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Re: Ramming Damage
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Actual ship captains (and aircraft pilots, car drivers, etc), even non-military ones, make avoiding collisions a very high and constant priority. Quote:
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PvK |
Re: Ramming Damage
[quote]Originally posted by PvK:
[quote]Originally posted by MacLeod: [qb] Quote:
I'm not saying it should be simple for a 900kt dreadnought to ram a 15 kt fighter, but it can happen. Admittedly, SEIV is quite a bit flawed in the guarunteed hit ramming, I'm just disagreeing that a large ship should be so incredibly incapable of ramming very minute ones. As another example, I can ram a gnat with my hand. The gnat is pretty damn fast, but when I think for a bit and use the significantly larger size of my hand as an advantage I can hit it. |
Re: Ramming Damage
I'll agree that you can hit a gnat. Give the gnats equal intelligence to yours, the knowledge that you're out to kill them, the awareness of your position and abilities, and networked communication, and I doubt that you would be able to smash an entire swarm of them in a single blow before they can move out of the way. That's how SE4 fighter-ramming works. If it changes so only one or two are killed at a time, then fine. I can see a 800kt ship hitting a couple of 15kt fighters, provided that they get too close.
I agree that the source of the problem is that combat movement tends to equal maximum range (or at least maximum hittable range) at all tech levels. ISTR that negative combat movement bonuses don't work. http://forum.shrapnelgames.com/images/icons/icon9.gif Increasing weapon range would take away an advantage of seekers. AIs would also waste shots/supplies firing at range 15 with 1% chance to hit. Maybe bonus movement shouldn't be counted towards combat movement. How much will a solar sail help you maneuver? You need something with thrust in combat. [ February 04, 2003, 14:53: Message edited by: Krsqk ] |
Re: Ramming Damage
Even if I assume for a moment that the unmodded game's abstract movement system is to be taken literally, it still doesn't mean that units with the same max speed have the same maneuverability or acceleration. A fighter might manage a 2G turn, but do that to a capital ship, and even "the starship Enterprise" with its artificial gravity systems would have the crew flying.
Ok, so you could assume everyone in your ships are strapped down for combat, or they have really powerful and adaptive artificial gravity, and the ships are all actually capable of being just as maneuverable as fighters... mhmm ok whatever. One can certainly dictate such things, and tweak whatever they like via modding. I just think it's a long ways off from the sci-fi I've seen (can't remember a fighter ever being rammed by a ship in any sci-fi I've seen, and very few ship-ship collisions), and also that it requires some fancy explanations compared to what my knowledge of physics, naval history, other games, imagination, common sense, etc includes. PvK |
Re: Ramming Damage
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Re: Ramming Damage
Apparently it does a better job at compensating for straight-ahead than it does at cornering, as witnessed by leaning crew memebers during sharp turns, and the time it takes to actually turn the ship around.
PvK |
Re: Ramming Damage
Treknology can't be taken literally in any sense. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Ramming Damage
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Geoschmo |
Re: Ramming Damage
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