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Black Apok
The Confederation of Eves good Knights Destiny's Call
0
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Posted - 2011.12.03 21:04:00 -
[1] - Quote
Hello everybody and welcome to my first edition of "Idea's for" where I intend to share my thoughts on how to make EVE even more awesome with you guys.
Alright. Missiles. After all the guns in EVE had been redesigned I was pretty disappointed that missiles didn't get their fair share of love, having bought a Tengu for Missionrunning 4 weeks before that I was now grieving at my Hyperion that I lost in PvP. Fun story. CCP already announced that they were gonna redesign Missiles and IGÇÿm looking forward to the day they do. However I had some thoughts on this myself and wanted to share them, just to see what the community thinks ;)
So basically missiles spawn in the middle of your ship and explode in the middle of your targetGÇÿs ship. That could be a frigate, a Battleship or a Titan. (I've never actually fired a missile at a TitanGǪso I donGÇÿt know that for a fact. IGÇÿm just assuming here) It is basically the same way it was with turrets a few weeks ago. So what should be done in my opinion? Several things.
1. Add Missile-launcher positions on ships and launcher models based on size. Maybe even different designs for different races. Nobody wants a shiny golden Amarr launcher on a rusty Minmatar ship. Or even a Caldari Launcher Model on a Gallentean ship. *shrudders* 2. Sequence the launch of missiles. Even if you have all your guns on one hotkey, they will never fire at the same time. Makes it look more realistic and cool. Missiles should GÇPpopGÇ£ out of the silo, drift a little away from the ship and then fire their rocket and fly towards their target. 3. There they should explode on the Shields/ Armour of that ship (Regarding shieldsGǪsee my following GÇPIdeas forGǪGÇ£ for more detailsGǪwhen it comes out, IGÇÿll ad clicky link here).
That's about it for the basics...really. A good example on how missiles could be launched is the Vaygr Battlecruiser from Homeworld II. (Includes clicky link)
Now another thing to missile dynamics. Right now it looks like a missile gets yanked out of a ships middle, then flies casually to itGÇÿs target as a little light ball and then when getting close to it activates some sort of hyper motivation and death wish and clashes into it. IMO a rocket shouldn't change speed during itGÇÿs pursuit. Actually missiles should try to follow their targets as best they can. And this brings me to another point: With guns, you can miss! With missiles you can miss too but in a different way. If the explosion velocity of a warhead is smaller than the movement speed of a ship, not the full damage is being dealt. Although I donGÇÿt want to change the maths behind that system because itGÇÿs pretty cool IGÇÿd definitely change the effects that come along with it. Larger missiles have more mass and more rocket power, making them less agile than a small Anti Frigate Rocket. While with guns this is pretty easy as you just let the animation literally GÇPmissGÇ£ the ship, with missiles it's a little more tricky. Three situations can occur: A missile tracks itGÇÿs target right and lands a full hit. Attacker happy, Defender extremely unhappy. A missile sort of tracks itGÇÿs target right, however miscalculates flight path by a little bit. It explodes prematurely behind/ in front of the ship, dealing some damage to the ship. Attacker sort of happy, Defender too busy eating his sandwich. A missile really screws up because it never went to college, misses a ship completely and goes of into deep space, hitting a spaceship that will be there in a million years in the future. Attacker really pissed, Defender trolling the Attacker.
If a missile lands a perfect hit the target ship shouldn't be swamped by the explosion effect but the pilot should really feel the GÇPheatGÇ£ thatGÇÿs happening around him/ her. The warhead detonates at the shields/ armour, creating an explosion into the direction it hit. The larger the warhead however, the bigger secondary explosions will be. If a torpedo hits a still standing frigate the ship will be surrounded by flames and death and probably die (Again...didnGÇÿt try this yet. Next time I see a Dread, IGÇÿll be sure to ask). If a rocket hits a battleship there will only be a small explosion on the shields/ armour.
Alright. This is the end of my first GÇPIdeas forGǪGÇ£ in the series. More is to come. Please comment on the ideas and reply any suggestions you might have. If you feel the urge to flame *grabs fire extinguisher* please do so.
Fly safe and talk to you another time, Black Apok |
Guttatus
The Confederation of Eves good Knights Destiny's Call
0
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Posted - 2011.12.04 17:13:00 -
[2] - Quote
push^^
good job |
OC 2av2
Science and Trade Institute Caldari State
2
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Posted - 2011.12.04 20:44:00 -
[3] - Quote
+1
@CCP, please, do it.
