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Commander Kennedy
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Posted - 2010.11.27 21:41:00 -
[1]
Intro: As far as I know, the current warp effect is at least 4 years old. I believe it is time for a bit of a visual change in that area.
My idea is to replace the current "get up to speed and slug into warp" with a more "punch" like effect, as demonstrated in the following 4 videos.
My first two examples are from the 2009 Star Trek movie: Linkage Linkage - Imagine a Titan or other capital/supercap class ship performing the 2nd warp.
My next examples are from the game Mass Effect 2: Linkage - Skip to 2:18 Linkage - Skip to 2:10
Finally, it seems that CCP has almost pulled this off already in the Incursion trailer: Linkage - Skip to 1:20
Changes to warp mechanics: 1. Ship velocity no longer factors into entering warp. 2. Ship is still required to be aligned to the warp target. 3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity. 4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance. 5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning.
Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.
I appreciate you taking the time to read my proposal.
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klyeme
Soft War
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Posted - 2010.11.27 21:49:00 -
[2]
Graphic change, yes, actual change to warp mechanics, no.
Will this give our ships a parking brake?
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Alexa Coates
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Posted - 2010.11.27 22:04:00 -
[3]
I agree with this topic.
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Commander Kennedy
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Posted - 2010.11.27 22:12:00 -
[4]
Originally by: klyeme Graphic change, yes, actual change to warp mechanics, no.
Will this give our ships a parking brake?
What part of the warp mechanic change don't you like?
Also, what do you mean by "parking brake"?
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Crazy KSK
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Posted - 2010.11.27 22:12:00 -
[5]
I do want in warp speed up to go away so that you instantly get to you max warp speed once you enter warp also all the animations need some work but I'm fine with the other mechanics
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Tradeahun
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Posted - 2010.11.27 22:13:00 -
[6]
I agree whole heartedly. CCP shouldn't listen to people who ***** and complain about game play mechanics changing if it improves the game overall. After all, that's what nerfing ships is about... Now while warp mechanics don't have to change to implement this, it would not hurt, for the sake of immersion, if they did.
We need better graphics.
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Nopt
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Posted - 2010.11.27 22:15:00 -
[7]
I agree with both visual and mechanics changes, warp acceleration and deceleration is just an excuse for wasting our time..
Originally by: Commander Kennedy My next examples are from the game Mass Effect 2: Linkage - Skip to 2:18
The "space bending" effect is just awesome !!!
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cpu939
Gallente Unknown Soldiers The Spire Collective
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Posted - 2010.11.27 22:19:00 -
[8]
i do like this idea, and it would make some cool player videos 0101011 001101111 011011000 110000101110100 01101001011011000 1100101001000000 1001110011000010 11101000111010101 11001001100101
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Master Zeuth
SniggWaffe GoonSwarm
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Posted - 2010.11.27 22:34:00 -
[9]
I fully support the change in graphic, but strongly oppose the game mechanic changes.
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LtCommander Tarkin
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Posted - 2010.11.27 22:43:00 -
[10]
Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
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Howsmydriving
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Posted - 2010.11.27 22:44:00 -
[11]
I Agree with this.
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Daniel2218
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Posted - 2010.11.27 22:49:00 -
[12]
Edited by: Daniel2218 on 27/11/2010 22:48:59 I think it would be a very cool graphical update, and also a good change to mechanics. It might even accidentally fix the coming out of warp "jigg back" where you reach your destination and then pop backward and then forward, seeing as you would land right on your destination and (almost) stop.
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BobTheExcavator
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Posted - 2010.11.27 23:13:00 -
[13]
Originally by: Commander Kennedy
Originally by: klyeme Graphic change, yes, actual change to warp mechanics, no.
Will this give our ships a parking brake?
What part of the warp mechanic change don't you like?
Also, what do you mean by "parking brake"?
I think its a star trek joke. From when they first warp off to vulcan.
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Commander Kennedy
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Posted - 2010.11.27 23:16:00 -
[14]
Originally by: BobTheExcavator
Originally by: Commander Kennedy
Originally by: klyeme Graphic change, yes, actual change to warp mechanics, no.
Will this give our ships a parking brake?
What part of the warp mechanic change don't you like?
Also, what do you mean by "parking brake"?
I think its a star trek joke. From when they first warp off to vulcan.
Ah, I feel dumb now for forgetting that part.
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Alexa Coates
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Posted - 2010.11.27 23:22:00 -
[15]
Originally by: Alexa Coates I agree with this topic.
forgot to check i support this.
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2010.11.27 23:29:00 -
[16]
Edited by: Ogogov on 27/11/2010 23:29:16 I do like the idea of a more punchy warp effect, but I also want spline-based trajectories to play a role.
I feel this would open up more tactical options in chases and make smaller ships and T3's fitted with specialized rigs more important in catching prey.
In fact I'd like to see more 'terrain' available in general (ring systems, asteroid belts, comets etc. etc.)
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Deviana Sevidon
Panta-Rhei Butterfly Effect Alliance
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Posted - 2010.11.27 23:44:00 -
[17]
Agreed
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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GSq RADAR
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Posted - 2010.11.28 00:04:00 -
[18]
i don't mind either way about the graphics, but the change in mechanics doesn't make sense the way you put it. now we either cannot align and hold in preperation for a warp, or else someone can "charge up" thier warp core and fly around and insta warp anytime??? the game mechanics change is just not practical. graphics, sure.
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Commander Kennedy
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Posted - 2010.11.28 00:07:00 -
[19]
Originally by: GSq RADAR i don't mind either way about the graphics, but the change in mechanics doesn't make sense the way you put it. now we either cannot align and hold in preperation for a warp, or else someone can "charge up" thier warp core and fly around and insta warp anytime??? the game mechanics change is just not practical. graphics, sure.
No, it still works the same. The ship still has to align. Also, if you change direction after using "Align to" the warp core would discharge (although changing your speed after an "align to" would not affect the charge.
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GSq RADAR
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Posted - 2010.11.28 00:22:00 -
[20]
Originally by: Commander Kennedy
Originally by: GSq RADAR i don't mind either way about the graphics, but the change in mechanics doesn't make sense the way you put it. now we either cannot align and hold in preperation for a warp, or else someone can "charge up" thier warp core and fly around and insta warp anytime??? the game mechanics change is just not practical. graphics, sure.
No, it still works the same. The ship still has to align. Also, if you change direction after using "Align to" the warp core would discharge (although changing your speed after an "align to" would not affect the charge.
you're still missing the effects on small ship pvp especially in 0.0 constant movement while at speed, simply changes what you are aligned to, so in pvp you can fly around at full speed during an engagement and all you need to do to pull out is to be pointed in the right direction and warp, this is part of fluid pvp, and would be detroyed by your proposed change in game mechanics. i suppose if you want all pvp to be shifted towards a slugfest last man standing sort of fight then this is just the right sort of change. so i must still maintain... suppourt for new graphics, not for gameplay mechanics changes.
