It appears to me that now the mass does not matter much when ramming, results depend mostly on the speed? Momentum depends on both mass and speed, shouldn't mass matter more? Giant ship on the medium speed should probably cause much more ram damage than small, even when the last has double speed but ten times less mass?
Vertical ramming and fall as it is now looks strange, like it was nerfed after it was OP... Nonetheless, falling ships cause very good deal of damage you will have troule defending against though.
Maybe there is some sense in making changes to ramming mechanic where...
- the mass will have more impact on the ram damage?
- make vertical descend/fall speed not decrease suddenly sometimes, but increase on around 10 m/s until surface?
- to make vertical ramming not so easy and generally make more sense some structural integrity check may be added? To decrease HP not only of the colliding module, but some adjacent modules too (like it happens on explosion in the game), the shock should be transferred (of course, most of the damage still goes to the colliding part). If some module breaks during that check the impact damage is decreased: some of it gets absorbed directly by that module, some is going to adjacent modules. If the structure of ramming ship is split in two parts during that, only the mass of the first part is used to calculate ram damage, the second part is ramming the first part after that. That way when some scrap pieces are falling down, the first module on contact will break, absorbing good deal of damage and transferring it to adjacent modules, and less damage to the solid structure being rammed will be done.
Something like that... Maybe it will make a good sense to place your ram on your kilt.
Lieutenant
It appears to me that now the mass does not matter much when ramming, results depend mostly on the speed? Momentum depends on both mass and speed, shouldn't mass matter more? Giant ship on the medium speed should probably cause much more ram damage than small, even when the last has double speed but ten times less mass?
Vertical ramming and fall as it is now looks strange, like it was nerfed after it was OP... Nonetheless, falling ships cause very good deal of damage you will have troule defending against though.
Maybe there is some sense in making changes to ramming mechanic where... - the mass will have more impact on the ram damage? - make vertical descend/fall speed not decrease suddenly sometimes, but increase on around 10 m/s until surface? - to make vertical ramming not so easy and generally make more sense some structural integrity check may be added? To decrease HP not only of the colliding module, but some adjacent modules too (like it happens on explosion in the game), the shock should be transferred (of course, most of the damage still goes to the colliding part). If some module breaks during that check the impact damage is decreased: some of it gets absorbed directly by that module, some is going to adjacent modules. If the structure of ramming ship is split in two parts during that, only the mass of the first part is used to calculate ram damage, the second part is ramming the first part after that. That way when some scrap pieces are falling down, the first module on contact will break, absorbing good deal of damage and transferring it to adjacent modules, and less damage to the solid structure being rammed will be done.
Something like that... Maybe it will make a good sense to place your ram on your kilt.
Best regards.