Don't change damage of missiles just yet, because missiles are primary weapon of Caldari and such miscalculation could make serious impact in the traditional fight style of whole faction.
Although dynamics, persuasion, trails of missiles that stays at the same place after launch while ship still moving away and, of course, graphics of launchers should be implemented A.S.A.P.
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Kroshva
Massiv Dynamics
0
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Posted - 2011.12.06 22:15:00 -
[4] - Quote
Agreed with Topic
Don t fire all missle at once in one big lightball chasing the target ... It would look much better if there were 7 missles chasig a target instead of 1 lightball .....
btw Push -.- |
FlinchingNinja Kishunuba
Perkone Caldari State
11
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Posted - 2011.12.06 22:39:00 -
[5] - Quote
I think each type of missile should have a different effect depending on the damage type,
EM - Bit of a no brainer, some sort of lightning explosion.
Heat - I would go for some sort of fuel air bomb type effect, puff of gas followed by a flame rushing threw the gas.
Kinetic - At a distance from the target the missile explodes firing darts at the target.
Explosive - Pretty much what we have now.
Here are some links to show you what I mean,
Fuel air bomb - http://www.youtube.com/watch?v=j9xCgNdZPKk
Kinetic missile - http://en.wikipedia.org/wiki/Starstreak_%28missile%29
I don't think torpedoes should be the same though, maybe have a more omni directional look to the effect? |
leviticus ander
The Scope Gallente Federation
16
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Posted - 2011.12.07 04:35:00 -
[6] - Quote
There was an issue with parsing this post's BBCode |
mxzf
Shovel Bros
213
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Posted - 2011.12.07 05:02:00 -
[7] - Quote
Playability > 'looks cool'
Creating multiple entities and effects causes exponentially greater server load (and missiles already tax the server much more than turret weapon systems do). I would rather have a playable game than one that lags out horribly but looks really cool while it does it, lol.
The reason games like Homeworld and such can afford to use fancy graphical tweaks like that is because they have to worry about a very limited number of ships at any given time. The Eve servers have to keep track of tens of thousands of player ships at any given time, much less all the other entities that exist in the game. |
Lakshmii
Dreddit Test Alliance Please Ignore
55
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Posted - 2011.12.07 06:12:00 -
[8] - Quote
Why do missiles need to be entities? I wonder why they can't be treated like turrets with unique visual effects and different hit/miss variables. a¦á_a¦¦a¦â |
FlinchingNinja Kishunuba
Perkone Caldari State
12
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Posted - 2011.12.07 06:51:00 -
[9] - Quote
mxzf wrote:Playability > 'looks cool'
Creating multiple entities and effects causes exponentially greater server load (and missiles already tax the server much more than turret weapon systems do). I would rather have a playable game than one that lags out horribly but looks really cool while it does it, lol.
The reason games like Homeworld and such can afford to use fancy graphical tweaks like that is because they have to worry about a very limited number of ships at any given time. The Eve servers have to keep track of tens of thousands of player ships at any given time, much less all the other entities that exist in the game.
Nearly all the above suggestions can be implemented client side. I see no reason why this would change the base calculations required.
I don't understand how any graphical change would increase lag? |
Kittamaru
Northstar Cabal Important Internet Spaceship League
1
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Posted - 2011.12.07 16:03:00 -
[10] - Quote
Definitely getting a +1 from me on this! |
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Migeta
Souls of Chromanin Vera Cruz Alliance
1
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Posted - 2011.12.07 16:14:00 -
[11] - Quote
yes this is nice idea
mybe more color :D |
Black Apok
The Confederation of Eves good Knights Destiny's Call
4
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Posted - 2011.12.11 12:41:00 -
[12] - Quote
Wow :D I haven't checked this thread for a week and you guys relyed like crazy^^
Regarding explosion effects, there already are different colour schemes. EM is blue, Thermal is red, Kinetic is sort of yellow-ish and explo is sort of gray-ish. The problem with the current effects is, that the textures of those blasts have a really low quality thus look pixlish when expanding (Look at torpedos! They should look pretty darn Epic but they don't unfold their full potential due to pixelish textures of the blasts :/ And the other missiles don't really have blast effects.
Thanks for the +4 xD I sure hope that CCP is reading it and trying to implement it ;] Don't you dare feed the chicken! D: |
Foxbat40
BlackTalon Mining Corp
0
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Posted - 2011.12.11 17:38:00 -
[13] - Quote
Ya I think missiles should launch separately from their respective hard points just like gun turrets do. Maybe put a missile hatch of some sort on the hard point. Have them spread out some so they don't all follow the same path like a laser beam.