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Commander Kennedy
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Posted - 2010.11.28 00:30:00 -
[21]
Originally by: GSq RADAR
Originally by: Commander Kennedy
Originally by: GSq RADAR i don't mind either way about the graphics, but the change in mechanics doesn't make sense the way you put it. now we either cannot align and hold in preperation for a warp, or else someone can "charge up" thier warp core and fly around and insta warp anytime??? the game mechanics change is just not practical. graphics, sure.
No, it still works the same. The ship still has to align. Also, if you change direction after using "Align to" the warp core would discharge (although changing your speed after an "align to" would not affect the charge.
you're still missing the effects on small ship pvp especially in 0.0 constant movement while at speed, simply changes what you are aligned to, so in pvp you can fly around at full speed during an engagement and all you need to do to pull out is to be pointed in the right direction and warp, this is part of fluid pvp, and would be detroyed by your proposed change in game mechanics. i suppose if you want all pvp to be shifted towards a slugfest last man standing sort of fight then this is just the right sort of change. so i must still maintain... suppourt for new graphics, not for gameplay mechanics changes.
I think I'm still missing what you perceive as the difference. In order to pull out, the ship must align and get up to speed. Small frigates already warp nearly instantaneously, even from a full stop. Since the charge time is meant to be based on the amount of time it currently takes a ship to get to warp speed, it's pretty much exactly the same.
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Sully Tude
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Posted - 2010.11.28 00:37:00 -
[22]
Edited by: Sully Tude on 28/11/2010 00:37:57 Yes to new warp graphics! (ie much faster acceleration/deceleration!) Would be neat if you were decelerating so fast didn't even get a warning when you dropped out of warp, i.e. one minute you're in FTL and the next BAM! gate camp! (confirming I would be most annoyed by this part, but really, right now even if you see the gate camp as you come out of warp, there's not much you can do)
Edit: Right, supporting (conditionally of course)
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Black Dranzer
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Posted - 2010.11.28 00:46:00 -
[23]
I'll support the new graphics, but the new mechanics I'd have to think about.
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LF9000
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Posted - 2010.11.28 00:55:00 -
[24]
I couldn't agree anymore.
Eve needs to make itself more "punchy"
Perhaps we can still keep the accelerate+ align, but once you're at that point, you go right to maximum warp, and then drop out of warp instantly, with proper sound and visual effects.
The "warp tunnel" effect is a little on the light side so I would suggest making it a little bit more dramatic too.
http://www.youtube.com/watch?v=uBjdR_KOu4Y&feature=related
1:48 is what I'm aiming for Werd. |
Nikita Alterana
Risen Angels
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Posted - 2010.11.28 01:25:00 -
[25]
Totally awesome idea and I totally support, just the idea of being at a gatecamp and instead having the enemy fleet gently slide into the bubble having them all slam out of warp in a flurry of exotic particles would just be fantastic, or seeing a fleet go to warp, just too epic for words.
Crazy doesn't even start to cover it |
Jennifer Rizea
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Posted - 2010.11.28 02:15:00 -
[26]
+1 Agreed
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Ieyoshi Tokugawa
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Posted - 2010.11.28 02:24:00 -
[27]
Edited by: Ieyoshi Tokugawa on 28/11/2010 02:25:22
Originally by: GSq RADAR
you're still missing the effects on small ship pvp especially in 0.0 constant movement while at speed, simply changes what you are aligned to, so in pvp you can fly around at full speed during an engagement and all you need to do to pull out is to be pointed in the right direction and warp, this is part of fluid pvp, and would be detroyed by your proposed change in game mechanics. i suppose if you want all pvp to be shifted towards a slugfest last man standing sort of fight then this is just the right sort of change. so i must still maintain... suppourt for new graphics, not for gameplay mechanics changes.
I understand what you're trying to say. Since current mechanics require 75% of the ships speed, and proper alignment, if you meet these during a fight while not intending to warp, you could still warp instantly if you so desired. With the proposed plan, even having met these requirements you will still need to wait for your warp core to charge. If circumstances suddenly change and you know you now need to warp, it could be costly. I'm not supposing the OP intends the wait to be huge, probably directly proportional to what it is right now, so frigates would still enter warp almost instantly, though.
With some fine tuning to accommodate the frigates and fast ships which would be negatively affected by this, it could work really well. I highly approve of updating the graphics. Ships enter warp at such a lackadaisical rate, this would add a little excitement to one of the most monotonous tasks in eve (travel).
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Aeo IV
Oneironautics Research Institute
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Posted - 2010.11.28 02:28:00 -
[28]
Eve needs more dramatic warp/jump driveness
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Moreto
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Posted - 2010.11.28 04:25:00 -
[29]
I like this, it would look awesome, make fleets warping in much more scary. Though isn't there already a skill that effects warp time? |
Moleculor
Center for Advanced Studies
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Posted - 2010.11.28 04:39:00 -
[30]
Edited by: Moleculor on 28/11/2010 04:40:42 I'm going to support this, but not so much the mechanics changes. Honestly, just decreasing acceleration/deceleration times when you're aligned and at 75% speed would probably be enough.
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Anubis Xian
Reavers
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Posted - 2010.11.28 04:51:00 -
[31]
Tentative support.
When a warp drive is being charged, the ship should not be allowed to change vector.
~I only speak OOC~
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
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Kabaal S'sylistha
Technomage Trilogy Comrades-Of-Two
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Posted - 2010.11.28 05:09:00 -
[32]
I don't exactly understand why people prefer the acceleration mechanic to one that is effectively the same for initiating the warp, but better in other areas.
With the instant effect of dewarp you can remove the delays on targeting after warp for both sides. Disconnecting warp from acceleration does take away the whole stasis web trick to launch ships off faster, but there's nothing wrong with that in my book. It could also potentially lead to further ship stat differentiation with non-warp acceleration and warp drive charge time.
Supported -More Pewpew, Less QQ- |
Private Martin
Caldari
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Posted - 2010.11.28 06:29:00 -
[33]
I support the graphical changes, however I do not support the changes in mechanics.
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Sigras
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Posted - 2010.11.28 08:55:00 -
[34]
+1 i fully support.
Additionally, I would increase the acceleration time to get to maximum warp giving the ships with >3 AU/s warp speed a real advantage, not only one in >40 AU systems
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Arklan1
Dunedain Rangers
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Posted - 2010.11.28 10:29:00 -
[35]
oh baby hells yes.
