Permabumping fix

The way to get the devs to do something is the miner bumping, solo capital ships are fly at your own risk. The answer is escorts.

Miners though are a new player activity that is supposed to be solo-able and you can 100% prevent them from mining with no possible counter because it is an accepted solo activity.

This is why I think any fix should be based on velocity differences and simple who hit who rules that ultimately produce damage to the bumper much more than to the bumpee.

When the damage hits armor the balloon goes up and in high sec CONCORD roflstomps the bumper.

This would allow bumping to continue but would require some skill to manage speed, effectiveness and damage.

It’s neat to think about how cool ship collision mechanics could be if not for trying to balance it around high sec legality. Imo remove ship to ship collision in HS and make non Concord space have impact damage. About to go down? Overload mwd and smash into someone! It would be funny to see those who “approach tackle” ram into your battleship with a frigate and just vaporize.

It’s just daydreaming though. Bumping won’t change.

1 Like

The small fix i suggest, in the form of a dedicated module for capital ships who have access in high sec (freighters, JF, Bowhead, Orca) will solve perma-bumping issue without any collateral effects, that mean devs don’t need to do an complicated overhaul of the bumping or warp mechanics.

Be reasonable and stop cramping on your unfair iwin button, game needs balance as all players have the right to benefit from what they paid, that mean to play the game not to stair hopeless in the screen an hour or more while some entitled brats play space pool with their ships…

2 Likes

The simple fact is that for freighter ganking the ability to bump for an indefinite period gives too many advantages to the gankers, it turns the ganking act into a simple N+1 assessment because they control the time of the gank so the ganker knows exactly what to bring to complete the gank.

It is a mechanic that removes all consequences from what is a hostile act, holding someone up from warping. The only thing you can hope for is that the bumper does not have gankers behind him and that he gets bored.

At the base level I as a player have to have four accounts to be able to deal with a solo bumper, the freighter pilot and three top skilled Talos characters who I do not use for anything else due to security status and killright issues.

1 bumper VS 4 accounts

I have suggested that Freighters get the same fitting options as Bowheads so that freighters can fit a BS MWD, which means that you can pulse the MWD and try to warp. This means that with skill and a bit a of luck you can now warp to a second account in a ceptor in the line of the bump which means that the solo freighter player has a chance to get away using his own ability.

1 Bumper VS 2 accounts

This module suggestion of the OP will also work and gets to what I call the optimal level of balance. It is an elegant solution that does not break anything else, remember this is what you want to get down to:

1 Bumper VS 1 account

And something useful for all you freighter pilots out there:

1 Like

Just because a bump ends with a gank, does not mean that the gank is the issue -.-

1 Like

1 bumper + 20 Gankers + x scanners VS 1 Player + 3 friends
The bumper doesn´t kill you - so you can clearly log out and the ship will be free the next day.

So should this be removed in the entire game ?

The part of “stopping a ship and keep it from moving away” can happen everywhere, not only in HS.
Bumping is also used against players which go AFK while tethered.

The mechanic makes it possible, that hauling may go wrong and you get killed.
The r in “hauler” stands for risk. Only a little bit of risk, but it should exist.

if they are afk they are not trying to warp.

you can’t if you are targeted IIRC.

you can get ganked without a bump. You can be bumped without a gank. Sorry both are not the same thing.

1 Like

In this case it would just make the ganker life harder, and the hauler life easier → so it´s some kind of nerf. When it would be a big problem noone would haul anymore.

The problem is the “i feel helpless” in this situation, I think.
(Just like the bubbled Rorq or Hel or whatever, moments before 100 bombers drop in)

It´s nearly the same because the mistakes were already made before and only friend could help you.

The only mistake was to not get yet a fix for an obvious broken game mechanic, so stop patronizing other players and teach them how they are supposed to play this game.

Being able to perma-bumping a ship in high sec is definitely bad for the game, as is sending a wrong message to the players, that for the benefit of few people who exploit this game mechanic for their own benefit, all the player base must be exposed to a bad and unpleasant game experience.

3 Likes

only if the ganker needed a bump. which he does not.

How about making a ship moving faster than it’s non-prop modded subwarp speed take damage when it hits another object? And the amount of damage is determined by the amount of speed over non-prod modded speed, the current mass of one’s own ship (including MWD/AB mod), the angle of impact, and the mass of the ship being hit?

Maybe even to the point that a macherial at max speed with a MWD on hitting a freighter could b destroyed in a one shot.

In principle, I have always loved this idea. Low speed collisions, sure, shields/artificial gravity units\whatever absorb the damage. But when things get moving fast enough, the energy involved gets pretty impressive and should do some damage.

A few problems though:

  1. If you’re going to implement this in any kind of realistic fashion, both ships invovled in the collision would have to take damage. This causes an issue in empire space because it would suddenly be possible to damage other player ships without activating a module on them and this would wreak havoc with crimewatch/CONCORD/etc.

  2. Say you want to avoid the issue of #1 by only having the ship moving very fast take damage, not the ship it collides with. (i.e. only having the bumper take damage, not the freighter it’s bumping.) This appears to avoid the Crimewatch/CONCORD issue at first because you’re only damaging your own ship, but consider this: freighters getting bumped are often moving faster than their maximum speed, and if you’re clever enough you could bump a freighter into another ship, thus damaging the freighter without earning any kind of Crimewatch/CONCORD consequences. No need for suicide ganks anymore, a long (laughably long most likely) stream of well-executed bumps would destroy the freighter for you.

  3. Okay, so say that, in addition to your speed requirement, we add a minimum speed to help protect ships being bumped. Say, 1km/s. You’ve just introduced an arbitrary limit to the game mechanics, and that limit can be gamed. Can’t bump with a 2km/s Mach anymore? Okay, just bump with a pair of plated (i.e. heavier) 1km/s Machs instead.

So, like I said. I like this idea in principle (who doesn’t want to ram enemy ships?), but I feel like the implementation would be fraught with issues and way too easily abusable.

I’m sorry, did you just use “realistic” and Eve online in the same sentence?

1 Like

I did list it as a problem (i.e. why you wouldn’t do something).

:wink:

blablabla non-issue actually blablabla same old ■■■■■■■■ blablabla people refuse to act self-responsibly blablabla morons saying the same things from their everlasting perspective of a victim blablabla whiteknights declaring everyone a victim by default blablabla

The only reason why CCP cares about bumping is because of collision boxes unrelated to bumping freighters. Anyone who does not understand that there is no issue with bumping, and that people whining about people who might not even want to be declared victims, is not evidence of there being a problem.

If you guys were less full of yourselves, you might realize that your ■■■■■■■■ opinions are exactly that.

Your words mean nothing.
CCPs words mean everything.
Bumping does not require a fix.

The problem is you.

/thread.

1 Like

There’s no ‘supposed gameplay’, but if you wish to know, just Scroll Upwards. There more than a few ways explained, pick one. Heck if it were situational, some day people would find a ‘flaw’ in scamming and whine about how ‘unfair’ or ‘illogical’ or ‘broken’ it is.

That wasn’t the point, the point was that this is not the infinite bump greifer, it is normal PvP.

That’s not PVP, is just a silly space pool with ships. And in the case of freighters and other capital ships, a mechanic who leave the player converted in a space ball with no counter to an action who prevent him from further playing the game…