I'll admit that I have already heavily thought about how I would exploit such a mechanic...
I can crank up ways to exploit it even without thinking too hard.
The definition of 'exploit' is to "make full use of and derive benefit from
", such as to harness or utilize. There's nothing wrong with exploiting a good tactic. That's called "strategy" or using your head. However, it is something else entirely to exploit a bug, a loophole, or a broken game mechanic, particularly if it would hurt game balance.
To quote the Wiki...
I would build a ramming fleet and conquer the galaxy by simply headbutting the crap out of all the aliens.
Presumably because you could just make seriously overpowered fighter sized ramming missiles and destroy much larger more expensive ships very cheaply.
I ran test games where I put megaton sized conventionally armed ships up against various spoilers, ramming can easily bust through 100 armour layers without a problem
Reason for players not being allowed to ram is that it is an exploitable tactic. NPRs will only ram as a last resort (no weapons) and if their characteristics allow it.
That reason makes perfect sense. I'll admit: It makes me glad that players can't ram.
However, this is unfortunate as ramming used in moderation could make for wonderful flavor to roleplaying. I'm sure SteelChicken and myself aren't the only ones who find it at least a little appealing.
The real problem is not ramming itself. Rather, it's that ramming seems way too powerful and too exploitable. Maybe it should not
do nearly so much damage? Maybe, just like
NPRs will only ram as a last resort and if they have no weapons, the player could only issue a ram if they have taken a lot of damage (at least 85?) and originally had weapons, but have nothing left?
, player ship ramming could be possible, but left out of player control? Maybe there'd be a small
chance for it to occur when certain conditions are met (i.e., damaged vessel and/or out of weapons/missiles)? Maybe even with a campaign option to turn ramming on or off?
This ramming discussion reminds me of the Suggestion: AMM doesn't need warhead
It seems counter-intuitive to me that a missile getting hit by a 2. 5 ton object moving at 50000 kilometers per second relative to itself does not blow up, even if that 2. 5 ton object is just a chunk of metal with no explosives inside. Therefore I suggest that for the purposes of shooting down missiles, your anti-missile missile needs 0 warhead.
This reasoning seems sound at first glance, particularly since KEIs or Kinetic Energy Interceptors
are a real-life thing.
But, as someone pointed out, doing so would cause problems...
[This]...would promote smaller and even higher amounts of AMMs.
I would prefer going the other way around and giving ships with thicker armor 1 point of damage absorption so that AMMs don't scratch them.
Aurora doesn't need even smaller and more missiles going around IMHO.
And another pointed out that missiles probably do not actually collide with each other and the AMM just gets "close enough for the warhead to go off." Also:
...Trying to intercept something going 20000km/s while being relatively tiny is going to be very hard...
I think ship ramming could be viewed in a similar light. Granted, a ship is much larger than a missile. But it would still be difficult when moving at several thousand km/s, particularly since the target would try to avoid the impact. At 5000 km/s, a ship would pass 1 km of distance in 0.0002 seconds, assuming a stationary target. Humans can't react that fast. And with two ships approaching each other at 5000 km/s, that effectively becomes 10000 km/s.
Similarly, while pure kinetic damage would go up with increased speed, at the same time, the increase in speed should make it more difficult.
AMMs, ship ramming shouldn't be about an actual impact, but getting close enough for an explosion? Engines do have an Explosion Chance
, which is "the percentage the engine will blow up if damaged, causing a secondary explosion." Maybe when NPRs get desperate enough to "ram" they might self-destruct or rig the engines to overload when the computer senses a close proximity?