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Zelot Blueice
XTC Cartel
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Posted - 2010.11.28 10:35:00 -
[36]
OH YES! This is actually the most logical and realistic warp feature I could think of. It makes sense the rapid deceleration and accelerleration. ____________________________________________ POS Management Proposal |
Master Flakattack
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Posted - 2010.11.28 14:27:00 -
[37]
Originally by: Moleculor Edited by: Moleculor on 28/11/2010 04:40:42 I'm going to support this, but not so much the mechanics changes. Honestly, just decreasing acceleration/deceleration times when you're aligned and at 75% speed would probably be enough.
Pretty much this. Keep the method for achieving warp the same (the game has been balanced for the current method) but have the ship just punch off/suddenly come out of warp. It would shorten warp time by only a few seconds and the effect would be so worth it.
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Mibad
Sickle Moon
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Posted - 2010.11.28 17:47:00 -
[38]
Edited by: Mibad on 28/11/2010 17:47:40 +1 for warp drive punchyness.
Mechanics mmmmm let ccp figure that out. Would be nice feel more awesome when you click warp :)
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Alexander Third
Crystal Industries
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Posted - 2010.11.28 18:09:00 -
[39]
Agree with both graphics and mechanics changes.
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Wu Jiaqiu
Dreddit Test Alliance Please Ignore
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Posted - 2010.11.28 21:32:00 -
[40]
Edited by: Wu Jiaqiu on 28/11/2010 21:32:21
Originally by: LtCommander Tarkin Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
Our ships "tumble" out of warp anyway. I don't see why aligning matters.
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galphi
Wrecking Shots -Mostly Harmless-
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Posted - 2010.11.28 23:40:00 -
[41]
Yeah I'd love to see the acceleration/deceleration process sped up a lot. Not sure I agree with everything in the OP but anything would be an improvement over the current system.
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Thyme Waster
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Posted - 2010.11.29 01:06:00 -
[42]
Originally by: Wu Jiaqiu Edited by: Wu Jiaqiu on 28/11/2010 21:32:21
Originally by: LtCommander Tarkin Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
Our ships "tumble" out of warp anyway. I don't see why aligning matters.
Because bumping matters, that's why. This would pretty much eliminate bumping, as written, and that is a bad thing.
And it would also allow people to pre-align and then not move, e.g., miners in a belt could "charge-up" their warp drives, and continue to mine / stay in range of their rocks, then bolt as soon as someone shows up.
Basically it removes any downside to pre-aligning.
Also, OP doesn't very clearly state that if you pre-align to something, then click to warp to something in the same linear path that your "charge-up" will still work.
Visual effects are nice, make the game shiny. But leave the warp mechanic alone.
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LF9000
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Posted - 2010.11.29 04:11:00 -
[43]
Originally by: Thyme Waster
Originally by: Wu Jiaqiu Edited by: Wu Jiaqiu on 28/11/2010 21:32:21
Originally by: LtCommander Tarkin Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
Our ships "tumble" out of warp anyway. I don't see why aligning matters.
Because bumping matters, that's why. This would pretty much eliminate bumping, as written, and that is a bad thing.
And it would also allow people to pre-align and then not move, e.g., miners in a belt could "charge-up" their warp drives, and continue to mine / stay in range of their rocks, then bolt as soon as someone shows up.
Basically it removes any downside to pre-aligning.
Also, OP doesn't very clearly state that if you pre-align to something, then click to warp to something in the same linear path that your "charge-up" will still work.
Visual effects are nice, make the game shiny. But leave the warp mechanic alone.
You only charge up when you click "warp"
Not when you align. Werd. |
DarkAegix
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Posted - 2010.11.29 05:03:00 -
[44]
I support cooler warping effects, but leave the mechanics alone.
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Sed Man
Deus Imperiosus Acies
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Posted - 2010.11.29 05:35:00 -
[45]
Originally by: DarkAegix I support cooler warping effects, but leave the mechanics alone.
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Spugg Galdon
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Posted - 2010.11.29 13:38:00 -
[46]
I would much prefer this kind of warping mechanic. You would have a real "shock" effect of ships landing. You may want to add "trails" to ships warping off so that their destination can still be tracked.
The biggest problem with punching straight up to maximum warp speed is the old session change timer. You will be stuck at many gates, unable to jump, simply because your session change timer is still active when you arrive at the gate. Will be even more frustrating than it is now but their may be a work around.
All in all I agree with the proposal as an idea for change
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Jai Di
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Posted - 2010.11.29 16:03:00 -
[47]
I would prefer this to how it is now. Especially if it goes from 100~ m/s to 3 au/s almost instantly, rather than the long build up.
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Anubis Xian
Reavers
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Posted - 2010.11.29 16:46:00 -
[48]
Originally by: Spugg Galdon I would much prefer this kind of warping mechanic. You would have a real "shock" effect of ships landing. You may want to add "trails" to ships warping off so that their destination can still be tracked.
The biggest problem with punching straight up to maximum warp speed is the old session change timer. You will be stuck at many gates, unable to jump, simply because your session change timer is still active when you arrive at the gate. Will be even more frustrating than it is now but their may be a work around.
All in all I agree with the proposal as an idea for change
You wouldn't instantly arrive at the other gate. You would still travel at warp speed to and from each celestial, you just enter and exit warp instantly(?).
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
Join Reavers |
Seamus Donohue
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Posted - 2010.11.29 23:05:00 -
[49]
I support the graphics change.
I am in favor of reducing or eliminating the exponential ramp-up and ramp-down at warp speed. Alternately, I support scaling the duration of the ramp-up and ramp-down periods with the warp speed (that is, ships that warp at 13.5 AU/s have two-ninths the exponential ramp times of ships with 3.0 AU/s warp speed).
I am undecided on the proposed aligning mechanics. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
GeeShizzle MacCloud
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Posted - 2010.11.30 03:05:00 -
[50]
this is a cool proposal and would add some really good dynamicism to some elements of the game.
i can see why some people dont like the mechanical change, but i think theres some confusion...
warp charge time would require total alignment and is a replacement to the slow ramp up in speed when a target is invunerable in warp. whether bumping could occur at that point is debatable.. as physically a warp bubble would be acting on the ship. any1 talking about bumping to prevent warp would have had the oppertunity to do so normally, u cant bump forever guys! the charge time should be indicated by an effect similar (but not related to) being webbed etc...
its the rapid deceleration that i think could be an issue cause the data collection and display of graphical elements elements would have to be almost instant client side. at the moment its ramped up and the clinet computer is allowed time to crunch numbers to display properly. how a sudden punch in to full graphics would work with many computers would be debatable. as well as the effects of someones ship idle in space for a second or two while their computer catches up, could result in some rage! in a perfect world id be 2 thumbs up.. 2 big toes up and another but its gonna need a lil more deep thought to see if it's gonna work well in biiiig fights when ur computer has to sweat profusely to crunch numbers rediculoously fast to stop u idling.
the only way i can see is if your computer starts the number crunching to display everything properly early before the server tells everyone else ur there. that can spiral a lil out of control with client computers crunching numbers for a scene thats not fully composed, due to other players clients not identifying themselves there.
all in all we would need a LOT more info on actually HOW the client and server communicates to see if the load would work without lag or excessive idle times, to see if theres room to squeeze this in! and that can ONLY be done by having a CSM raise it to the devs at CCP.
for that reason alone... +1 from me for sure!! CSM Prop 1 CSM Prop 2 |
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GeeShizzle MacCloud
Caldari
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Posted - 2010.11.30 20:41:00 -
[51]
just realised this warp change would also practically remove the appearance of 'no-clipping' through stations and ships etc when u go into warp! that always bugged me!
