Gankers and freighters, a request for discussion. Not a BJ RANT

Warr Akini and I spent a lot of time refining this playstyle through multiple development nerfs geared towards making ganking much harder. People make freighter ganking look easy because of years of refinement and evolution, but the reality is there is a lot of support and preparation to make sure it goes smoothly and like clockwork. A lot of people have to do everything right. The freighter pilot has to not be dumb and mitigate risk proportionally.

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I couldn’t say it otherwise… i tottaly agree… that is what we must learn… RISK taken… or not , and when you are handling, you can also go on with fleets and convoy… and web it… also scout. for inital gankers… but no you put your 25B into 1 friehter and go on without ANYTHING!..

caedite eos novit enim dominus qui sunt eius

:joy:

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What ccp needs to do is create Hulls that if bumped by a battleship cause lets face it freighter is bigger then battleship then the ship bumping would receive damage to its hull for smacking into something so hard, the faster the battleship goes, the more damage it takes from the bump

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Conceivably, yes.
CCP could implement damage from bumping/impact of vessels depending on various stats/ship class of both parties.

Concerns:

  • Shield, armor or hull damage?
  • What damage type (vs resists)?
  • Would it be considered a criminal or suspect act?

I think “ramming damage”, as reciprocal/scaling based on rammer and rammed stats, would open up the meta to more variation.

The current “bounce” system is a bit silly.

Infact, why not explore the idea now.

I figure:

  • Omni damage to eliminate resist issues.
  • Armor/Shield are depleted first, before Hull.
  • Preferably so, that armor tank has a better coefficient, as typically armored vessels have more mass (hence, slower acceleration) and/or slower repair cycles compared to shield tanks.
  • Suspect flag is incurred on the ship that causes ram damage to an other, past 5% of EHP, per hit.
  • Damage is rolled /applied on the ship moving faster, first, before the slower moving ship, upon impact.
  • Damage incurred by both is a scaling ratio between mass of rammer and rammed, such that nominal mass is the primary factor, and increased mass via velocity is secondary.
  • Result being, for example, that a low mass frigate ramming with a MWD is subject to catastrophic damage for ramming a massive freighter, whereas damage to the freighter will be proportionally smaller.
  • The greater the nominal mass differential between the two vessels, the greater the damage incurred on the less massive vessel, and the less on the more massive vessel. If the less massive vessel increases its mass via velocity, damage to both vessels upon impact increases proportionately to the above, such that the less massive ship takes even more damage, in proportion. If the more massive ship increases its mass via velocity to hit a less massive ship, it takes less damage proportional to the less massive ship.
  • Bump physics in terms of how far both ships are bumped, doesnt need to be changed.
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Good solid ideas.

One question. How would accidental bumping be handled?

I’ve been bumped into a hell of a lot of times on the Jita undock.

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By installing a 1982 Tandy shop’s controller in our high-tec spaceships and have a distance metere with lasers or other types (as it depend on racial types in the lore) and use a basic thruster so ships don’t collide. The only reason ships bum is because they are coming out of station fast then slow down yet every ship has it’s own speed… maybe have a speedtrap installed and fine people undocking too fast. And yes, the lack of using instawarps to go to point X before warping to the next station or jumpgate is also a cause of bumping.
But there is no reason for spaceships taht can handle warping and jumping not to be able to do a simple collision detection and avoidance. unless you put your ship to orange or red you should not be able to bump. And by setting “colission avoidance off” and limit it to red setting of th ship, yes it can be controlled. But people will hate the “doing something resulting in consequences.” people love no danger more, it’s EVE Online…

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Scratch my previous answer.

Undocking ships have the undocking invulnerability timer.
This can be applied to the “ramming” model, such that even though you are bumped, or bump someone else, no damage or suspect timer occurs till you drop the timer with player action.

PS: Afaik, bumping is not possible within the 30s undock invulnerability timer, unless you take player action and drop the timer. You may “look” like you got bumped, but you actually havent been, and alignment time to warp out should be unaffected, nor can you be targeted during this period.

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Good solution. Definitely has potential.

It’s always really bugged me that ships can just bounce into each other like they are made of rubber, which breaks immersion and feels unnatural to me.

I posted months ago in a light hearted thread about bumping that we need a bump deflection module that when activated repels any incoming bumps, or perhaps causes the bumping ship to essentially hit a brick wall and explode.

