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Tractor beams are broken

issueman1issueman1 Member Posts: 0 Arc User
I want you to picture this-

a 1979 pinto with a tow strap tied to the back of it. On the other end a kenworth 18 wheeler.

Now imagine they are at a dead even pull, smoke pouring off both vehicles tires.

When I see my runabout tackle a dreadnaught and make it stop this is the image I have in my mind. In reality that runabout would have been pulled by the larger ship, if not by the engines then the pure inertia. I believe there was an episode on DS9 that this was brought about. If they used a tractor beam on the station (I believe it was when the station needed to be relocated) that the mass of the station would just drag the tow ship.


Please... save the pintos.... make tractor beams used by small ships vs larger ships slow... not stop...

And yes, I related runabouts to pintos...
Post edited by issueman1 on

Comments

  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    It's even funnier when you remember that this effect is even more true in space, because there's no frictional force lessening the forward drive of the larger ship. The only way you could stop that Dreadnought would be to duplicate a force in magnitude exactly equal to its own.

    One hell of a Runabout!
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  • aeonjeanaeonjean Member Posts: 137 Arc User
    edited August 2012
    It'll never happen, logic often takes a back seat to "fun" and also what's easier to implement.
  • edited August 2012
    This content has been removed.
  • jkstocbrjkstocbr Member Posts: 0 Arc User
    edited August 2012
    Yeah I agree with what you say. Effectiveness should be promotional to the ship you are flying Also, tractor Beams should be a Console available to any ship with its own unique console slot. How can you leave spacedock without a tractor beam?
  • aeonjeanaeonjean Member Posts: 137 Arc User
    edited August 2012
    jkstocbr wrote: »
    Yeah I agree with what you say. Effectiveness should be promotional to the ship you are flying Also, tractor Beams should be a Console available to any ship with its own unique console slot. How can you leave spacedock without a tractor beam?

    If they did that, then should we all have repulser beams?
  • tangolighttangolight Member Posts: 777 Arc User
    edited August 2012
    Actually no.

    Since tractor beams are just attenuated linear graviton beams, the force of the tractor beam is directly related to the strength of the tractor beam, and not directly related to the size of the ship emitting it.

    It is not the mass of the ship using the tractor beam that is anchoring the target, but rather the gravitational energy conferred by the graviton particles itself in the beam that cause the target to slow, stop, or be towed along.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited August 2012
    tangolight wrote: »
    Actually no.

    Since tractor beams are just attenuated linear graviton beams, the force of the tractor beam is directly related to the strength of the tractor beam, and not directly related to the size of the ship emitting it.

    It is not the mass of the ship using the tractor beam that is anchoring the target, but rather the gravitational energy conferred by the graviton particles itself in the beam that cause the target to slow, stop, or be towed along.

    The grappling hook however..... is still up in the air.... :P
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    tangolight wrote: »
    Actually no.

    Since tractor beams are just attenuated linear graviton beams, the force of the tractor beam is directly related to the strength of the tractor beam, and not directly related to the size of the ship emitting it.

    It is not the mass of the ship using the tractor beam that is anchoring the target, but rather the gravitational energy conferred by the graviton particles itself in the beam that cause the target to slow, stop, or be towed along.

    But the strength of the beam would be dependent on the energy output of the ship. Even if it weren't (and now we're getting into silly MacGuffin territory) the larger ship could just generate a tractor of its own and cancel out the effect through superposition.

    I should add that the gravity-based explanation given by Memory Alpha actually makes things worse. Gravity is generally a weak force and a poor vector for translating power into work; generating gravity strong enough to stop a Runabout, let alone a behemoth vessel like a Galaxy-class, would vaporize the ship attempting to generate it as well in the process, and both would likely collapse into a localized black hole.
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited August 2012
    But the strength of the beam would be dependent on the energy output of the ship. Even if it weren't (and now we're getting into silly MacGuffin territory) the larger ship could just generate a tractor of its own and cancel out the effect through superposition.

    I should add that the gravity-based explanation given by Memory Alpha actually makes things worse. Gravity is generally a weak force and a poor vector for translating power into work; generating gravity strong enough to stop a Runabout, let alone a behemoth vessel like a Galaxy-class, would vaporize the ship attempting to generate it as well in the process, and both would likely collapse into a localized black hole.

    TECHNOBABBLE!

    Learn to love it! :D

    Actually though, that is not the case. The real science behind warp theory and teleportation require such massive power sources (equivalent to several dying stars) that it makes generating a gravity-well capable stopping a ship in it's tracks is pittance in comparison. And we all know how prevalent those things are... :rolleyes:
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    But the strength of the beam would be dependent on the energy output of the ship. Even if it weren't (and now we're getting into silly MacGuffin territory) the larger ship could just generate a tractor of its own and cancel out the effect through superposition.

