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Posted: Sat Mar 20, 2010 2:14 pm
by deathgoat
so mis-interpreting another thread, i though of the idea of a mountable bayonet style weapon - ramkill FTW!

probably most useful on ints, mount it in one of the gun slots and it can increase your ram damage... very useful vs miners, bbrs, htts, etc....


not sure of the implementation, just throwing this idead out there

Posted: Sat Mar 20, 2010 2:18 pm
by pkk
code change...

Posted: Sat Mar 20, 2010 2:46 pm
by Valiance
And apparently if you just increase the mass of a ship enough to kill other ships easily, because ram damage isn't affected by damage classes, it can potentially do ridiculous damage to bases as well.

Posted: Sat Mar 20, 2010 3:07 pm
by Imago
enhancement ticket

new weapon class "melee"

http://alleg.scarybugs.net

:iluv:

Posted: Sat Mar 20, 2010 3:18 pm
by madpeople
If you have a rapid fire weapon with a very small range, and maybe AOE damage. then you effectivly end up with a cutting tourch which would only deal damage when you're practically touching the enemy...

If it were an energy weapon that used most of the energy of the ship so you only get to fire off say half a seconds worth, or one or two shots with a larger AOE then you would have to click fire jsut as you were about to ram them to get max damage.

Could use a ramming booster, since I think some of the damage is based on the mass of the ramming ship, and boosters can affect mass.

Posted: Sat Mar 20, 2010 4:49 pm
by Imago
you can do it any number of ways.
we have the source code.

Step 1) identify the BEST way you think it should work.

Step 2) enter ticket describing enhancement in detail.

Step 3) close ticket.

Step 4) profit?

Posted: Sat Mar 20, 2010 5:02 pm
by Adaven
Valiance wrote:QUOTE (Valiance @ Mar 20 2010, 09:46 AM) And apparently if you just increase the mass of a ship enough to kill other ships easily, because ram damage isn't affected by damage classes, it can potentially do ridiculous damage to bases as well.
No, ram damage is affected by DC (its either the first or last one, haven't looked at ICE lately), but the values are all currently set to 1 (except asteroids), so damage to a ship = damage to a base. It defines how much damage an armor class receives when it gets hit. Just set station hull types to recieve less damage from collisions (asteroids are already set to 0).

Does mass even affect damage anyway? I thought it was more hitpoints and speed in the code for damage, and mass just affected how far you push something.

So, you can make a ship that does more ram damage (and survives itself) like this:

- Hvy Int with super high hitpoints (could be done as hull or with a "shield" if you wanted it as a mountable object for regular ships). This creates the damage on the opponents.
- Assign New armor class to int (or shield) that has low collision modifier (so it doesn't always suicide), and is super weak against all weapons so that it can be shot down like normal.
- Tweak Base collision damage as mentioned above to keep your stations alive.

Likewise, you can also tweak things so that a ship is incredibly vulnerable to ramming yet resistant to normal weapons.

Also, KB does effect ram damage as well.

Posted: Sat Mar 20, 2010 7:26 pm
by juckto
I tried creating a ship with high hitpoints and high mass to act as a 'ram ship' in my core. It worked, except when either ship had a shield. In that case, the damage calculations were thrown off and the target just bounced halfway across the sector.

Also, the total ram damage was asymptotic. After a certain point, having more mass and/or hitpoints will not allow you to deal any more ram damage.

@Adaven, mass does affect it because the damage is based on change in speed.

Posted: Sat Mar 20, 2010 8:39 pm
by IB_
I've already ram killed a @#(!load of miners.

Posted: Sat Mar 20, 2010 10:14 pm
by Hellsyng
IB_ wrote:QUOTE (IB_ @ Mar 20 2010, 03:39 PM) I've already ram killed a @#(!load of miners.
+1