It also looks really weird that my missiles make a sudden left hook as they approach the target. It is kinda comical really.
Have a look at how missiles work in any Macross episode and you should be on the right track.
I definitely think they are due for a revision. |
Aglais
Liberation Army BricK sQuAD.
31
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Posted - 2011.12.11 18:41:00 -
[14] - Quote
Don't forget once they have visible missile bays to be fired out of to give every class of missiles a unique firing noise. "Fwoosh" is getting really, really annoying. |
Prestb
Interwebs Cooter Explosion Fatal Ascension
0
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Posted - 2011.12.11 18:53:00 -
[15] - Quote
+1 |
Black Apok
The Confederation of Eves good Knights Destiny's Call
6
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Posted - 2011.12.12 04:57:00 -
[16] - Quote
Foxbat40 wrote:Ya I think missiles should launch separately from their respective hard points just like gun turrets do.
YeaGǪactually I really like the Homeworld 2 Missile Effect I linked ;)
Quote:Don't forget once they have visible missile bays to be fired out of to give every class of missiles a unique firing noise. "Fwoosh" is getting really, really annoying.
Yea, I agree. Rockets and Standard Missiles should go like "Fchiuuu", Heavy Missiles could maybe keep the "Fwooosh" and bigger stuff like Torpedos and Cruiser Missiles should get something along the line of "Fruuuuuuhhmm!!!"
:D xD Don't you dare feed the chicken! D: |
Artreju Woodsparrow
Ocean Eleven
1
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Posted - 2011.12.12 08:46:00 -
[17] - Quote
Good Job mate.
+1 from me ( wanted to add many +1 but i cant )
hope they can implement some of ur features. *Thumbs up* |
Sir Substance
Tactical Knightmare
134
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Posted - 2011.12.12 09:24:00 -
[18] - Quote
Black Apok wrote:welcome to my first edition of "Idea's for" where I intend to share
Black Apok wrote:my first edition of "Idea's for"
Black Apok wrote:"Idea's for"
a¦á_a¦á |
Artreju Woodsparrow
Ocean Eleven
1
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Posted - 2011.12.13 06:55:00 -
[19] - Quote
pushing thread back on Site 1 |
Black Apok
The Confederation of Eves good Knights Destiny's Call
8
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Posted - 2011.12.17 14:30:00 -
[20] - Quote
Sir Substance wrote: a¦á_a¦á
*pulls out fire extinguisher*
You were saying sir? Don't you dare feed the chicken! D: |
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Admiral Ouromov
Free Space Pioneers
0
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Posted - 2012.01.30 19:33:00 -
[21] - Quote
+1
PLEASE CCP add this to the game, would be awesome!
As you can see an the Avatar i fly this kind of ships that fires, this glowing, blue, red and white balls. Like this guys in dragonball or street fighter.... |
Bearilian
Man Eating Bears
78
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Posted - 2012.01.30 21:51:00 -
[22] - Quote
+1 definately supported!!!
although i do agree that gameplay > cool effects. this is almost necessary because missiles just dont make much sense. and yes your "link" to homeworld was a great example.
mostly for me, i like the idea of removing the silly (as people have said, "comical") animation of the missiles swerving into the target last second. it would make a whole lot more sense if it just exploded. because as is, all missiles swerve to the center of the targeted ship, and the explosion velocity that measures its accuracy wouldnt matter, because the missile just exploded "on" the target (he is not outrunning that).
Give us missile bay modules!!! |
Rel'k Bloodlor
Mecha Enterprises Fleet Villore Accords
114
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Posted - 2012.01.31 15:45:00 -
[23] - Quote
In the ancient past missiles were if you can believe it more like drones!! Different launchers weren't as much about size of launcher/hull and more about different rolls. There is evidence of this still lingering to day ( F.O.F., defender missiles, assault launchers and bombs witch are like old torps were kinda). At some point tho they began to parelel turrets more and more and now we have a weapon type that uses different stats to accomplish the same result. May be going back and thinking about missiles more like a parallel to drones and not turrets would be a better place to start.(and would feel so right with the gallente/caldari and Amarr/Minmatar contrast)
Well that's my 2 isk
-Rel I am in Factional Warfare. Have been from day one.-á-áI will never work for a mega corp in null-sec. Do not make FW like null-sec.-áMake FW worth our time. Reword us for what we already do.Give us some more activities to do. |
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