Removing rammers

The problem is how does the game know that it's them ramming you rather than you ramming them?

Mmm maybe by the same way the game allocate collision damage? Also, ramming is usually done with the ram of the ship.

I know it sounds like black magic for videogames to calculate collision damage and have localised hitboxes...

Oh but wait, no, they already fixed the problem by putting a speed limit. Just like they fixed healing beams with buffed station turrets. Brilliant.
 
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Yup, as much as I have made light of having fun with mates and ramming, it is a real pita when someone is trying to do it on purpose, just to screw with you and your game.

As Noddie above said, keep under a ton and you'll be fine. The game knows all players' speeds, so there will be no comeback from it. You can get fined for hitting people, and for causing damage from collision, although I never know if the latter applies if it happens when below a ton or not? I'm normally over that as said!

One way to do it, if not using a DC, is to drop all pips from engines, and find whichever thrust hotkey keeps you below it - be it 100%, 75%, so on. If you map that, then get into a routine when docking, you'll never get fined nor give muppets the satisfaction of annoying you.

So, drop into the station instance, get to 7.5km, request docking, drop the pips from engines, then hit the throttle key that keeps you under a ton (if using a hotas then remember the throttle position).

Doing this will mean you never get stuffed, and you'll be fine with any stupid NPC ships too.
Good luck Cmdr,
The Hat :)
 
I made my first CMDR kill by accidental ramming. It was in my 3rd week of play - I spent 2 weeks in Solo learning and then wiped my save and restarted in Open. We were both in Sidewinders - he had 2 lasers and I had a laser and a machine gun. His shields were lower than mine and we were turning and firing all at close range, but I knew I could turn fast if I boosted, so I did, intending to get on his tail, but as I turned towards him he turned towards me and we became "coincident in space-time" - rammed!. I went spinning away with no shields and a damaged ship and he blew up. Sorry wohever you were.
 
I had a couple of Orcas ramming my Imperial Courier at Jameson last night. Took about 6 or 7 hard hits but they still couldn't manage to break my little ship. Probably over compensating for something....
Anyhow, I generally take it as part of the game and treat them as a dumb distraction.
 
What happens when an NPC rams me from behind, inside a station? Do I get fined, or does the game detect that and I don't get fined? I came across this issue sometimes, but I don't remember what happens.
If you're travelling over 100 m/s you get fined in a collision, regardless of what the other ship was doing and whether it also gets fined. If you're travelling slower, you don't.

Mmm maybe by the same way the game allocate collision damage?
Collision damage is split between the two ships primarily based on the ship masses, so are you suggesting a rule where the heavier ship is always deemed to be the rammer? (Or the lighter one? Or split the fine/bounty for the ram proportionate to the damage caused?)

Also, ramming is usually done with the ram of the ship.
Yes, but it's not a requirement, which means it'd be useless for stopping PvP rams being blamed on the non-hostile party (and in all other circumstances it really doesn't matter whose "fault" the ram was anyway). Boost, FA-off spin, some lateral thrust, hit them with whichever side of your ship you want.
 
Station ramming is an exploit, and its users are cheaters... full stop.

I block and report whenever I see someone doing it. It’s no different than combat logging.

As @FalconFly said, FDev has tried to stop it with various updates. I suspect that they just don’t know how.

< braces self for inevitable wave of players trying to justify their abuse of what is clearly an unintended loophole / AKA: an exploit 🍿 >

roflmao - wow, cheaters huh? So what about when it happens in combat, its all good then right? Get a grip.
FDev DID fix it - it's called adhering to the speed limit. If you are under the limit and get station rammed and killed, so does the rammer. Just don't speed if other players are around, this problem has LONG BEEN SOLVED.
 
roflmao - wow, cheaters huh? So what about when it happens in combat, its all good then right? Get a grip.
FDev DID fix it - it's called adhering to the speed limit. If you are under the limit and get station rammed and killed, so does the rammer. Just don't speed if other players are around, this problem has LONG BEEN SOLVED.

Why do people keep repeating this? NO, the problem has not been solved. Docking-computer users cannot control their speed while the DC is engaged.
 
The whole ramming feature is pure toro caca. I can't imagine space ships full of cargo and equipment ramming each other and surviving, particularly after losing shields. And yes, I understand that heavy objects striking light ones will deal more damage to the lighter.

Ramming should be modeled to be a last worst option, parceling out serious damage to both ships involved. I do use it myself, but it's a crap tactic that is based on handwavium.
 
Collision damage is split between the two ships primarily based on the ship masses, so are you suggesting a rule where the heavier ship is always deemed to be the rammer? (Or the lighter one? Or split the fine/bounty for the ram proportionate to the damage caused?)

I was highlighting the fact collision are already detected and damage allocated, albeit with nonsensical balance, to a health bar. That's the same system allowing a T10 to boost and plant itself on a high G world and loose one ring in a space sim (sic). But in reaction to your post saying it would be hard to detect ram. It's not. The game already does that because damage is dealt. Powercreep just makes that damage ridiculous at times.

Yes, but it's not a requirement, which means it'd be useless for stopping PvP rams being blamed on the non-hostile party (and in all other circumstances it really doesn't matter whose "fault" the ram was anyway). Boost, FA-off spin, some lateral thrust, hit them with whichever side of your ship you want.

If someone can boost, FAOff spin, and do enough collision damage to destroy a ship all under 100 m/s, they totally deserve the kill.

But you are right, it's not a requirement and that's also a part of the problem. Rams are conceived to do ram damage, not the flat of your hull or the main thrusters. IIRC localized damage was a thing on the plate at some point, but we're stuck with modules placeholders.

But it's FDev... Hey FDev, trolls are ramming noobs at stations! Can you do something about that? Implement a proper ram module with it's hitbox for exemple, then detect rams? Nope. They put a speed limit, got a ridiculous system of fines and bounties and hot modules.

That's the core problem of Elite Dangerous. they "fix" things with more problems.
 
But in reaction to your post saying it would be hard to detect ram
I said it was hard to detect whose fault the ram was.

Obviously it's straightforward to detect that a collision has occurred!

Shooting as well, and yet it does. What a stupid argument.
It's not about detecting the ram, it's about detecting which of the two parties intended to do the ram.

When you shoot, there's no ambiguity that you're shooting them, rather than them shooting you.
In a collision, the two ships collided but there's no clean way to determine which one (or both, or neither) intended the collision to happen.

(In the real world - where decisions can be taken by real people able to consider all the context - there are insurance scams based around it being difficult to determine intent or fault in collisions, and the normal guidance being abusable. A computer game having to make an instant fully-automated judgement is never going to get it right.)
 
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