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PartyVaN
Minmatar
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Posted - 2007.11.25 10:53:00 -
[1]
Will the missile launchers finally show up on the ship model like turrets do? Im sick of all my missiles just shooting out on the center of my ships...
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Viqer Fell
Minmatar Trinity Nova
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Posted - 2007.11.25 11:02:00 -
[2]
No
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Teela Kendra
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Posted - 2007.11.25 11:04:00 -
[3]
basically no - they did plan this during the deign phase of eve but missile launchers as far as im aware of be fitted internally :)
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Raul Rincon
Caldari The Taining corp Knights Of the Southerncross
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Posted - 2007.11.25 12:27:00 -
[4]
Think about it, you'd need a rotating missile platform or something for every missile hardpoint on every ship. A lot of work and a big change.
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Surfin's PlunderBunny
Minmatar mUfFiN fAcToRy
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Posted - 2007.11.25 12:28:00 -
[5]
It'd look good though
Originally by: ISD Valorem The Devs have stated multiple times that they are looking at the Amarr issues.
Weekly quote: "Villains always have antidotes... They're funny that way." ~The Tick |
Ethaet
Gallente
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Posted - 2007.11.25 12:32:00 -
[6]
Or just multiple bays for each launcher point - 1 on the front, 1 on the back, and maybe the sides as well, with front and back launchers being able to launch missiles above and below the ship. - TQ has encountered a database issue, we are sitting around wondering why it has crashed this time, waiting for 500,000 petitions and watching the forums fill up.
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Stitcher
Caldari legion of qui Terra Incognita.
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Posted - 2007.11.25 12:41:00 -
[7]
Edited by: Stitcher on 25/11/2007 12:41:52
Originally by: Raul Rincon Think about it, you'd need a rotating missile platform or something for every missile hardpoint on every ship. A lot of work and a big change.
not necessarily rotating. Just look at the Drake. If those launcher ports on the flanks were actual representations of the fitted launchers, it'd work well I think.
It really would be awesome to see a flurry of missiles launch from their individual launchers. no more "Ball O' Death" ravens, for example.
Not sure how big a job it would be, tbh. It would involve some re-coding and probably a re-modeling of a few certain existing ship patterns (all the ones with launchers modeled onto them), so probably a semi-epic job. It would also take people away from whatever it is they're currently working on, which is probably more imminently important than what is admittedly a purely cosmetic change.
It might even be on the "proposed features" list at CCP, but somewhere behind Trinity and Ambulation. - The game is not the problem. The problem is that you are not adapting to the game.
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Alexi Zhukov
Caldari Deep Core Mining Inc.
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Posted - 2007.11.25 16:42:00 -
[8]
Edited by: Alexi Zhukov on 25/11/2007 16:45:28 Rotation not needed. Make them static, and have them all pointing in one direction... straight. Missiles are guided right? Give that guidance a 5 second delay and you'll get something interesting... Missiles will eject from their launchers, leave the ship, then turn around and track their targets. Not much work involved, no geometric adjustments need to be made to the ship models, just new bone/hardpoint additions for the turrets to snap to. I worked on something similar for C&C Generals and Homeworld 2, much different system but same concept.
However as all missiles seem to work from one origion, I imagine some adjustments in programming would need to be made.
I look forward to seeing something like this in the future.
Originally by: Fink Angel
"Eve Chess" : where suddenly 20 queens all appear on the board in the same square as you, while the opposing king shoots at you from somewhere just off the board.
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Caine 607
Caldari Caldari Provisions
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Posted - 2007.11.25 16:51:00 -
[9]
Edited by: Caine 607 on 25/11/2007 16:54:53
Why would you have to change the ship models ? If I remember correctly, there was a tri unpacker that allowed you to import models in to 3rd party modeling programs and the actual ship models were separate from the module models along with certain structural elements like the harpy's rotating wing attachments so surely it would simply be a case of modelling the various missile bays seperately then deploying them as gun emplacement alternatives.
N.B. Even the 'swiveling' action could be directly associated with the missile bays surely ? As I see it the only hurdle is actually modelling the individual bays - not a challenging task for a seasoned modeling team given what they've already achieved !