:) CSM Prop 1 CSM Prop 2 |
Red Raider
Evil Dead L.L.C. DEM0N HUNTERS
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Posted - 2010.12.01 00:13:00 -
[52]
Why mess with warp initiation at all? Why not just make it so that the existing mechanics in the game still function exactly as they do now but eliminate warp acceleration and deceleration with a corresponding change to warp speed. This way it will still take approximately the same time to get from point a to point b but a ship like a frigate will get there long before a battleship where as right now it may still win that race but its nothing close to what it would be considering the difference in warp speed of the two hulls.
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Halione
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Posted - 2010.12.01 02:36:00 -
[53]
agree with the acceleration speed up and graphic changes. mechanics can be introduced later... but i want the graphic change NOW!!!
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Spugg Galdon
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Posted - 2010.12.01 12:20:00 -
[54]
@ Anubis:
You would (almost) instantly be at maximum warp and land at your destination much sooner than in current mechanics. This would lead to you out running your session timer and getting stuck on gates when in transit. I can do it now in an interceptor. Either 1/2 the sesion change timer to reduce this problem or reduce maximum warp speeds (your transit time in warp will still be similar due to near zero accel/decel times) or maybe a bit of both
@ Gee****zle:
The client should know where it is going to land from entering warp. Why can't the client begin to query the server as to what is on grid at the destination and "buffer" the load up?
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Scout1111
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Posted - 2010.12.02 08:08:00 -
[55]
This would make surprise ganks a lot more scarier. Ship instantly falls out of warp right next to you with a resounding thud and oh dear there goes my shield.
Please do this CCP.
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2010.12.03 07:27:00 -
[56]
Originally by: Spugg Galdon
@ Gee****zle:
The client should know where it is going to land from entering warp. Why can't the client begin to query the server as to what is on grid at the destination and "buffer" the load up?
I like this idea. It's no fun coming out of warp and suddenly get hit with lag while the grid loads.
Perhaps you should make your own thread for this idea. I would support it. "Punching" Warp Effect |
LordElfa
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Posted - 2010.12.03 19:02:00 -
[57]
Fully supported, I'd love to see a "punch" into warp. Maybe offset the time gained by making the ship slow down longer when coming out.
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LtCommander Tarkin
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Posted - 2010.12.06 02:02:00 -
[58]
Friendly bump to garner more support.
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AtheistOfFail
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Posted - 2010.12.08 21:45:00 -
[59]
I really like this idea. It's a good one.
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Corina Jarr
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Posted - 2010.12.08 21:54:00 -
[60]
The only problem I see for this is it means near death for anyone caught missioning in low sec.
In your system, it doesn't matter if they are aligned and moving, they still take the same time to warp. So someone doing a mission in low sec who gets scanned down might as well self destruct.
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GeeShizzle MacCloud
Caldari
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Posted - 2010.12.08 22:49:00 -
[61]
Originally by: Corina Jarr The only problem I see for this is it means near death for anyone caught missioning in low sec.
In your system, it doesn't matter if they are aligned and moving, they still take the same time to warp. So someone doing a mission in low sec who gets scanned down might as well self destruct.
you would be an invunerable target, so long as you were alligned and up to speed when u get jumped you'd activate warp and they wouldnt be able to target, much like when someone starts warping in the current system. CSM Prop 1 CSM Prop 2 |
PhoenixDawn
Forge Regional Security United Corporations Of Modern Eve
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Posted - 2010.12.08 22:54:00 -
[62]
IMO warp visual dynamic needs a change, yes.
I watched that... )uhhm... Prophecy or whatever the other MMO was?) trailer and it had a relatively simple but spectacular warp emergence: The ship 'appeared', at it's full velocity, and slowed dramatically to where it was going to 'land' out of warp (the point at which it could be engaged). A small 'pulse' radiated outward from the point were it appeared followed by a dwindling wake as the vessel slowed.
That would be quite spectacular and could be replicated with a few alpha shaded 'shapes' (rather than particle effects). Smart-bomb like pulse for emergency, and an expanding 'cone' to replicate the velocity falloff wake.
Ships have disengaged themselves from the sidereal universe, after all! Going into and out of the warp envelope should be more spectacular than 'ship accelerates away and gone' or 'ship comes onto grid and slows'.
Capital cynos need to have an even more spectacular effect... everyone on the grid should be able to see a capital arriving or departing. There's a *LOT* of energy involved there, it should be unmistakable. Even covert jumps should be 'visible' to anyone who might be near it. Heck, cynos should be visible from AUs away as a flicker if someone should be looking in that direction, even covert ones... though perhaps on a time delay of minutes, hours, or even days.
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Turix
Interstellar eXodus BricK sQuAD.
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Posted - 2010.12.09 03:04:00 -
[63]
The warp effect is currently so underwhelming (Actually thinking of it, most effects are now (*cough* Cyno *cough*) ) - Defiantly support an update to the graphical effect.
Possibly support a change to the warp mechanics, depending on the specifics. __________________________
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GeeShizzle MacCloud
Caldari
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Posted - 2010.12.09 08:36:00 -
[64]
Edited by: Gee****zle MacCloud on 09/12/2010 08:36:56 heyy phoenix! been searching through soo many vids of the new black prophecy MMO bt cant find that warp effect you're talking about! could u post a link maybe?
ohh and another thing... im not sure if its possible to do or not bt i thought bout the punching warp effect and the current system and thought, itd be cool and actually quite logical if we could have both! the punching in warp effect for ships deemed combat vessels, and the ramp up ramp down for commercial/industrial ships! i havent a clue if its possible bt itd make sense if military ships have a more powerfull warp system installed than non-combat role ships :)
what do u guys think? CSM Prop 1 CSM Prop 2 |
Nikita Alterana
Risen Angels
|
Posted - 2010.12.09 08:46:00 -
[65]
couple things that'd be cool:
1. When a ship charges to enter warp, from the perspective of the ship, a huge distortion forms in the backdrop, like someone uses the pinch effect in photoshop, then when warp is engaged, the ship is flung down into that pinch and straight into the warp effect. Which should be way cooler then it is now. Other ships can't see this, but they can see a characteristic "warp drive glow" on the ship's bow, like its moving through steam, when it jumps to warp, that "steam" is left behind, quickly fading away to nothing.
