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Quantar Raalsken
Gallente
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Posted - 2009.05.25 04:32:00 -
[1]
Edited by: Quantar Raalsken on 25/05/2009 04:32:24 Is there a way that CCP can make it so that when u activate grouped weapons that they fire at exactly the right times to make it look like there is a constant cycle?
so that instead of one "super" missile (made of 4) every 20 seconds its 4 missiles in 5 second intervals?
but they would do that while still grouped so that u dont have to time each F1-8 to get the same effect
also it'd be nice if we could do this for turrets as well
what im thinking is since the dmg is instant we show the individual dmg logs but add them up like a combo that displays the combo and individual hit each time until the last turret or missile hits the target
example: (uses un-realistic numbers)(4 lasers in the group)
your dual light pulse laser I (1) hits doing 100.0 (combo 100.0) your dual light pulse laser I (2) hits doing 100.0 (combo 200.0) your dual light pulse laser I (3) hits doing 100.0 (combo 300.0) your dual light pulse laser I (4) hits doing 100.0 (combo 400.0)
this way we can see each laser fire but we also get the ability to see the total dmg from grouping
being a programmer myself i know that this would probably take a bit of reworking the module interface and such so maybe they can try and get it in for ambulation's expansion...heck, they should probably do a rework of the notify system as it seems at little out of date to me...
======= Homeworld Hamachi Network
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Jade Mitch
The Scope
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Posted - 2009.05.25 04:56:00 -
[2]
Edited by: Jade Mitch on 25/05/2009 04:58:07 The benefit of grouping weapons is to use a single routine for all of them at once. There are no separate damage values. They could make multiple shots a purely graphical option but it wouldn't really make a difference in the game.
Otherwise, what you're talking about isn't to change the way grouped weapons work but to change the way ungrouped weapon damage is displayed in the log.
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hsrytjfdtyjh
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Posted - 2009.05.25 07:09:00 -
[3]
I though that the whole point of grouping was to reduce lag in large fights by reducing the number of packets being sent, and that effects like better use of alpha strike and things that slightly affect balence were all secondary effects. But i might be wrong.
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Abulurd Boniface
Gallente Mercantile Exchange for Mining And Exploration
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Posted - 2009.05.25 10:42:00 -
[4]
I'd like to see CCP implement the Blck IV cruise missile doctrine: as soon as a target is destroyed, the remaining cruise missiles start loitering the area, waiting for the next target. This could be timer-based as we would assume the fuel running out at some point [or it may not, whatever works best].
Also, the cruise missiles ought to 'talk' to each other and plot a course that would have them intersect the target's trajectory at the same time, making for one hell of a bang.
This way missiles could more closely resemble real world tactics and I know how y'all just love that.
Abulurd Boniface ME ME CEO |

ShadowDraqon
The Quantum Company
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Posted - 2009.05.25 11:23:00 -
[5]
There is a perk to firing all cannons at once you know
Example: you have 3 turrets, each does 100 dmg, target has 300 health
Firing with equal intervals: 1. fire for 100 dmg, target health at 300 2. target repairs 10 dmg, target at 210 3. fire for 100 dmg, target at 110 4. fire for 100 dmg, target at 10 5. target repairs 10 dmg, target at 20 6. fire for 100 dmg, target at -80, target destroyed.
Firing all at once: 1. fire for 300 dmg, target health at 0, target destroyed. 2... 3... 4... 5... 6...
You save time by doing all your damage at once, as that gives your target no time between shots to repair damage, even if your total damage output is greater than the targets health.
Yes, this is a simplified version, but you get the idea. |

Queitis
Caldari DBCI
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Posted - 2009.05.25 12:34:00 -
[6]
Originally by: the cruise missiles ought to 'talk' to each other and plot a course that would have them intersect the target's trajectory at the same time, making for one hell of a bang.
[/quote
OMG, have you NEVER watched Dark Star (john Carpenter), they had a talking Bomb that could blow up planets and we all know how that ended.
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Kara Sharalien
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Posted - 2009.05.25 13:02:00 -
[7]
Originally by: Queitis
Originally by: the cruise missiles ought to 'talk' to each other and plot a course that would have them intersect the target's trajectory at the same time, making for one hell of a bang.
[/quote
OMG, have you NEVER watched Dark Star (john Carpenter), they had a talking Bomb that could blow up planets and we all know how that ended.
well, actually i dont, but im guessing hilariously.
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sHERU
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Posted - 2009.05.25 14:28:00 -
[8]
Don't need intervals to make it look awesome.
Just a different launch sequence for grouped missiles. so instead of one straight line the missiles come out at different angels and then choose there own trajectory. |

Tagami Wasp
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Posted - 2009.05.25 21:08:00 -
[9]
DB load. Not good. Grouped weapons fine now. |

Hesod Adee
Dark-Rising
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Posted - 2009.05.26 21:35:00 -
[10]
Edited by: Hesod Adee on 26/05/2009 21:35:37 If this is only a graphical change, then there is only a minor increase in traffic as when a client is told that someone is firing a missile group, they are also told how many missiles are fired. Then the client can calculate where the extra missiles should be.
So lets keep this as a purely graphical change. Your combat log only shows one large hit, the database only processes one hit. But your client displays multiple missiles flying.
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McDaddy Pimp
Minmatar
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Posted - 2009.05.27 12:05:00 -
[11]
Nah, you know what would be awesome? Stacked launchers fires missiles like in Macross/Robotech. Simultaneous missile launch, but all flying to different direction, and halfway, all converge back to the target.. ughh cant explain it any better :/. Go watch Macross lol
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