Expanded ramming

I’ve trying a roman republic playthrough, and an important part of that would be an option to ram the many enemies’ ships with yours. Large carronades can substitute for that a bit, but a better feeling could be felt if we had actual rams! So,

let’s have ramming damage be calculated based on the mass of the ramming ship, and the speed difference between it and target, and to be applied to both target and attacker. Chance of ramming successfully should be calculated basing on the attacker’s and defender’s top speeds, much the same as it is now. For instance, let’s imagine that a 15000ton trireme moving at 6km/s can generate up to 60 points of damage ramming an alien missile cruiser that’s capable of moving at 4km/s. If the cruiser were unable to move, this maximum amount of damage would then be 180.

Then, add a new class of ship component - ram. A single ram can be mounted on a ship, and it might have to contend for the slot with a spinal beam weapon. Basing upon a race’s armour technology, and component size, a ram would have the ability to offset a certain amount of ramming damage when present on the attacking vessel.
For example, let’s say a 15HS TL2 ram can offset up to 24 points of ramming damage. A ship equipped with that would then be able to inflict up to 24 ramming damage on an opponent, while sufferring none itself. On a successful attack, roll a dice to damage the ram, with something like ~5% to break it when used at “full” capacity, which would put it out of action.

A ram should be able to have a target ship assigned to it, much like a fire controller, but not an option to fire. Instead, add a fleet order to attempt a “normal” ramming attack where every ship would inflict no more than the amount of damage that the ram can offset, to the tagret assigned to the ram in “ship combat” tab. This would represent a normal combat option for races that, like Greeks, are so inclined as to ram their enemies, not the desperate suicidal type of attack. In a “suicidal” type of ramming attack, the ram would still offset the damage taken by the attacking ship, and run a much higher chance of being damaged,smth like (damage dealt/ram capacity -1) + 5% chance of breaking. In this example, inflicting 1.95 times the rated damage would always break the ram.

In the example of the trireme ramming the alien cruiser above, a “normal” ramming attack would cause 24points of damage to the cruiser, none to the trireme, and break the ram one out of 20 times. A “desperate” attack would inflict 60 damage to the cruiser, 36 to the trireme, and definitely break the ram.

As it would seem that since the ram is sitting out there on the exterior of the ship, and can’t/shouldn’t be covered by armour, perhaps it should be considered exposed to enemy fire even when ship armour is undamaged. It should be a tough component to break in this manner, though, perhaps even contributing to the survivability of the ship by deflecting damage from normal armour and (when the htk roll is good) swallowing it.

As for how to balance it all, perhaps aim towards an idea that a ship that is 60% engine, 15%armour, and 20% ram, should be a dangerous if niche combatant.

Currently ramming does far more damage than suggested and is really a desperation tactic given the likely result. In my current game, a 11,500 ton ship rammed a 15,000 ton base, destroying both.

Using the stats suggested above, wouldn’t you get far more damage by mounting several plasma carronades instead of a ram and firing at point-blank range?

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I do think that the current damage values for ramming are too high. Its fine and makes for spectacularly fun results when ai only rams rarely under drastic circumstances, but if we want to have this as an option for more normal fights, I think they should be tuned down quite a bit. My example number were a guess, it may have landed on the lower side of what’s actually balanced

Re carronades, yes you’re right and that’s essentially what I’ve been doing at the start of the Roman campaign - putting the biggest carronade on a ship, calling it a ram and pretending it’s spinal. Later I had the idea that if I put a few of them and fire in sequence, then the ship can “ram” more often.

Still, I think that if my suggestion was implemented it would make for a distinct kind of weapon even from several large carronades. It would be a weapon that needs a large speed advantage to work at all, and makes sensible to aim for a larger and more boosted engines than even a railgun brawler. It would be easy to scale without much research, simply bumping up the size of the ram to get more damage. It would also be a weapon thats suitable for foiling certain kinds of jump point ambushes, because enemies could land right on top of the ambushing stack and start ramming it immediately.

Drawbacks would also be distinct, such as a small but significant chance to break the ram and lose the ability to ram safely on every attack, complete uselessness against fighters, and the chance to have the ram shot off by a stray missile salvo or laser volley, again losing this mode of attack

For ramming to be a deliberate strategy, rather than a desperation tactic, it needs to be compared against the alternative of moving to point-blank range and firing. There should be some situations in which ramming is better and some in which weapons are better - similar to lasers vs railguns vs particle beam.

Ramming can’t always be better than weapons and vice versa, or the mechanics won’t work. It also has to pass an internal consistency test within the game mechanics, so two ships colliding at high speed can’t result in minor damage. Finally, you need to consider how much a mechanic could be abused by very small, or very large ships, or ships composed entirely of armour and engines and how that would affect the balance vs existing weapons.

I suggest running some numbers and seeing if you can come up with a more detailed proposal that meets those criteria.

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I can’t see ramming being anything other than catastrophic in Aurora physics. Two 5,000 ton ships hitting at a combined speed of just 1,000 km/s would release something like 300 megatons of TNT.

With ships being frequently larger and frequently going faster the only way you avoid catastrophic energy release is a sideswipe…

I agree with this. Ramming between two blue water ships is fine, because if your own ship starts sinking, you could abandon ship and swim to another ship. You also aren’t ramming at combined approach speeds that can add up to a respectable fraction of the speed of light.

While the Aether is whatever people want it to be, the result of a ship’s destruction has always been that the ship is dumped out into space as a wreck, and where survivors of ramming can suffer all the joys of explosive decompression.