Ram damage
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Mass effects damage indirectly. Damage is only based on change in velocity and HP because that change in part factors in mass.
If you hit an object with effectively infinite mass, then your change in velocity will be much greater than the other object's change in velocity. The HP of the objects involved in the collision is where you get your "Jello vs. Steel" aspect of the collision. Higher HP objects will deal more damage to the other ship, proportional to the change in velocity.
So to continue the above example, if your "infinite mass" object also happened to have 0 HP, then the amount of damage dealt to both parties would be 0. (The infinite mass object takes no damage because it didn't have it's velocity affected, the regularly massed object takes no damage because the other object had no HPs).
Clear?
If you hit an object with effectively infinite mass, then your change in velocity will be much greater than the other object's change in velocity. The HP of the objects involved in the collision is where you get your "Jello vs. Steel" aspect of the collision. Higher HP objects will deal more damage to the other ship, proportional to the change in velocity.
So to continue the above example, if your "infinite mass" object also happened to have 0 HP, then the amount of damage dealt to both parties would be 0. (The infinite mass object takes no damage because it didn't have it's velocity affected, the regularly massed object takes no damage because the other object had no HPs).
Clear?
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
With the changes in con planting, if a large con is rammed, does it take damage?factoid wrote:QUOTE (factoid @ Mar 20 2008, 03:13 PM) Mass effects damage indirectly. Damage is only based on change in velocity and HP because that change in part factors in mass.
If you hit an object with effectively infinite mass, then your change in velocity will be much greater than the other object's change in velocity. The HP of the objects involved in the collision is where you get your "Jello vs. Steel" aspect of the collision. Higher HP objects will deal more damage to the other ship, proportional to the change in velocity.
So to continue the above example, if your "infinite mass" object also happened to have 0 HP, then the amount of damage dealt to both parties would be 0. (The infinite mass object takes no damage because it didn't have it's velocity affected, the regularly massed object takes no damage because the other object had no HPs).
Clear?


I think it stands to reason that a large con would take damage if it was rammed by a sufficiently massive ship.
Something else that Factoid's post makes me think of: is the HP used in the calculation current HP or possible HP? If current, that would mean that a large con with almost no HP left would cause nearly no damage to the ship that is ramming it.
Something else that Factoid's post makes me think of: is the HP used in the calculation current HP or possible HP? If current, that would mean that a large con with almost no HP left would cause nearly no damage to the ship that is ramming it.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
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One would think that it would be based on current hp instead of total (or possible) hp, since it would effectively make your ship useless with low hp rams (but instead, they do considerable damage, just watch an int with a sliver of hull ram a bomber, still puts a dent in it just as much as one with full hull).Icky wrote:QUOTE (Icky @ Mar 20 2008, 05:03 PM) I think it stands to reason that a large con would take damage if it was rammed by a sufficiently massive ship.
Something else that Factoid's post makes me think of: is the HP used in the calculation current HP or possible HP? If current, that would mean that a large con with almost no HP left would cause nearly no damage to the ship that is ramming it.
so next time using an int to ram off course a GT AP HTT should load up on a few large shields first,madpeople wrote:QUOTE (madpeople @ Mar 20 2008, 11:28 PM) std HTT mass: 45
armour plate HTT mass: 180
also this leads me to another question. If you loaded up a scout/int/fig with lots of large shields and/or aleph resonators (or a mass driver) and then proceeded to gently nudge at low speeds large cons would said large cons get knocked off-course while ramming ship sustains minimal damage?
or basically whats the mass of your average large con?