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blankseplocked [Proposal] Railgun rebalance, rp and balance.
 
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Angie McFish
Gallente
Caldari Industrial Capitalist Consortium
Posted - 2010.09.24 08:58:00 - [1]
 

Edited by: Angie McFish on 24/09/2010 11:30:07
Edited by: Angie McFish on 24/09/2010 09:14:05
A few days ago when I logged in to spin my railgun Megathron I started to think about physics in Eve. When using railguns we have two units in action. When shooting you need to 'pay' an activation cost, a certain amount of energy. And then we have the mass of the charge.


Basic physics follows.
So lets say we're using 425mm Railguns II. No skills involved.
To fire the charge you pulse 30GJ through the coils. The charge weights 0.1000 kg. (That's a pretty light charge though.) To calculate the velocity of the charge we'll use the Wk=1/2mv^2 formula. Now we need to isolate the v.
I don't know how to write squarroots on the computer so **** it, we don't need the velocity anyway. In the end, the projectile (the large antimatter charge) will hit with the energy 30Gj as space is empty. The force is constant.
Edit: Okey, I did the math on a piece of paper and it turned out that this charge (which is 1/10th of a litre of water) would go quite fast as it's weight is so low. and with quite fast I mean really quite fast.

Now, my idea is to let railgun users (This wouldn't work rp-wise for blasters) regulate the capacitor usage. Now, not everything in Eve makes sense, to applicate physics in Eve will not always work. But as this is a 'Thinking men game' I believe we could use more math and less click to shoot. If Railgun users could increase the power of their shots by applying more cap then that would let us create new sniper fits that would actually hurt, and not have the dps of 80 at 250km, but rather, if you'd boost your cap when sniper fitting you could apply more cap to the guns to inflict more damage.

The problems that I see is that there are still holes physics-wise, but I guess there is no way to fill them without making rails overpowered. Instead of inflicting more damage, applying more cap to your guns could alter the optimal range, so that you could place your optimal wherever you want. So in theory, you could be sniping with anitmatter, but that would require HUGE sums of cap, but the damage output would be more rewarding than with iron or whatever. Also, you could place your optimal really close to your ship while using very litte cap, thus letting you hit when your enemies are close to you. Tracking would still be a problem, so you wouldn't be able to hit targets that orbit you too fast.

I've probably forgotten something, so I'll try to update my ideas when I remember what I forgot.

Discuss, please point out any imbalances.


Glyken Touchon
Gallente
Independent Alchemists
Posted - 2010.09.24 09:14:00 - [2]
 

Edited by: Glyken Touchon on 24/09/2010 09:16:57
Allowing "on the fly" adjustment to the weapons optimal/cap could get awkward/confusing.

Simplified: standardise the hybrid damage across the ammo types, but make the longer ranged ones take more cap?

would certainly give hybrids their niche, as this is the opposite of lasers.


Angie McFish
Gallente
Caldari Industrial Capitalist Consortium
Posted - 2010.09.24 11:27:00 - [3]
 

Edited by: Angie McFish on 24/09/2010 11:41:54
Edited by: Angie McFish on 24/09/2010 11:34:15
Originally by: Glyken Touchon
Edited by: Glyken Touchon on 24/09/2010 09:16:57
Allowing "on the fly" adjustment to the weapons optimal/cap could get awkward/confusing.

Simplified: standardise the hybrid damage across the ammo types, but make the longer ranged ones take more cap?

would certainly give hybrids their niche, as this is the opposite of lasers.




There is no need for simplification in Eve. We are thinking men! but yes, I was thinking of removing antimatter, iriduim, lead and all that and replace them all with "magnetic slug". This would have a fixed damage but you'd have to alter cap usage to hit at certain distances. The reason to why I didn't add it to the post was because I don't want to separate railguns too far from blasters. Obviously they are nothing like each other and I couldn't think of any change that could be applied to blasters while still being following the physical logic.

Also, adjusting cap output could be done quite effectively. Right-click your group of turrets (or a single turret), choose the option 'Adjustment' (now I'm just making things up as I go, but this is how it could've been done). You'll get a window with the equation telling you how much cap you need to shoot a certain distance. You could change either the cap output to match how much you want to spend on your guns, or you could choose distance if accuracy is more important to you. However, I do not believe it'll be any fun if it would be possible to lock on to your target, so it would change your optimal to fit the distance to your target. Then the whole idea would be rendered useless. But still, it would be a nice change even though it would still be 'click to shoot'.


 

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