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NightKhaos
Gallente Relative Quantum Limited
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Posted - 2009.05.30 21:33:00 -
[31]
Originally by: Abrazzar Easiest solution would be to keep the mechanics as they are and instead have a graphical depiction of what is happening. The warp tunnel twists reality around itself, resulting in a gut wrenching vortex of stretched and curled planets piouretting around your view, while the ship is hurtled through a negative friction spatial bubble towards its goal.
Read the back story my man! The warp tunnel is twisting normal space around you, but if you intersect an object in warp there should be a big "splat" as you hit the object at FTL, since you do actually exist in physical space. No matter how powerful a warp drive is it cannot produce a gravity force big enough to distort a planet or moon, and even if it could, it would destroy said object in the process.
So thus, avoiding planets is the only option!
Anyway, let us begin with the Pros v Cons
Beacons Pros - No change to warp mechanic needed, ships still align, then warp. - Easy to implement, very few calculations needed compared to curved warp paths.
Cons - Beacons need to be added to every planet, a possible headache. - If a warp is not possible there needs to be a correction method included. - Because of warps intersecting physical objects, an emergency warp function must be added to allow escape from hostile situations. - Change to user experience, i.e. have to warp to intermediate points.
Curved Paths Pros - No change to user experience. - Follows a more realistic model to the concept of a warp tunnel, i.e. course corrects should be possible under the theory. - Do not need to "align" for warp provided a free path exists. - Removes the ability to determine warp end point based upon vector.
Cons - Possible headache with calculations if not carefully optimized. - Change to warp mechanics, warp align time is replaced by warp calculation time, which is directory proportional to mass rather than agility. - Required a new skills to be added, "Warp Tunnel Manipulation", 5% bonus to warp turn speed factor per level, and "Warp Drive Operation", 5% reduction in warp alignment time per level. - Removes the ability to determine warp end point based upon vector.
Anything you felt I missed?
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NightKhaos
Gallente Relative Quantum Limited
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Posted - 2009.05.31 10:28:00 -
[32]
Bumpage
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Eriandia
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Posted - 2009.05.31 11:39:00 -
[33]
I understand that some of you want to make it moer realistic, but come on, think of the freighters!
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Caldari 5
Amarr The Element Syndicate Black Mesa Project
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Posted - 2009.05.31 12:01:00 -
[34]
Originally by: Eriandia I understand that some of you want to make it moer realistic, but come on, think of the freighters!
Given that most Stargates have LOS to each other there shouldn't be much difference in a point to point delivery, however I can see the increase in time that a pilot will have for the Milkrun of the station in a system, although there maybe be a specific route of stations in systems where the next station is in "front" of the previous stations exit dock.
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NightKhaos
Gallente Relative Quantum Limited
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Posted - 2009.05.31 16:37:00 -
[35]
Originally by: Eriandia I understand that some of you want to make it moer realistic, but come on, think of the freighters!
Everyone will be affected by this change, not just freights. In saying that however, the second option, i.e. curved paths, suits freighters better because it means you only have to align once. With beacons, you would need to align at every beacon, which will be a headache for freighters, even if we place a 80% reduce in alignment time bonus at beacons.
(Updated Pros/Cons accordingly, see above)
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Wingcommander Cool
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Posted - 2009.05.31 17:15:00 -
[36]
The curved Warp is a great idea. Where is it said, that u can warp a curve? :P It would also look much better, mor exciting ;)
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Caldari 5
Amarr The Element Syndicate Black Mesa Project
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Posted - 2009.05.31 17:20:00 -
[37]
Originally by: Wingcommander Cool The curved Warp is a great idea. Where is it said, that u can warp a curve? :P It would also look much better, mor exciting ;)
OMG I just had a flashback to the old TV show "Sliders"
When I get a chance to flesh it out a little more, I'll be looking in more depth into the pros and cons of the Beacon idea.
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NightKhaos
Gallente Relative Quantum Limited
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Posted - 2009.05.31 18:40:00 -
[38]
I am developing the curved paths idea here.
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Nooma K'Larr
Minmatar
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Posted - 2009.05.31 18:49:00 -
[39]
The easiest fix is to have the background slowly dissolve to obscurity as you warp...therefor you see nothing of the outside world, just whats inside your warp bubble. ___________________________________________________ Idea: Train 3 alts at the same time solution. |
Zaiyo Modi
Minmatar Republic University
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Posted - 2009.06.06 11:19:00 -
[40]
Originally by: Nooma K'Larr The easiest fix is to have the background slowly dissolve to obscurity as you warp...therefor you see nothing of the outside world, just whats inside your warp bubble.
I believe I have an idea of something similar.
A warp-portal opening
One would still be warping through planets, game mechanics concerned, but a ship would show two similar graphical effects when warping:
1) When warping away, a portal window opens and thus ships are not seen flying through objects, and a pilot never sees himself flying through a planet either. 2) Coming out of warp, same thing, a portal window would open and noone would see a ship going through an object when warping in or out.
I understand that this look very different to how warping ships look in Eve currently and as such might feel abit inappropriate. The longer the distance from the ship to the warp portal opening, the more appropriate it would look imo.
A twist could be to have a long distance to the warp-portal-opening when warping out, possibly flying through an object, like a station nearby. And then a short range from the ship to the warp-portal-opening, when coming out of warp. |
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