2. In warp, the ship should not be "oriented up" in space, it should slowly roll over and over, corkscrewing through warp and finally righting itself as it comes out. And when it warps through a planet, a ship, or a station there is a huge lighting storm type effect that engulfs the ship and that it sheds off again as it leaves, this would be representative of the warp drive tunnelling straight through normal matter.
Crazy doesn't even start to cover it |
Mielono
SWARTA
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Posted - 2010.12.09 08:58:00 -
[66]
I also like the last posters suggestions
Originally by: Culmen
A cat is like that carebear who sticks around only while there's food, and at best kills a few rats.A dog F*cking enforces NBSI, and deep down is slightly disappointed you aren't tak |
Commander Kennedy
Caldari Systerata Ventures
|
Posted - 2010.12.18 01:07:00 -
[67]
Bump. "Punching" Warp Effect |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.12.18 03:22:00 -
[68]
Originally by: Commander Kennedy Changes to warp mechanics: 1. Ship velocity no longer factors into entering warp. This means you can enter warp at 0m/s or 600m/s. 2. Ship is still required to be aligned to the warp target. 3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity. 4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance. 5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning. Issuing a move command after using "Align To", including aligning to a different target, but not including the current align target, will cause the warp core to discharge and it will have to be charged again. 6. Changing the ship's velocity will NOT have an impact on the warp core charging.
Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.
This proposal reads like it will break how webifiers are currently affecting the warp-sequence >> slingshot a freighter.
Any thoughts?
support Public Idea Tracker | 24hr PLEX |
ImmaSplodeYou
|
Posted - 2010.12.18 16:54:00 -
[69]
Fully supported. We need more drama (and not just the flaming YOU SUCK NO YOU SUCK between powerblocs, but we need more of that too) in eve, would make it much more exciting
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GeeShizzle MacCloud
Caldari
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Posted - 2010.12.19 23:35:00 -
[70]
Originally by: Tres Farmer
Originally by: Commander Kennedy Changes to warp mechanics: 1. Ship velocity no longer factors into entering warp. This means you can enter warp at 0m/s or 600m/s. 2. Ship is still required to be aligned to the warp target. 3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity. 4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance. 5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning. Issuing a move command after using "Align To", including aligning to a different target, but not including the current align target, will cause the warp core to discharge and it will have to be charged again. 6. Changing the ship's velocity will NOT have an impact on the warp core charging.
Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.
This proposal reads like it will break how webifiers are currently affecting the warp-sequence >> slingshot a freighter.
Any thoughts?
hats true... u wouldnt really be able to web slingshot freighters into warp bt if u had the skill that affects warpdrive charge up time ud be warping relatively fast on your own, though i doubt as fast as slingshotting.
you would however spend more of the time at warp then in the accel and decel curves covering exponentially more distance at a higher velocity. as well as coming out of warp very close to your destination point! CSM Prop 1 CSM Prop 2 |
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Alfony VIII
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Posted - 2010.12.21 12:06:00 -
[71]
Edited by: Alfony VIII on 21/12/2010 12:08:30 fully supported, i cant get enough of the "BOOM" effect in eve allready when you reach maximum warp speed, however HOW COOL would it be to have the Punching warp jump from the star trek movie? (or ANY scifi movie in general) The emount of energy released in a warp jump surely should be felt, and id just endlessly warp around to enjoy the sound of it
Also it would significantly improve the feeling if the cyno animation is changed to a deceleration aswell instead of just "plopping in" A dread falling out of trans stellar journey with a bang is just awsome (or jumping into, respectivly)
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2010.12.22 01:30:00 -
[72]
Originally by: Tres Farmer
Originally by: Commander Kennedy Changes to warp mechanics: 1. Ship velocity no longer factors into entering warp. This means you can enter warp at 0m/s or 600m/s. 2. Ship is still required to be aligned to the warp target. 3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity. 4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance. 5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning. Issuing a move command after using "Align To", including aligning to a different target, but not including the current align target, will cause the warp core to discharge and it will have to be charged again. 6. Changing the ship's velocity will NOT have an impact on the warp core charging.
Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.
This proposal reads like it will break how webifiers are currently affecting the warp-sequence >> slingshot a freighter.
Any thoughts?
Ah, I'd completely forgotten about freighters (as I don't fly them) when I thought of that.
I see a few ways to fix this: 1. New module that decreases the charge time of a remote vessel. 1a. For other ships, a module that works on the ship it's equipped to. 2. A side effect to webifiers now is that they decrease the target's charge time. 3. Open to suggestions. "Punching" Warp Effect |
Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.12.22 05:08:00 -
[73]
Edited by: Tres Farmer on 22/12/2010 05:16:21
Originally by: Commander Kennedy
Originally by: Tres Farmer slingshot a freighter?
*snip* Ah, I'd completely forgotten about freighters (as I don't fly them) when I thought of that.
I see a few ways to fix this: 1. New module that decreases the charge time of a remote vessel. 1a. For other ships, a module that works on the ship it's equipped to. 2. A side effect to webifiers now is that they decrease the target's charge time. 3. Open to suggestions.
I use it most of the time when I fly a freighter and dualbox valuable cargo or want to get somewhere fast (roughly 2min per system instead of 4min, no hanging around .5 sec systems). And it also made somewhat sense to me, as I invest coordination and more resources to get an 100% improvement above flying the freighter solo.. That's why I would like to keep this 'feature'.
I know that in other threads I'm not a big fan of WTZ and the fast travelling, sue me. If I'd have the chance to get longer travel times for all of us again I would accept the removal of the slingshot as price.
Anyway, more off-topic.. I was reading Peter Hamiltons Night Dawns Trilogy and liked the concept there, where they calculated every jump and it took them some time (they made short jumps to get out of system and growing longer ones to cover distances and at the destination they needed smaller jumps again). Your charging the core before warping heads into this direction.
If Eve is ever going to change how/where the actual focal points for PvP and markets develop, we'll need another way of moving between the solar systems. And a warpdrive that charges up will be a first stepping stone for that to happen. Yeah I know.. I dream of actual local populations that will maybe only 3-4 times in their live have seen Jita and roaming gangs that at most can cover 4-5 systems a session.
I imagine a far future without stargates. A system where we can utilise the vastness of the full universe, and jump into any direction we want. If we want to go from Jita to Perimeter for instance, we'd need around 2-4 jumps, each taking around x minutes (charging jumpdrives and alignment taking the longest). Jumping short distances within systems would be faster naturally.. the key would be to make it so, that the focal points of PvP would be those private jump-points. You'd have to wait there the further you want to jump. More people could find you on their scanners and go after you the longer you need. Would need a new intel system naturally.. Ah well, far far future.. maybe.