    I should add that the gravity-based explanation given by Memory Alpha actually makes things worse. Gravity is generally a weak force and a poor vector for translating power into work; generating gravity strong enough to stop a Runabout, let alone a behemoth vessel like a Galaxy-class, would vaporize the ship attempting to generate it as well in the process, and both would likely collapse into a localized black hole.


    Well that's better than a spread out nebulous black hole like happens......um....errr...nvm.
  • tangolighttangolight Member Posts: 777 Arc User
    edited August 2012
    But the strength of the beam would be dependent on the energy output of the ship. Even if it weren't (and now we're getting into silly MacGuffin territory) the larger ship could just generate a tractor of its own and cancel out the effect through superposition.

    I should add that the gravity-based explanation given by Memory Alpha actually makes things worse. Gravity is generally a weak force and a poor vector for translating power into work; generating gravity strong enough to stop a Runabout, let alone a behemoth vessel like a Galaxy-class, would vaporize the ship attempting to generate it as well in the process, and both would likely collapse into a localized black hole.

    I imagine that both the runabout and a larger ship are using a standard tractor beam emitter, thus have about the same strength. And since it the standard emitter alone has enough power to generate enough graviton particles to stop a large ship, that's all that needed. There is simply no need for adding more power, even if you could.

    And adding more graviton particles to existing ones wouldn't cancel out the effect. Reversing them would be, as in tractor beam repulsors - and that DOES work as a counter to tractor beams in the game.

    The gravity doesn't have to be localized black hole strength either, just enough stop stop a ship from moving, which an actual black hole would be over kill for.

    And yes, this is technobabble/mcguffin territory. Which is partly my point - you can't argue real world physics and logic about ship sizes when dealing with devices that were technobabble to begin with, and the OP saying that the tractor beams are broken, and making a comparison to terrestrial automobiles is a fallacy.
  • lostusthornlostusthorn Member Posts: 844
    edited August 2012
    Tractors are a pest in PvP, hardly any match where you don't spend half the time tractor. the other time is when you come back from the spawn point or your tractor counter is actually working. And it gets really bad when a escort clinks themselves to your aft and tractors you.
    Not only do they outrun, outmaneuver any other ship, they also have to tractor you....

    What i would do to tractors:

    1) borg tractors, npc and the 4set bonus, unchanged.
    2) boff skills, pet powers, change to NOT stop a target, but instead dissipate incoming energy weapon fire from the targeted ship. By lets say 5% reduction in acc and 5% reduction in dmg per rank of the tractor skill. Example from DS9 when the defiant run away from a vor'cha and used their tractor exactly like this.
    3) change repulsors to deflect incoming physical projectiles, aka torpedoes, by the same amount.
    4) weaponized tractor beam, that goes into a weapon slot and in combination with the boff skill can be used like tractors can be used currently.
  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    edited August 2012
    This is one of the reasons PvP is so broken and why some people have trouble overcoming the unreality of it.

    I would rather see a cut scene where the smaller ship's Tractor Beam Emitter gets ripped from their ship causing all kinds of secondary discharges and problems to reward them for even trying it.

    It doesn't matter if the emitters are standard, it's the fragility of what it's mounted to versus the force being applied.
  • f9thaceshighf9thaceshigh Member Posts: 1 Arc User
    edited August 2012
    Honestly, why are we bringing this up again?

    Mass does not matter with tractor beams, they are not ordinary cables, they are beams that manipulate gravity. A ship can tow anything as long as it has a sufficiently powerful energy source, since we see Danubes towing large ships in DS9, one can assume they have enough energy.
  • tangolighttangolight Member Posts: 777 Arc User
    edited August 2012
    This is one of the reasons PvP is so broken and why some people have trouble overcoming the unreality of it.

    I would rather see a cut scene where the smaller ship's Tractor Beam Emitter gets ripped from their ship causing all kinds of secondary discharges and problems to reward them for even trying it.

    It doesn't matter if the emitters are standard, it's the fragility of what it's mounted to versus the force being applied.

    The beams aren't attached to the emitters like that. The stopping force comes from the graviton particles themselves, there is no shearing stress placed on the emitters at all. The emitters simply sustain the beam - there is no way that another ship could result in it being 'ripped out'. The worst that would happen is the beam would sputter and die out as the graviton particles are dispersed.
  • jexsamxjexsamx Member Posts: 2,803 Arc User
    edited August 2012
    issueman1 wrote: »
    In reality

    I think I found the problem. You seem to think this is somehow based on reality. Well, no. No it isn't.
  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    edited August 2012
    Then Tractor beams are even more of an unbelievable McGuffin than I had originally thought.

    Not how the universe works.

    If it were somehow dependent on the gravitons in the beam itself, then the emitting ship couldn't move either and if engaged in a system with gravitational, thus graviton emitting objects like planets, then the emitting ship would be flung about everywhere.

    In the shows, Tractor beams replace Grappel Cables, are those magic Skyhooks as well?

    LOL I knew someone would use the standard "reality" excuse.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    Honestly, why are we bringing this up again?

