot of problems. Ranging from small ships being useless, webs being broken, etc. We just got used to them.
WOW you have made a TON of presumptions.
And I donÆt actually feel like spending the next HR typing out how you are wrong. So IÆll just leave it there.
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J Kunjeh
Gallente
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Posted - 2008.07.31 23:05:00 -
[77]
I think this is a very interesting idea. I'm sure it needs to be worked through some, but I have read through every post and there are some very good ideas coming out of the discussion.
Maybe you should post it in the Assembly Hall forum so people can vote to support it? I think it'll get more CCP notice there too.
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Rezaa
Pandemonium Technologies
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Posted - 2008.08.01 04:30:00 -
[78]
Thank you I think IÆll do just that.
IÆll proly just provide a link to this thread since there is a lot of good info/discussion here.
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Taradis
Amarr The Imperial Assassins Ethereal Dawn
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Posted - 2008.08.01 08:21:00 -
[79]
I like the sound of that very cool and very infomative
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Sweet Rosella
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Posted - 2008.08.01 09:22:00 -
[80]
Edited by: Sweet Rosella on 01/08/2008 09:24:10
Reading your post put this following idea into my head
Space is not true vacuum, there are gases and other such crap, we could use these particles floating in space as a model for damage against ones ship as its speeds increase, so for example your interceptor with small sig radios will receive low damage as it flies through the universe and its natural shield recharge rate will be able to keep up.
Now as you ship gets even faster you are going to collide with more crap in space thus your shield is going to receive more damage than its recharge rate and if you continue to keep up said speed you shield will eventually fail and your ship will start to receive armor damage.
Now for a larger ship such as a hack they have bigger sig radios so thus will collide with more crap in space, so if your hack is going the same speed as a interceptor your going to lose your shield very quickly.
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Dianalexia
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Posted - 2008.08.01 10:23:00 -
[81]
I support this idea. Also parts of the proposed changes (scrambler and webs) can be implemented alongside with this.
To Rezaa: it will help to put all the additions to the idea into the main post. People are lazy and often do not read all the pages.
To purists: Eve it's a game and it does not matter if it fallows real life or not, the most important thing should be FUN! This idea will bring more FUN to the game 
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TJ17
Gallente Black Omega Security Pandemic Legion
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Posted - 2008.08.01 13:59:00 -
[82]
Edited by: TJ17 on 01/08/2008 13:59:06 would be nice to get some feedback from nozh and the other gms about this idea instead of letting this idea go to complete waste |

Eelyen Dalamar
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Posted - 2008.08.01 15:42:00 -
[83]
I support this.
I also had considered something like this, although I was just gonna call it terminal velocity :p
But I believe this would add a more interesting element to speed related combat without the massive changes required to fix it the other way.
To prevent exceeding the VNE without wanting too, a option could be added to the UI to limit speed to VNE max. But when activated, the ship could be pushed passed the VNE like it works currently. Just like overloading.
Obviously a couple of exceptions and work arounds would need to be considered on the issue of bumping. But in reality, bumping would be collision and cause damage too. But it is a necessary part of 0.0 combat.
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The Mach
Reikoku Band of Brothers
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Posted - 2008.08.01 16:22:00 -
[84]
Good idea which NEEDS to be looked at by CCP.
Provides a good baseline for how fast ship should go.
i think that Inertia stabs should be modified also to reflect the g-forces that would be present when using them. Maybe inertia stabs have some of the same effects on the hull of a ship as the nanofiber.
I do however see a problem here:
Ships that are meant to go fast should have a higher Vne speed but that speed shouldn't be so high that they are still invulnerable. this ide only works if you create risk to speed tanking. to my knowlege at 3.5km/s missles and guns stop hitting when a ship is orbiting. Making the Vne lower than that would add considerable risk to the attacker but would CERTAINLY NOT make it impossible to kill the defender. As it stands a Nano'ed ship can engage without risk (except of course engaging the rapier, all you amaar/gallentee chars can all fly that right?). Making the Vne Low enough to ad risk to the Nano'ed ship would be a MUST. somthing which no one has mentioned yet that i could see.
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Rezaa
Pandemonium Technologies
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Posted - 2008.08.01 17:30:00 -
[85]
For those that are interested I started a thread over in the assembly hall in an effort to gain some exposure. ThereÆs a good discussion over there too. I should note that the discussion over in the assembly hall is more focused on the technical aspects of a Vne in space.
Assembly Hall thread

