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Elzon1
Shadow Boys Corp Legion of xXDEATHXx
59
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Posted - 2012.07.10 17:16:00 -
[31] - Quote
+1 bumping for awareness |
Dare Knight
The 0ffice of Secret Intelligence
45
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Posted - 2012.07.10 19:14:00 -
[32] - Quote
+1, it would mean Ceptors could actually 'intercept' things before they land, which... is kind of the idea. It's very simple, really. If you see Tengus on scan, they are ratting. If you see a shitload of Tengus, the Russians are blobbing. If you see Proteuses on scan, they will be on top of you in about a second. If you see a shitload of Proteuses, the big boys are having a goodfight. |
FloppieTheBanjoClown
The Skunkworks
1898
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Posted - 2012.07.10 20:49:00 -
[33] - Quote
So...drop the accel/decel times by 75%. 2.5 seconds to max warp speed, 5 seconds to drop out of warp. Nevermind scaling warp speeds and all that, just let everyone spend longer at max speed and it all works out. It's time to put an end to CCP's war on piracy. Fight your own battles and stop asking CCP to do it for you. |
lisa 8
KISIN Enterprises
0
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Posted - 2012.07.10 21:24:00 -
[34] - Quote
+1 |
Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
341
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Posted - 2012.07.11 02:34:00 -
[35] - Quote
FloppieTheBanjoClown wrote:So...drop the accel/decel times by 75%. 2.5 seconds to max warp speed, 5 seconds to drop out of warp. Nevermind scaling warp speeds and all that, just let everyone spend longer at max speed and it all works out.
I 100% agree with this suggestion... it would be a huge change to the way PvP works atm...
Oh also, I wouldn't mind a "slingshot" warp, where ships accelerate insanely fast into warp almost like a bullet from a gun... giving a "star trek" look to the warp. and same thing with the landing from warp :P |
Plaude Pollard
Crimson Cartel
55
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Posted - 2012.07.11 12:59:00 -
[36] - Quote
Vaurion Infara wrote:Drake Draconis wrote:Your throwing a fit over a 5-10 seconds accel/decel issue?
Maybe you should make sure your able to align faster?
I'm sorry but I fail to see how this proposal is useful let alone constructive.
Perhaps you could give some exampls? You do understand what the phrase throwing a fit means, right? But I'll answer your poorly spelled question anyway. Right now, the time it takes to get to actual advertised warp speed is 10 seconds, regardless of the ship you're in. The deceleration time is 20 seconds. That means with a warp speed of 3au/s, regardless of the size ship you're in, a 20 au warp will take about 36 seconds, 30 of which are eaten by acceleration/deceleration. All i'm saying, is that the accel/decel times, which make up the largest majority of time spent warping, scale with the warp speed of the ship. This would make warp speed a viable factor in choosing a ship, especially for tackling/ chasing down gangs. So yeah, I would call that useful, and constructive. So... Make the rig decrease the amount of time spent on Accelerating and Decelerating in Warp instead of increase the warp-speed? Or even make an extra rig that decreases Accel/Decel time? |
Dusenman
Krait Corp Fidelas Constans
9
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Posted - 2012.07.11 14:00:00 -
[37] - Quote
+1 GM Homonoia: In other words; feel free to use the tactic, but don't be an utter and total ***. |
Zloco Crendraven
BALKAN EXPRESS
14
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Posted - 2012.07.11 14:05:00 -
[38] - Quote
More ways to engage a combat = better game, so interceptors should be excellent in that area and they are missing exactly this one. |
FloppieTheBanjoClown
The Skunkworks
1900
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Posted - 2012.07.11 15:35:00 -
[39] - Quote
Zloco Crendraven wrote:More ways to engage a combat = better game, so interceptors should be excellent in that area and they are missing exactly this one. This. On paper, the interceptor looks like it's designed to outrun fleeing ships, not just on grid but in warp as well. As it stands, most pursuits the interceptor will have to rely solely on a faster align time because the warp speed, as demonstrated in the OP, is only relevant in longer warps. It's time to put an end to CCP's war on piracy. Fight your own battles and stop asking CCP to do it for you. |
Takeshi Yamato
Ministry of War Amarr Empire
162
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Posted - 2012.07.11 15:38:00 -
[40] - Quote
+1
Good work documenting this. I was surprised to see how little difference there is on shorter warps. |
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Twotoad
Ars ex Discordia Test Alliance Please Ignore
0
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Posted - 2012.07.11 18:13:00 -
[41] - Quote
+1 I would like to see this happen.
I would also like for warp paths to take into account orbital mechanics and the proximity of solar bodies - IE warping towards a gas giant or sun will make the ship travel faster.
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Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
343
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Posted - 2012.07.11 21:21:00 -
[42] - Quote
FloppieTheBanjoClown wrote:Zloco Crendraven wrote:More ways to engage a combat = better game, so interceptors should be excellent in that area and they are missing exactly this one. This. On paper, the interceptor looks like it's designed to outrun fleeing ships, not just on grid but in warp as well. As it stands, most pursuits the interceptor will have to rely solely on a faster align time because the warp speed, as demonstrated in the OP, is only relevant in longer warps.
I would even be happy with only the intercepter getting a faster warp acceleration to begin with... it is clearly intended for such an ability?
So that said... add a a extra ship bonus to the intercepters of 20% faster warp speed acceleration per level? Perhaps only on the ceptors that have tackling range bonus? Or both? |
Scatim Helicon
GoonWaffe Goonswarm Federation
588
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Posted - 2012.07.12 20:55:00 -
[43] - Quote
This thread at least deserves a CCP reply on whether the idea is workable from a technology point of view.
