Disruptive mass should be based on mass

An inspired suggestion, I know. Right now it seems to be implemented as a table. Ie. a Type-6 slows a Cobra by 14x, a Cobra doens't slow a Type-6. A Cobra slows another Cobra by 12x. Etc.

Surely it should be based on the ships' relative masses? I did a test with a ~190t Type-6 and a ~290t Cobra. Guess who suffered the disruptive mass penalty? That's right the Cobra. Type-6 could jump just fine.

It doesn't seem like it'd be too complicated to sum the mass of ships within 3km (if we're going for on-off disruptive mass), and using a clever formula thingamy, calculate a disruptive mass ratio. Right now things feel pretty shallow.
 
An inspired suggestion, I know. Right now it seems to be implemented as a table. Ie. a Type-6 slows a Cobra by 14x, a Cobra doens't slow a Type-6. A Cobra slows another Cobra by 12x. Etc.

Surely it should be based on the ships' relative masses? I did a test with a ~190t Type-6 and a ~290t Cobra. Guess who suffered the disruptive mass penalty? That's right the Cobra. Type-6 could jump just fine.

It doesn't seem like it'd be too complicated to sum the mass of ships within 3km (if we're going for on-off disruptive mass), and using a clever formula thingamy, calculate a disruptive mass ratio. Right now things feel pretty shallow.
If your numbers are correct I agree. Actual mass (and distance from mass centre of course) should be used. I suppose things like these are simplified to make it faster for the server to look up values.
 
The server should know the exact mass of all ships including mods and cargo in a given area, this should be easy from a tech standpoint and have the advantage of adding cargo mass to the mix. The extra processing might slow things down a bit though.
 
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