Worse than it just being immersion breaking and feeling unnatural is of course how easy it is to use the rubber ship / bumper car mechanic to incapacitate another pilots ship.

Shouldn’t be a thing imo. Hope it changes.

This undock invulnerability timer to bumping and targeting already exists, afaik.

I agree.

And I think its a missed opportunity in terms of a “ramming” mechanic which causes damage to both rammer and rammed per the rough outline I posted above.

I think the “realism”, immersion, combat systems and meta of EVE would be improved with a real ramming mechanic in place, instead of the current rubber bouncing.

TLDR:

Change “bumping” to “RAMMING!

Just imagine how excited many ex-players and the current player base would be to see a CCP Dev Blog update, stating RAMMING! is going to be a thing. Its a sure-shot thing. Practically sells itself.

Post-change, people will be RAMMING! each other all over EVE, and loving every second of it.

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What about hitting an enemy ship at warp speed? :yum:

Holdo maneuver inc?

EarnestDefenselessBird-max-1mb

(assuming you’ve seen the latest Star Wars, or else that is going to make no sense to you at all)

I was such a Star Wars fan of the original trilogy, I had it playing on VHS almost daily as background. Then came the “prequels”. I havent watched the original trilogy in over 15yrs now, cos I want to watch them again one day as fresh as possible :slight_smile: Havent seen any of the new ones since.

Interesting, but impractical :smiley:
Currently we pass through planets while warping, and good thing too, cos if we impacted with planets at EVE warp speeds even in a frigate, the kinetic energy would obliterate it.

Ramming wont be as severe, but yeah, ramming a massive ship with a less massive ship, especially at high speed, should hurt like hell.

We may not be able to get around fluid physics in EVE, but even in a fluid physics system, ramming has the same effect as in “real” space in terms of mass/velocity differential between both vessels on impact.

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Same here.

Sadly none of the later films came close to capturing the charisma of the original cast and the on screen rapport they had, nor whatever it was about the originals that made you feel like a kid at Christmas for a couple of hours. Throwing an ever increasing amount of dollars, CGI and muppets into the mix just didn’t work.

Force Awakens was the only one that almost got it right imo. Last Jedi lost the plot and went way too Jar Jar again.

** spoilers ** The Holdo maneuver is when Vice Admiral Holdo jumps a Rebel heavy cruiser into a pursuing Imperial Dreadnought at lightspeed, obliterating it (see gif). Fans were quick to ask why this wasn’t done in all the other films to obliterate Star Destroyers and even Death Stars and the concept was generally poorly received as a result ** end spoilers **

Sorry for the slight de-rail. You should never get me started on Star Wars, haha :slight_smile:

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Agreed!
Just let me say one more thing.
Since I watched the trilogy over 15yrs ago last, I learned one thing.
The power/significance of the orchestral soundtrack in them.
Just a few notes I hear on radio etc, and I can see the whole scene in my minds eye that it accompanied.

My firm and certain conviction, is that atleast 30% (probably more) of the original trilogy experience, is the music. It was not just a movie, it was a musical/audio experience, in equal measure. Fascinating…

Speaking of which, Im sure many of us EVE players have fallen asleep to the comforting droning ambient sounds of a ship docked in station playing through our speakers. Feels comfy, man.


Returning to topic:

RAMMING! and ganking, and freighter safety.

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No because EVE physics

Edit: REKT by his Holiness Max Singularity :kissing_heart:

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EVE can handle ramming mechanics just fine.

Except that physics behind bumping have an explanation.

This is like saying that the earth is flat despite all the explanation possible…

Ofc bumping has an explanation, as do the physics.

But that doesnt change that that same physics model can be applied to apply damage to both rammer and rammed, dependent on mass (whether nominal, or as increased by velocity).

Fyi, weight and mass are not the same thing.

Force=Mass x Acceleration, and in any variation of that equation.
The same is true even in fluids.

Well, the difference here, is that the explanation came after the fact.

For some reason, CCP back in the day decided on not having ramming mechanics. Then they created a reason of ‘why not’ that at least makes a vague bit of sense if you buy EvE physics.

If they were to implement ramming (which I’m not really a fan of) then they could just update the reasoning.
It IS all made up in the end.

–Alternate Historian Gadget

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