A solid feature to have.
It could work like so:
If a small ship rams a big ship, the game uses existing ramming calculations (speed / mass / whatever) to figure out (besides bouncing / pushing effect), the damage to each ship, or more clearly, who is getting the most punished from the two ships, on a % basis, and applies damage to each ship on that % basis.
So if your small fighter rams the 10000 mass ship (or vice versa), the big ship may get two cracked hull blocks, but your fighter disapears.
If two ships of identical mass hit each other, the damage is 50% to each at the impact point. The damage "missile style" done to each ship can be based on how much bigger or smaller the first ship is compared to the other, in this example here they are the same size, so the ratio is 1, so 1 multiplied by some general rule for ramming damage to be invented. E.g. simple example: Ratio of 1 * (0.5% of the ships total blocks get damaged per 1KMH speed at impact) = "fake missile hit damage to ship at impact point". Minimum impact speed of 20KMH required to initiate etc.
I'm using missile damage as the example for this for the crator effect
Goes without saving, shields SHOULD NOT significantly protect against ramming. Most sci-fi shows have displayed ramming damage significantly cutting through shielding.
Your carrier will fair way better anyway than the small fighter you ram or that rams you.
It could work like so:
If a small ship rams a big ship, the game uses existing ramming calculations (speed / mass / whatever) to figure out (besides bouncing / pushing effect), the damage to each ship, or more clearly, who is getting the most punished from the two ships, on a % basis, and applies damage to each ship on that % basis.
So if your small fighter rams the 10000 mass ship (or vice versa), the big ship may get two cracked hull blocks, but your fighter disapears.
If two ships of identical mass hit each other, the damage is 50% to each at the impact point. The damage "missile style" done to each ship can be based on how much bigger or smaller the first ship is compared to the other, in this example here they are the same size, so the ratio is 1, so 1 multiplied by some general rule for ramming damage to be invented. E.g. simple example: Ratio of 1 * (0.5% of the ships total blocks get damaged per 1KMH speed at impact) = "fake missile hit damage to ship at impact point". Minimum impact speed of 20KMH required to initiate etc.
I'm using missile damage as the example for this for the crator effect
Goes without saving, shields SHOULD NOT significantly protect against ramming. Most sci-fi shows have displayed ramming damage significantly cutting through shielding.
Your carrier will fair way better anyway than the small fighter you ram or that rams you.