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Vitrael
Jericho Fraction The Star Fraction
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Posted - 2007.11.25 17:43:00 -
[10]
I have a feeling this feature would be a complete nightmare to code.
Turrets can rotate and their gun effects can originate from individual points because they are exactly that: effects. They do not actually exist in space. Missiles on the other hand are (albeit temporary) interactive objects that can alter course and take damage.
So in addition to appearing in space they need origin points designated for every time they fire. For that to work you would need to set up multiple origin points on every ship model that had missile slots and keep track of them. It'd be like multiple undock points for stations only way more time consuming and almost purely for aesthetics.
As it is I assume we can expect to see more missile-launcher looking spots on models that have been updated for Trinity (Raven and Caracal, for example) and if the missile-turret feature ever does come, it's a ways off.
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Empire marketslave
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Posted - 2007.11.25 17:56:00 -
[11]
i dont see why you guys think this would be so hard.
just make a missile launcher like a turret.
it shows up on turret points on a ship and it would look a lot like a turret does now and move just how they do now.
and all small auto cannons can move and if they put a launcher on each 180˚ axis it would solve 90% of problems
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Anton Marx
Caldari Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2007.11.25 17:58:00 -
[12]
Originally by: Vitrael I have a feeling this feature would be a complete nightmare to code.
Turrets can rotate and their gun effects can originate from individual points because they are exactly that: effects. They do not actually exist in space. Missiles on the other hand are (albeit temporary) interactive objects that can alter course and take damage.
So in addition to appearing in space they need origin points designated for every time they fire. For that to work you would need to set up multiple origin points on every ship model that had missile slots and keep track of them. It'd be like multiple undock points for stations only way more time consuming and almost purely for aesthetics.
As it is I assume we can expect to see more missile-launcher looking spots on models that have been updated for Trinity (Raven and Caracal, for example) and if the missile-turret feature ever does come, it's a ways off.
In that case, just delete the "Defender" type missile. Nobody uses it anyway :P
On a more serious note, I remember one time, I got so frustrated by the drake (particularly) firing all of its 7 missiles at one time in one huge fiery ball (as if we're playing LOTR online) while clearly having "missile batteries". I then went on to search for rant threads about this "feature" and found quite a few of these "give us missile hardpoints"! topics. I never heard it being considered by the devs so even though I strongly hope that it will be introduced at some point in time, I doubt it will be in the near year or two.
Thinking more about it though we can all look at those interviews on the Trinity website, where one of the dudes says that they will be reworking the "effects" of the game in further upgrades following Trinity. This is perhaps the first semi-indication for us (mostly) Caldari fluff-lovers :)
Until it is clearly mentioned though, I gave up hoping for it to be introduced.
- Interstellar Alcohol Conglomerate -
[UMCON]Anton Marx |
TomParad0x
Caldari Silver Snake Enterprise Interstellar Starbase Syndicate
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Posted - 2007.11.25 18:12:00 -
[13]
Edited by: TomParad0x on 25/11/2007 18:13:01 All they need to do is add forward facing missile launchers, the missiles come out straight and delay a second or two before the missile itself "locks" onto the target and heads that way(5 seconds is to much, when you consider their moving fairly fast, and already don't have that long of a lifetime), also add a curve to its path when it does "lock", this way it looks more realistic, rather than the missile just instantly changing direction.
As others have said, as others have said, it would not be *that* hard to implement I don't think, but I don't know the EVE source code, so yea.
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000Hunter000
Gallente Magners Marauders
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Posted - 2007.11.25 18:15:00 -
[14]
Well some ships have been designed with launchers fitted on the ship (drake, crow come to mind right now) but still would be nice to see launcher turrets the same as guns. CCP, let us pay the online shop with Direct Debit!!! Magners is now recruiting, evemail me or Dagazbo ingame.
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lofty29
Reikoku Band of Brothers
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Posted - 2007.11.25 18:15:00 -
[15]
Originally by: Raul Rincon Think about it, you'd need a rotating missile platform or something for every missile hardpoint on every ship. A lot of work and a big change.