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Somal Thunder
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Posted - 2008.08.01 18:39:00 -
[86]
Edited by: Somal Thunder on 01/08/2008 18:39:10 I. People will finally use hull reppers. II. I thought VNE only applied within atmospheres where there is friction to be had. Correct me if I'm wrong but I believe space is near frictionless and that is one of the reasons comets, for example, can be thousands of miles long but burn completely up in atmospheres of planets.
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Rezaa
Pandemonium Technologies
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Posted - 2008.08.01 19:26:00 -
[87]
Edited by: Rezaa on 01/08/2008 19:31:21
Originally by: Somal Thunder Edited by: Somal Thunder on 01/08/2008 18:39:10 I. People will finally use hull reppers. II. I thought VNE only applied within atmospheres where there is friction to be had. Correct me if I'm wrong but I believe space is near frictionless and that is one of the reasons comets, for example, can be thousands of miles long but burn completely up in atmospheres of planets.
Somal: if you need a technical explanation as to how a Vne in space is viable Please read the other thread. I go into the fundamental basics as to why this has a basis in fact.
In a nut shell there is friction in space. But it takes a fare bit of physics knowledge to really understand it. But I did post a scientific link that explains it fairly well. And the link has a bibliography encase you doubt the articleÆs technical merit. So you can review the source data.
If you cant wrap your head around dynamical friction. Think of it this way: Remember Shoemaker/Leavy 9 that impacted Jupiter a few years back? The important thing to remember is that the comet broke up into a large number of pieces when it crossed in to JupiterÆs gravity well at very high speed.

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Floozie
Minmatar Sebiestor tribe
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Posted - 2008.08.02 14:40:00 -
[88]
I fully endorse this. This idea rocks!
Things that make sense to me:
LAG: The same if you start overheating your MWD, you might blow it up if you get lagged, not as bad as your whole ship, but if you want to pull silly speeds, hay thats the risks you take.
No drag in space: To me the Vne has nothing to do with drag, or with turning corners, inertia or what ever. Yeah yeah, in eve, if you turn off your engines you slow down, probably due to some strange effect the nebula has... BUT WHATEVER - it's not important! Just basically imagine your engines, burning at 100% - they have stress bars / housing holding them in place and connecting them to the structure of the ship, keep in mind the engine blasting away with millions of tuns of thrust, pushing the ship infront of it. Say a Vaga with a base speed of 239 m/s Now, replace the housing with weaker, but lighter polycarbon, replace the structure and stress connections with weaker but lighter nanofiber, overdrive the engine by installing a greater fuel injection system, tune the eninge with skillz and hack the circuitry and controlling software with implant connections, then on top of all that hot-wire the warp-drive into run-up mode so the engine is half out-of phase with reality in it's warp bubble, but the ship it's connected to is not... the engine is now producing billions of tuns of thrust,(with a warpbubble shearing streght through the internal structures) at somewhere over 4800 m/s... i.e.: well over TWENTY TIMES normal base operating levels!
The way i see it the proposal is that that there should be a limit to what the housing / structure can cope with before it starts to bend/rupture and finally (due to the engines jumping like a pnumatic drill the size of a house)it rips loose screaming through the superstructre of the ship... Don't like that image? Then how about the internal heat damage produced by an engine driving at 20x is normal maximum thrust? How long before it starts melting the structures around it? Nothing to do with drag or intertia, just limits to stress, heat and pressure to internal componants.
Bumping: If this is an issue, (personally I'd quite like it) then say that that the damage is only possible due to the micro warp field around the engines weakens the ships structure, so MWD has to be engaged to take damage.
Why would warping not blow the ship up? Whilst coming out of warp the 'nebula' effect slows the whole ship down uniformly, so nothing is smashing anything else.
Or something, I'm not great at reasoning! all I think is that it would be fun and still give the oppotunity for some occasional high speeds.
PLUS RACES WOULD BE FUN :)
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McBrite
Infinitus Odium
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Posted - 2008.08.02 16:20:00 -
[89]
ANYTHING is better than the pile of shiaaaat that Nozh calls a patch and everybody else taps their heads...
BUT, make it so the VNE just can't be exceeded, no taking damage when going over it. Or if damage, then very slowly, so you don't pop all your ships by mistake...
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