That being said, back on topic.. your idea got my support, as upon implementation there will be enough people coming up with ideas for slingshot/teamwork stuff regarding this.
support Public Idea Tracker | 24hr PLEX |
EdFromHumanResources
GoonWaffe Goonswarm Federation
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Posted - 2010.12.22 05:15:00 -
[74]
Would love it if warped looked half as cool as it did in the Eve Videos.
Then again I would love it if the game played like the videos
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2010.12.23 02:03:00 -
[75]
Originally by: EdFromHumanResources Would love it if warped looked half as cool as it did in the Eve Videos.
Then again I would love it if the game played like the videos
Ha, then who would have a computer capable of putting out those awesome graphics?
"Punching" Warp Effect |
Commander Kennedy
Caldari Systerata Ventures
|
Posted - 2011.01.08 06:36:00 -
[76]
Bump "Punching" Warp "Mission" Autopilot |
Stegas Tyrano
GREY COUNCIL
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Posted - 2011.01.08 10:36:00 -
[77]
Well thought idea thats alot better then what we have now. It'll also make the game better at lorewise.
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Tykari
AOE Enterprise Revival Of The Talocan Empire
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Posted - 2011.01.08 14:07:00 -
[78]
I would love it if there was a punch like effect to the warp in EVE. I've seen several variations and they all look awesome. ------ In my memories is still see the waves. The light and the energy pulsing, forming shapes so complex and beautiful. It is a tale none will ever believe. |
Venorati
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Posted - 2011.01.08 16:15:00 -
[79]
Faster acceleration/deacceleration? Do want. |
Pj Harvey
Amarr Omerta Syndicate
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Posted - 2011.01.08 16:40:00 -
[80]
You will never see this in game because
1) It looks cool 2) the only effect changes CCP makes is to put the generic wormhole phase in / phase out effect on everything 3) they can't even fix the rubbish cyno effect after 3 years so why would they put in something like this
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Terazul
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Posted - 2011.01.08 17:01:00 -
[81]
I support this endeavor.
The current warp effect is very obviously from 2001. Needs an update badly.
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2011.01.12 02:16:00 -
[82]
They just have to fix that gay spin ships do when they come out of warp. Make it look like this: http://www.youtube.com/watch?v=yXWf-l71MY4#t=2m05s
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2011.01.20 05:31:00 -
[83]
Bump. "Punching" Warp
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ShadowLZ
We See Dead People Initiative Mercenaries
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Posted - 2011.01.20 08:34:00 -
[84]
i support the yarn and have a suggestion. Why not have both drives, the old and the new. Each would have their advantages ans disadvantages, while allowing a bit of personalization. This would also help with the miner problem, force some(very few) ships into only being able to fit the old warm up engine?
You could also make the warp drives an module with its own slot(like rigs). So buy the drive you want and fit it.
On a site note, the current warp effects were implmented during trinity. The old warp effect was indeed stronger, but ccp hates strong effects they like subtle ones.
---------------------------------------- -Pulvis et umbra sumus. |
Apsidia
Very Industrial Corp. Legion of xXDEATHXx
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Posted - 2011.01.21 14:19:00 -
[85]
I support idea, changes of warp graphic effect that it looked also as well as in an incursion trailer. About remaining - very much it is not assured. We don't search for easy ways! |
Daedalus II
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Posted - 2011.01.21 14:27:00 -
[86]
Support.
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DoctorMolotov
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Posted - 2011.01.27 23:55:00 -
[87]
Bomp.
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Natalia Kovac
Vivicide
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Posted - 2011.01.28 03:10:00 -
[88]
Support. Maybe while they're at it they could get rid of the rubberbanding that happens when you exit warp.
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Thune Vorpal
The Night Crew
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Posted - 2011.01.28 08:37:00 -
[89]
Graphic change!
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2011.02.08 09:00:00 -
[90]
Bump. "Punching" Warp
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Kajan Tormen
Minmatar Blood Money Inc. The Blood Money Cartel
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Posted - 2011.02.08 17:34:00 -
[91]
Originally by: GSq RADAR
you're still missing the effects on small ship pvp especially in 0.0 constant movement while at speed, simply changes what you are aligned to, so in pvp you can fly around at full speed during an engagement and all you need to do to pull out is to be pointed in the right direction and warp, this is part of fluid pvp, and would be detroyed by your proposed change in game mechanics. i suppose if you want all pvp to be shifted towards a slugfest last man standing sort of fight then this is just the right sort of change. so i must still maintain... suppourt for new graphics, not for gameplay mechanics changes.
good summary of why the mechanics change is a bad idea.
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Mister Short
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Posted - 2011.02.08 21:50:00 -
[92]
Originally by: klyeme Graphic change, yes, actual change to warp mechanics, no.
Will this give our ships a parking brake?
AGREED
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Sphit Ker
Dreddit Test Alliance Please Ignore
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Posted - 2011.02.09 06:04:00 -
[93]
First, It's about time warping gets an upgrade. We all spend a fair chunk of our time in warp so make it feel and look good! Give it a pace that is worth the many hundred times the speed of light we attain. We fly stupidly fast, it's got to be mind blowing cool.
A web is meant to slow a ship down, right? yet some people appear concerned about loosing the ability of using them to make things go faster... to me, it's just... WAT?
The following statement is not my signature. The preceding statement is my signature. |
Morgenholt Blue
Swift Redemption
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Posted - 2011.02.09 07:41:00 -
[94]
Edited by: Morgenholt Blue on 09/02/2011 07:41:09 I think all the changes are good. Maybe have a sound coming from ships charging there warp drives to a bit like Destiny in SGU.
http://www.youtube.com/watch?v=hr38b3uYCHA
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2011.02.10 23:54:00 -
[95]
Originally by: Sphit Ker First, It's about time warping gets an upgrade. We all spend a fair chunk of our time in warp so make it feel and look good! Give it a pace that is worth the many hundred times the speed of light we attain. We fly stupidly fast, it's got to be mind blowing cool.
A web is meant to slow a ship down, right? yet some people appear concerned about loosing the ability of using them to make things go faster... to me, it's just... WAT?
A web reduces a ship's maximum velocity, but not its acceleration. When a freighter is webbed, this allows it to enter warp sooner as it reaches 75% speed faster and is able to align faster due to being at a slower speed. "Punching" Warp
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Flamespar
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Posted - 2011.02.11 00:04:00 -
[96]
I like the idea of an update to the way going to warp appears. I like the idea of there being some sort of visual indication that a ship is about to go to warp (change in thruster colour, robotic hampsters being deployed to start pushing, whatever).
