I think the massive mass of a freighter shouldn’t be easily bumped by a frigate, destroyer, or even a battleship.
Battleships are certainly massive, and a Machariel at MWD ramming speed carries a tonne of momentum. Frigates and destroyers, meanwhile, just bounce off a freighter.


And the more skillful players could perform a warp attack:

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Just remove bumping. I think it’s been around for way too long anyways. Spaceships are “bumping” each other? “We bumped him off the gate”. Derp
Just because something has been around for a long time is no reason to get rid of it.
Undocking’s been around longer.
Despite the fact that I have been repeatedly injured by ganges while flying about my business and admiring the surroundings of the uedama system. Unfortunately, I am against stricter rules for ganges.
So they just slide through each other, like ghosts? What is your idea that should happen if two ships forcefully claim the same physical room by moving to the same spot?
Never seen a space show or movie where somebody stops somebody from warping away by bumping them with their ship.. Just not the most immersive thing if you ask me. But yeah, i see your point, the ship models would clip with each other and merge, but I’d still rather have that then the even more unrealistic thing we’ve just gotten used to.
Since bumping is my full time space job I have to disagree. Bumping is a reminder that math and physics are important subjects in highschool and its applied vectors in a video game. Very fun mechanic and very important for emergent gameplay for vector based game physics to exist. INTERESTING AND FUN things happen when bumping is allowed in eve.
Totally agree, fix the issue, CCP
It is worth noting that it is not just affecting gates, travel, and warping in general but also niche situations like station games and undocking, especially in case of kickoff stations. Both when it comes to freighters but other types of ships including combat ones. Some cases it can also be important for tethered ships outside player structures. ![]()
Yeah, I agree it’s odd for ships to collide with each to hinder warp…and not do any damage. But imagine the complexity of the game trying to determine that damage in high sec and if Concord should respond or not. It’d be equally odd for no collision models where an infiinite number of ships could occupy the same space. I also agree with Siegfried and Uriel that there are many fun uses of bumping. I’ve used it several times to knock a ninja looter off a yellow wreck, or bump a ship with a killright off the gate or off of player structure tether to then kill it.
My contention is that indefinite bumping is what CCP tried to stop in 2019, and that they need to relook at it as stated in the initial post. Indefinite bumping in high-sec in a non-limited engagement needs to be finite or have indefinitely increasing cost to continue it.
In that case, a Machariel should be pulverized when hitting a Freighter with full speed. ![]()
Nah, its reinforced shielding should punch a hole straight through the freighter, automatically transferring some of the cargo into its own cargo bays.
With reasonable physics I doubt it’s survivable to either entity, it’s got to be a small nuke’s worth of energy for two masses that size to collide at kilometers-per-second.
Can this be simulated in universe sandbox? ![]()
no idea, but we probably can - lore wise - assume the ship builders have implemented some kind of forcefields that would absorb most of that energy. But however one twists it, it should definitely stress the shields and/or capacitor of the ships in involved.