Twotoad wrote:I would also like for warp paths to take into account orbital mechanics and the proximity of solar bodies - IE warping towards a gas giant or sun will make the ship travel faster.
Warp vectors accounting for celestial bodies and slingshotting ships around planets and stars rather than just passing through them would be stupendously awesome. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |
Corina Jarr
Spazzoid Enterprises Purpose Built
1035
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Posted - 2012.07.12 22:15:00 -
[44] - Quote
Scatim Helicon wrote:This thread at least deserves a CCP reply on whether the idea is workable from a technology point of view. Twotoad wrote:I would also like for warp paths to take into account orbital mechanics and the proximity of solar bodies - IE warping towards a gas giant or sun will make the ship travel faster. Warp vectors accounting for celestial bodies and slingshotting ships around planets and stars rather than just passing through them would be stupendously awesome. Also insanely demanding of the server. And insanely difficult to add since there isn't even the basis of orbital relationships.
Also... when warping, we are not completely part of this dimension or some such. Orbital bodies have no effect on us. |
Twotoad
Ars ex Discordia Test Alliance Please Ignore
0
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Posted - 2012.07.13 13:20:00 -
[45] - Quote
Corina Jarr wrote:Scatim Helicon wrote:This thread at least deserves a CCP reply on whether the idea is workable from a technology point of view. Twotoad wrote:I would also like for warp paths to take into account orbital mechanics and the proximity of solar bodies - IE warping towards a gas giant or sun will make the ship travel faster. Warp vectors accounting for celestial bodies and slingshotting ships around planets and stars rather than just passing through them would be stupendously awesome. Also insanely demanding of the server. And insanely difficult to add since there isn't even the basis of orbital relationships. Also... when warping, we are not completely part of this dimension or some such. Orbital bodies have no effect on us.
I don't doubt that this kind of physics calculation would be very expensive - but isn't it wonderful that we now have GPGPU servers that are well suited for crunching these kinds of numbers? I would assume if CCP had an interest in doing this, it would include a general upgrade of the Destiny physics engine to run on this specific hardware and not on general purpose CPU's.
Anyhow, from the gameplay perspective: It would increase tactical options available to players - in the case of an entire fleet warping, the timing and vectors would be critical.
It would give space a sense of variation - terrain is something I've felt eve really lacks right now, because other than using planets and celestials as glorified bookmarks (well and PI and the eventual Dust 514 link), they have little gameplay value. Sitting next to a planet or warping to one is exactly the same as warping to a bookmark in deep space. Having them effect warping would make fleet maneuvers and chases more varied. I dont see how it could possibly be a bad thing.
The best part? It's a serverside physics implementation, so nobody would need a fancy computer in order to benefit (also I do also want to see tessellation, shield strike effects and damage skins on ships)
Sure, it's pie in the sky but would be fantastic. |
Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
347
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Posted - 2012.07.13 14:03:00 -
[46] - Quote
Twotoad wrote:Corina Jarr wrote:Scatim Helicon wrote:This thread at least deserves a CCP reply on whether the idea is workable from a technology point of view. Twotoad wrote:I would also like for warp paths to take into account orbital mechanics and the proximity of solar bodies - IE warping towards a gas giant or sun will make the ship travel faster. Warp vectors accounting for celestial bodies and slingshotting ships around planets and stars rather than just passing through them would be stupendously awesome. Also insanely demanding of the server. And insanely difficult to add since there isn't even the basis of orbital relationships. Also... when warping, we are not completely part of this dimension or some such. Orbital bodies have no effect on us. I don't doubt that this kind of physics calculation would be very expensive - but isn't it wonderful that we now have GPGPU servers that are well suited for crunching these kinds of numbers? I would assume if CCP had an interest in doing this, it would include a general upgrade of the Destiny physics engine to run on this specific hardware and not on general purpose CPU's. Anyhow, from the gameplay perspective: It would increase tactical options available to players - in the case of an entire fleet warping, the timing and vectors would be critical. It would give space a sense of variation - terrain is something I've felt eve really lacks right now, because other than using planets and celestials as glorified bookmarks (well and PI and the eventual Dust 514 link), they have little gameplay value. Sitting next to a planet or warping to one is exactly the same as warping to a bookmark in deep space. Having them effect warping would make fleet maneuvers and chases more varied. I dont see how it could possibly be a bad thing. The best part? It's a serverside physics implementation, so nobody would need a fancy computer in order to benefit (also I do also want to see tessellation, shield strike effects and damage skins on ships) Sure, it's pie in the sky but would be fantastic.
m8888.... no, maybe in 10 years when they fixed lag, something like that would increase lag insanely
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Twotoad
Ars ex Discordia Test Alliance Please Ignore
0
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Posted - 2012.07.13 19:52:00 -
[47] - Quote
Bubanni wrote:Twotoad wrote:I would also like for warp paths to take into account orbital mechanics and the proximity of solar bodies - IE warping towards a gas giant or sun will make the ship travel faster. I don't doubt that this kind of physics calculation would be very expensive - but isn't it wonderful that we now have GPGPU servers that are well suited for crunching these kinds of numbers? I would assume if CCP had an interest in doing this, it would include a general upgrade of the Destiny physics engine to run on this specific hardware and not on general purpose CPU's.
m8888.... no, maybe in 10 years when they fixed lag, something like that would increase lag insanely [/quote]
Lag is an unfortunate truth of playing internet spaceships, much like cancer is an unfortunate truth of being alive/composed of cells and being in nulli secunda is an unfortunate side effect of being a moron. |
Gerrick Palivorn
Caldari Provisions Caldari State
287
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Posted - 2012.07.16 06:32:00 -
[48] - Quote
+1 OP |
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