But no change to the actual mechanics; ie changes to the amount of time to warp etc.
DidnÆt CCP recently hire an effects artist? Perhaps this should be on their priority list.
So changes to graphics = supported. changes to machanics = not supported.
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Larkonis TrassIer
State Breast Inspectorate
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Posted - 2011.02.11 00:21:00 -
[97]
To further expand on this...
Currently ship warp speed doesn't count for toffee unless your making loooooong (30AU+ warps). How about your ship near instantly accelerates to top speed instead of the ~10 seconds of acceleration and decceleration at either end of the journey.
Trolls and Tribulations: Musings of a Spaceship Politician |
Linkoman
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Posted - 2011.02.12 11:48:00 -
[98]
Completely agree with OP. +1
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Explosivesonhand
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Posted - 2011.02.18 13:08:00 -
[99]
Graphics change yes, mechanics change no. Supported
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2011.03.16 04:40:00 -
[100]
Monthbump. "Punching" Warp
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Asa Tru
Lonetrek Trade and Industries
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Posted - 2011.03.16 11:06:00 -
[101]
This would be awesome but only so long as TRAILS were left behind. I know I sometimes pay attention to where the person is warping to, and chase the target down. If its instawarp, that would be impossible. But if they leave a trail behind (i know, that's a whole 'nother subject) then we can still easily tell where they warped to, and chase 'em down. ____ Asa Tru
"From his weapons away no one should ever stir one step on the field; for no one knows when need might have on a sudden a man of his sword."
--- Havamal 38 |
Val'Dore
Word Bearers of Chaos Word of Chaos Undivided
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Posted - 2011.03.16 19:05:00 -
[102]
~No matter what happens, somebody will find a way to take it too seriously.~
Tiericide |
Shandir
EVE University Ivy League
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Posted - 2011.03.17 14:59:00 -
[103]
Edited by: Shandir on 17/03/2011 14:59:21 Cool idea - definitely like the graphics update idea, also really like the idea of no-acceleration warp speed. I agree warp speeds would need to be lowered to compensate average ship travel speed, and session timers may need to be lowered for the now super-fast warping inties.
Changes to the align mechanic...I'm not so sure about, I don't dislike the idea, but there are some valid concerns and it needs further thought.
Why not make being aligned at speed help your warp drive spin up faster (diverting built up power from your engines to the warp core - visually slowing you down to a stop)
I imagine it like there being an extra 10% of the speed bar that's red and normally empty, the bar fills up from the right, and when it meets the speed level (which fills from the left) your bar goes full-red and you immediately hit your maximum warp speed with a flashy warp effect. This extra bar segment would take <1s to fill for all but the slowest ships and it would remove instawarp from aligned ships but allow for the rapid disengage that people worry about nerfing here. - Vote Trebor Daehdoow for CSM and Chairman of CSM. Trebor's Campaign Manifesto |
Laerise
PIE Inc.
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Posted - 2011.03.26 08:28:00 -
[104]
_______ "Surround yourself with the faithful, Stand together, for there is no strength like it under the heavens." - The Scriptures, Book of Missions 71:21 |
Ardamalis
Deep Core Mining Inc.
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Posted - 2011.03.26 18:33:00 -
[105]
Edited by: Ardamalis on 26/03/2011 18:34:50
Supported for graphics change.
On a side note, this affect could be better achieved by adding a Jerk and perhaps a Snap constant (3rd and 4th order differentiation of position) rather than changing the acceleration constant of warp. |
Commander Kennedy
Caldari Firebird Squadron Terra-Incognita
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Posted - 2011.04.03 03:58:00 -
[106]
Weekbump. "Punching" Warp
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krickettt
Golden Orb Technology inc EVE Animal Control
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Posted - 2011.04.03 10:21:00 -
[107]
Supported for graphical change only. Warp mechanic change is a waste of time. CCP has much more important stuff to do. Being that they never do the important stuff, warp mechanics will never change any time soon.
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BattleSister Oryx
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Posted - 2011.04.03 14:36:00 -
[108]
Originally by: klyeme Graphic change, yes, actual change to warp mechanics, no.
Will this give our ships a parking brake?
This post sums it up imo
I think it should remain exactly the same, only once you warp, you instantly hit max speed instead of completely stopping then speeding up to max warp speed.
I also think the same should happen at the other end. You instantly decelerate to whatever speed you were currently moving at (or 0? i know currently theres some "drift" as you come out of warp)
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Jonathan Malcom
Test Alliance Please Ignore
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Posted - 2011.04.03 14:38:00 -
[109]
How about making it so that while your warp core is charged, your capacitor doesn't regenerate. That would prevent miners from warping off instantly. It may have negative effects of capital ships, though. I don't fly caps, so any input from cap pilots would be welcome.
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Tyme Xandr
Gallente Dark Circle Enforcement
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Posted - 2011.04.04 05:01:00 -
[110]
Edited by: Tyme Xandr on 04/04/2011 05:02:44 I support a cooler animation for warping other then the current 'ship slides here', but I dont agree with much of the other changes put forth.
Edit: While were at it, bring back the last POD we had with the crazy random 3 firing thrusters that looked like something you really were unsure about making it back to saftey. [≡v≡] |
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Somir Kal
Gallente
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Posted - 2011.04.07 13:13:00 -
[111]
As stated: Visuals- Supported. Mechanics- Denied. That said, I feel there is another distinct benefit to having ships reach their 'warp bubble' speed almost instantaneously upon entering warp: at that speed, we can make it much harder to see ourselves warping through planets and other celestial objects, something that has always bothered me but I let it go as a necessity of the current warp system.
Update your original post and edit out the mechanical changes and you have my thumbs up. At most in terms of mechanics i'd support is having ships reach maximum warp speeds the moment they enter warp (and thus having maximum warp speeds re-evaluated to maintain game balance)
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Commander Kennedy
Caldari Firebird Squadron Terra-Incognita
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Posted - 2011.05.07 02:28:00 -
[112]
Mechanics changes have been removed.
This is now pure visuals. "Punching" Warp
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Raven Gale
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Posted - 2011.05.07 08:01:00 -
[113]
How about something along the lines of charging the warp core into a punch replacing the speed up and slow smooth shift to warp, you would still have to align and it would take the same amount of time, except instead of your ship speeding up slightly maybe its thrusters could go brighter and brighter until it hits the punching point and you warp. This would both make it clearer when people are trying to warp, make it look awesome and still keep the same mechanics of the game. If anything, punch makes it BETTER because the warping ship will be target-able until the punch (it's really annoying trying to lock someone when they're trying to warp, sometimes they don't appear to be warping and you can't lock them). It could also open up space for new modules like Warp Charge Accelerators or Warp Core Power Boosters with a charge system. |
Achrius
Caldari Galactic Federation of Lolis
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Posted - 2011.05.07 10:58:00 -
[114]
Yes, I support this awesome suggestion.
