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Armour... Hull.... Mass??

Armour... Hull.... Mass??

I haven't seen this asked or answered anywhere else, but I have noticed that the latter Vasari Armour techs and one artifact  decrease the 'mass' of a ship or its hull. Now, having some idea of basic physics, does this effect how much a grav well affects your speed/acceleration when travelling through it? Or the depth you can jump within a grav well?  

17,667 views 29 replies
Reply #26 Top
Quoting Photoloss, reply 25

According to my tests the differences weren't too great, and large mass changes in either direction seemed to cause illogical problems. 

End of Photoloss's quote

This really bothers me because it means the game is using the mass for something, we just don't know what it is...since some damage types like missiles are backloaded, every second can count (nothing worse than seeing an enemy cap jump from the gravity well with 10 HP left)...I agree though that at the small percentages used for Vasari armor techs, the effect would hardly matter...if large changes of mass just don't work then I guess we'll never get mass changes that could actually make a noticeable difference...

Quoting Photoloss, reply 25

It also makes Phase Out Hull seem much more gratifying if you actually get your enemies stuck in another dimension.

End of Photoloss's quote

Oh I agree...and given how phase space is portrayed with Vasari techs (buildings with barriers, scout ships), travelling in extra dimensions seems more likely than bending space... 

Reply #27 Top

This really bothers me because it means the game is using the mass for something, we just don't know what it is...since some damage types like missiles are backloaded, every second can count (nothing worse than seeing an enemy cap jump from the gravity well with 10 HP left)...I agree though that at the small percentages used for Vasari armor techs, the effect would hardly matter...if large changes of mass just don't work then I guess we'll never get mass changes that could actually make a noticeable difference...
End of quote

If that happens send some Bomber-loaded Carriers after it }:)

Any suggestions on how to test changes to acceleration rates? How long does a ship normally take to accelerate to full speed? How long for max turn speed? Would the TEC thruster upgrade even be worth it if it gave a 100% increase?

I was definitely disappointed with my 90% reduction test, as it clearly proved mass reduction doesn't improve the arching turn situation (unless you want that minefield cleared, though that works perfectly even without further help)

Maybe I'll at least test TK Push, but since applying the original value every 0.5s barely caused a frigate to budge I think this effect does exist.

Oh I agree...and given how phase space is portrayed with Vasari techs (buildings with barriers, scout ships), travelling in extra dimensions seems more likely than bending space...
End of quote

...which ends this discussion until the Chaos come over and enlighten us regarding the nature of Phase Space.

Reply #28 Top

I changed the advanced maneuvering bonus from 15% to 50%...I didn't feel like much was noticeable...

Then I changed it to 100%, and still, I didn't see a significant difference...

Finally, I said screw it and went all out with a 1000% bonus...the 1000% made a very noticeable difference, and I'd say it actually might be worth researching late game (nothing worse than a cap failing to escape because it can't navigate around an asteroid or some crap like that)...

I'm probably going to implement this 1000% in a balance mod, should make TEC caps a little easier to protect...

Reply #29 Top

lolz,should this be in off-topic?