    Mass does not matter with tractor beams, they are not ordinary cables, they are beams that manipulate gravity. A ship can tow anything as long as it has a sufficiently powerful energy source, since we see Danubes towing large ships in DS9, one can assume they have enough energy.

    Gravity is a function of mass. It's not physically possible to "manipulate" gravity with energy or "beams" (were such a beam to exist, it would be manipulating the surrounding mass in some form to give the illusion that it was directly affecting gravity). To be specific here, I don't mean that our technology isn't capable, I mean that the syntax is wrong and based on a misunderstanding of gravity, akin to asking what's north of the north pole.
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  • issueman1issueman1 Member Posts: 0 Arc User
    edited August 2012
    So by what you people are saying, a runabout can haul a station? You are going to make me start from season 1 to find out what I'm trying to point out. Ds9 btw.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2012
    The only issue of Tractors in PvP are like any other pet debuff in PvP, they shouldn't be there.

    That said:

    1.APO
    2.PH
    3.Evasives&Engine Batt
    4.Evasives&Full Engine Power
    5.TBR
    6.PSW
    7.SS
    8.JS
    9.Jump Console
    10. Tholian Web
    11. Big enough collidable between you and the player using the TB
    12. Killing the player/pet using the TB,kill player who launched the pet using the TB
    13. AMS
    14. Tric Stun/Interrupt
    15. Draining/offlining the TBing player/pet's Aux
    16. Speed Console
    17. Deut&Evasives
    18. Vent Theta
    19. Wall building console
    20. KHG shield proc

    The above in no particular order will aid in dealing w/TBs, and there maybe more than I listed. Other than massive pet spam I don't see this being an issue in terms of playability and perhaps the fact the Boff cooldown starts when TB is initiated instead of @ its completion.

    Edit: Added a couple more optoins.
    Edit: Added KHG shield proc to list of stuff that can break TBs.
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    4:10

    http://www.youtube.com/watch?v=as55NormWzg

    For those who dislike small ships tractoring the big ones in combat...
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  • grouchyotakugrouchyotaku Member Posts: 0 Arc User
    edited August 2012
    issueman1 wrote: »
    So by what you people are saying, a runabout can haul a station? You are going to make me start from season 1 to find out what I'm trying to point out. Ds9 btw.
    But after all, this is all science fiction, so the only things that really count is continuity...

    The first draft of the DS9 Pilot actually did have DS9 towed by the runabouts, but this was eventually changed to using the station thrusters in combination with a sub-warp field... and in the final DS9 pilot, the runabout had no problem at all pulling a Galor out of the wormhole...
  • peferctwombatpeferctwombat Member Posts: 0 Arc User
    edited August 2012
    tangolight wrote: »
    Actually no.

    Since tractor beams are just attenuated linear graviton beams, the force of the tractor beam is directly related to the strength of the tractor beam, and not directly related to the size of the ship emitting it.

    It is not the mass of the ship using the tractor beam that is anchoring the target, but rather the gravitational energy conferred by the graviton particles itself in the beam that cause the target to slow, stop, or be towed along.


    QFT

    It has nothing to do with the size of the ship. Because a tractor beam in essence is just an artifical gravity well.
  • philosopherephilosophere Member Posts: 607 Arc User
    edited August 2012
    Honestly, what bothers me more is that now tractor beams are magic death rays, especially to shuttles or if you're facing one of the overpowered "magic" ships we see so often these days.

    Tractor beams are NOT supposed to do damage. That's the whole POINT of them. When a BortaS locks one on doing 4000 dps, it's kind of annoying.

    In one of the TOS episodes where the Enterprise gets rubberbanded and ends up in 1960's Earth upper atmosphere, the Enterprise's tractor beam crushes the dispatched USAF fighter... so it is cannon.... as is rubberbanding in STO....
    Are we there yet?
  • quiscustodietquiscustodiet Member Posts: 350
    edited August 2012
    p2wsucks wrote: »
    The only issue of Tractors in PvP are like any other pet debuff in PvP, they shouldn't be there.

    Agreed.


    As for the realism arguments: lulz. For years, there's been a weekly thread about how "bigger Ships should be better at X because they're bigger"; so much so that, if the devs had given in, the mere presence of a Tac Cube would make all Ships within 50km instantly explode. An Odyssey orbiting DS9? Anything smaller within the system explodes, as well!


    In a fantasy-themed MMO, it's easy to counter any "X is unrealistic" arguments with the "midgets flinging fireball" retort... STO needs an equivalent.
  • lostusthornlostusthorn Member Posts: 844
    edited August 2012
    dalnar83 wrote: »
    4:10

    http://www.youtube.com/watch?v=as55NormWzg

    For those who dislike small ships tractoring the big ones in combat...

    Yes, and also note that both ships are moving rather rapidly, and that the tractor was used to dissipate the disruptor fire from the vor'cha. Not to stop it or tow it around.
    So, anything but how tractors are in game.
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