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Khaine Beralt
Wolves Of Legend
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Posted - 2011.05.09 01:45:00 -
[115]
Agree.
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PointlessWitch
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Posted - 2011.05.09 02:47:00 -
[116]
Mechanical change would be required to make this work. You would need to increase the speed your ship increases to max warp velocity. 1s/6.0AU would be a punching warp effect like in the examples provided.
BEFORE you troll me to death, warping time would have to be stretched slightly. Now: 5s align, 9s normal to warp, 30s warp, 9s warp to normal, done Proposal: 5s align, 1s normal to warp, 46s warp, 1s warp to normal, done
This would make Time the same and would accomidate this awesome effect. Dont change warp speed, it would just be a graphical change to accomidate this.
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DK Reborn
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Posted - 2011.05.09 23:05:00 -
[117]
Supported.
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Steve Kinney
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Posted - 2011.05.20 14:54:00 -
[118]
Support. |
Mystical Might
Amarr The Imperial Fedaykin
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Posted - 2011.05.20 16:50:00 -
[119]
Support the graphics. would make my tengu / machariel look kewler!
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Kaelie Onren
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Posted - 2011.05.21 04:28:00 -
[120]
Supported. As long as it doesn't change the game mechanics, the effect seems not only cool, but consistent with most EVE cutscenes.
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Elayer
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Posted - 2011.06.06 09:13:00 -
[121]
A graphical change to the warp start/stop would be awesome. Also a change to the in-warp graphics would be nice also
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Lidia Prince
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Posted - 2011.06.06 09:48:00 -
[122]
Agree, warp needs a little bit more epicness.
It it can't be changed to this, then such effect (ME or ST movie) can be used for cyno jumping I think. Will look GOOD.
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Cyberus
Red Federation RvB - RED Federation
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Posted - 2011.06.06 10:56:00 -
[123]
this! ===== * Your signature file is broken. Please use one that will display - Fallout |
Ranka Mei
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Posted - 2011.06.06 11:17:00 -
[124]
Sure, why not. :)
+1 --
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Xervish Krin
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Posted - 2011.06.06 21:31:00 -
[125]
Yes please. Maybe a flash of racial ship-colored energy to go with it?
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ColonelXCypher
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Posted - 2011.06.06 22:40:00 -
[126]
oh god.. yes yes yes... Always found warp SO underwhelming... Support for visual changes, don't care about mechanical changes as long as they are balanced. JUST YES PLEASE... SGU-destiny style warp would be cool =/ but as long as it looks and sounds awesome I couldn't care less.. I WANT THIS NOW! |
Commander Kennedy
Caldari Firebird Squadron Terra-Incognita
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Posted - 2011.08.09 01:58:00 -
[127]
Threadsaving bump! "Punching" Warp
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TheExtruder
Malicious Destruction War Against the Manifest
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Posted - 2011.08.09 16:28:00 -
[128]
+1
I support the idea of renewing warp effects. If CCP is trying to attract new people to the game, then having great warp effect that people want to keep seeing over and over, now thats much less time consuming than working on a big project like Incarna all the time.
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Jekyl Eraser
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Posted - 2011.08.09 17:24:00 -
[129]
IMO the acceleration to 75% of max speed untill warp is initiated should be changed. It causes some problems with speed altering modules. Time to initiate warp should be something like 15seconds/warp speed. So a cruiser would warp in less than 4sec, frigate 1,5sec. You should be able to calculate the warp as early as you like. Then just align with >0m/sec speed towards the location and warp.
Anyway i like this solution also. Both mechanic change instant full warp speed and the effect.
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Whezker
Next Stage Initiative Trans-Stellar Industries
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Posted - 2011.08.11 09:17:00 -
[130]
I support this. [i]-Safe the Carebears/i] |
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mellender
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Posted - 2011.08.15 14:56:00 -
[131]
i like the warp effects like they are but this topic is the closest i can come to warp fixes. i see that when i warp from some stations i can warp thru the station and some stations i have to get far from the station and warp around it. there needs to be a fix of warping thru the station upon warp or going out of range of station to warp. i would assume most would like to warp thru since it is faster to get to a fight or to a location.
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Vlad Chistian
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Posted - 2011.08.23 09:47:00 -
[132]
Edited by: Vlad Chistian on 23/08/2011 09:46:52 As far as I'm concerned, the only bone I have to pick with the warp mechanic is how we warp through planets and other celestials. My solution would be to alow curved warping. It's a stupid concept to explain, so here's some art
The red line is the current warp path from Station A to Station B. The purple line is the proposed warp path from Station A to Station B.
Now, for most of us, I'm sure warp travel is envisioned as a point to point straight line travel system. Unfortunately that kind of system would only allow for two solutions: 1. You need to warp from point to point to point to get around a celestial. 2. CCP would have to adjust ALL the celestials so you could warp to any of them without passing through another celestial. That would prove nigh on impossible.
Choose your poison, personally I'd rather sacrifice straight line warp to save time accelerating and decelerating by having curved wormhole-ish warping. |
jonny330
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Posted - 2011.08.26 00:21:00 -
[133]
This would definitely be an improvement to the warp effects.
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Marcus Gideon
Federal Defense Operations
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Posted - 2011.08.28 05:17:00 -
[134]
I could see a couple of changes to Warping.
Mostly graphics changes, not so much mechanics.
1) Arrival and Departure - need to be more abrupt and dramatic.
Going Into Warp
Coming Out Of Warp
Both examples -made by CCP- show ships warping into or out of combat zones. Not aligning and accelerating for 2min, or decelerating for 2min on the other end.
2) As others have noted, the ability to pass through objects really destroys immersion. Not only is it bizarre to warp through a planet, but it's annoying to accidentally warp cloaked through something, and be bumped visible before "dropping out of warp".
A very simple solution, rather than altering trajectory to make curved routes, is to make the warp tunnel far more opaque.
Warp Tunnel
Then your route can take you through whatever, but you don't have to see it. You just see the other ships in your fleet (if you did a gang warp).
On a side note for this, not having to process and render the entire trip could potentially make loading the destination quicker, thus having less lag upon arriving on grid. |
Commander Kennedy
Caldari Firebird Squadron Terra-Incognita
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Posted - 2011.09.07 03:10:00 -
[135]
Thread on new forum: https://forums.eveonline.com/default.aspx?g=posts&t=6902&find=unread "Punching" Warp
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Khan Mena
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Posted - 2011.09.07 07:11:00 -
[136]
Edited by: Khan Mena on 07/09/2011 07:11:07 +1 We seriously need this! Epic for Pirates too! |
Lelob
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Posted - 2011.09.07 11:02:00 -
[137]
Supporting graphical change. Not a mechanical one though.
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