I guess nobody but me got the sarcasm in this?
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Caine 607
Caldari Caldari Provisions
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Posted - 2007.11.25 18:30:00 -
[16]
Originally by: lofty29
Originally by: Raul Rincon Think about it, you'd need a rotating missile platform or something for every missile hardpoint on every ship. A lot of work and a big change.
I guess nobody but me got the sarcasm in this?
LOL... woops ! You're just too subtle for my limited intelligence Lofty !
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Taloic
Caldari Black Watch Regiment New Eden Conglomerate
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Posted - 2007.11.25 18:35:00 -
[17]
Missles do not need a rotating bay since they are guided. I imagine Torps and such are just mounted up front as point and shoot weapons like todays multiple rocket launchers you see on helicopters.
In fact internal missle bays make since in EvE because of the rearming sequence that would be needed to reload the bay after each launch.
I work on F15's in the USAF and used to work on an aircraft built in the 70's that had two bay launched missles on a trapiese system but sadly because of cost it now just drops bombs and is about to be retired from the inventory.
Aim-9X
You will see this missle doing 180 and 90 degree turns. Missles today can track and adjust on their own including firing a missle that turns and hits a target following behind you.
However the new F22 has internal missle bays. F22 firing from a missle bay
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Caine 607
Caldari Caldari Provisions
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Posted - 2007.11.25 18:46:00 -
[18]
Edited by: Caine 607 on 25/11/2007 18:53:33
Very interesting Taloic and on reflection I can see your point. In that case I suppose the ship models would need adjusting to place launcher holes er.. ejection ports where appropriate so perhaps it's not quite as straight forward as I'd assumed.
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Def Antares
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Posted - 2007.11.25 18:58:00 -
[19]
Originally by: Raul Rincon Think about it, you'd need a rotating missile platform or something for every missile hardpoint on every ship. A lot of work and a big change.
so wow! you're right. it would be like ... turrets!
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Def Antares
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Posted - 2007.11.25 19:00:00 -
[20]
Originally by: Alexi Zhukov Missiles will eject from their launchers, leave the ship, then turn around and track their targets.
it was like that 2004. back then missiles would hit targets in the line of fire and torpedo blasts would hit friendly targets.
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The Herrick
Gallente Eve University Ivy League
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Posted - 2007.11.25 19:03:00 -
[21]
Originally by: 000Hunter000 Well some ships have been designed with launchers fitted on the ship (drake, crow come to mind right now).
The Rupture and Bellicose (love the bellicose model by the way)cruiser also sport very visible missile launchers on the model.
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Danzig256k
Caldari Mortal Devastating Kin
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Posted - 2007.11.25 19:04:00 -
[22]
Originally by: Ethaet Or just multiple bays for each launcher point - 1 on the front, 1 on the back, and maybe the sides as well, with front and back launchers being able to launch missiles above and below the ship.
would rock to see broadside missile launch, like ya see in some of the fleet battles in sci fi movies and tv.. still waiting to see splash damage from ship explosions, i think that would make an interesting dynamic to combat.
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Gabriel Karade
Nulli-Secundus
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Posted - 2007.11.25 19:17:00 -
[23]
Originally by: Alexi Zhukov Edited by: Alexi Zhukov on 25/11/2007 16:45:28 Rotation not needed. Make them static, and have them all pointing in one direction... straight. Missiles are guided right? Give that guidance a 5 second delay and you'll get something interesting... Missiles will eject from their launchers, leave the ship, then turn around and track their targets. Not much work involved, no geometric adjustments need to be made to the ship models, just new bone/hardpoint additions for the turrets to snap to. I worked on something similar for C&C Generals and Homeworld 2, much different system but same concept.
However as all missiles seem to work from one origion, I imagine some adjustments in programming would need to be made.
I look forward to seeing something like this in the future.
They used to do this, it looked very cool, though... I do recall on one corp mining operation back in 2004, when a guy in a Blackbird fired a salvo of heavy missiles at an NPC behind us, except... the whole salvo smashed into one of the other guys sat there happily mining away in front of him... ah fun times... ----------
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