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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.13 22:30:00 -
[1]
I don't even care how this gets done and I know it has been suggested before, and i dont care if it is added to carriers, motherships, or titans or a new class of ship, whatever makes ccp happy. I think this is one thing everyone can agree on that would be amazingly awesome. It makes no sense to have to eject from my ship in a station, contract it over to a carrier pilot, have the carrier pilot jump it in his sma to my destination, contract it back over, and then be forced to either podjump or fly all the way there myself anyway. Instead I think everyone would like to simply be able to dock in the capital ship, lean back, and be transported with their ship to their destination without any of those hassles.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.13 22:36:00 -
[2]
Edited by: Pringlescan on 13/07/2009 22:44:33 Edited by: Pringlescan on 13/07/2009 22:43:20 I'm mainly hoping for a comment from a dev to clarify if they simply haven't wanted to do it, or if there is something in the way eve is coded to make it too difficult to be added. Even with a completely barebones feature such as only letting you store your pod in the ship while docked, a completely bland screen while in the capital so as to avoid coding complications there, and only being allowed to leave docked in a station or killing yourself would still be a great addition to the game and something a lot of people would love to have.
edit: I don't claim to be a programmer but couldn't you do this already with already in game mechanics? Most people just want to be able to travel around with a carrier moving them so they can stay in your ship. Just make it so a, you can only enter/exit the carrier in a pod, b, you can only enter/exit the carrier in a station c, when you are boarded in the carrier, load them into a special system that has a station that shows neither local nor a docked list, this station would have no features and would not let you undock - this eliminates any multipiloted issues or the problem of what to do with the pod while he is waiting to reach his destination. The only thing this pod should be able to do while in the carrier is have an option to kill himself to avoid griefing. d, when the carrier pilot reaches the destination he could press a few buttons and basically unload the pod into the station he is currently docked in.
ALl of these mechanics are in the game in one way or the other already and this would add the functionality of letting capital pilots move other players pods with their ships.
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Dristra
Amarr Idle Haven
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Posted - 2009.07.13 22:39:00 -
[3]
You mean so that you can fill a carrier with ceptors (with pilots), cyno inn, and launch the ceptors(with pilots) into space like little fighters?
That would be awesome, even if one think about all the changes required.
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ark maphar
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Posted - 2009.07.13 23:03:00 -
[4]
YES, i would love to be loaded into a carrier, and get cyno'ed to my destination with my ship and everything
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.13 23:07:00 -
[5]
The key point I want to make here is that ccp can introduce a barebones mechanic with all existing ingame mechanics that would still make all of us very happy, while being fairly easy and inexpensive to code/add to the game, and I can't see any reason why they don't at least add the functionality to move pods around like I specify in my second post.
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EthanPow
Caldari Drakeal Inc. Drakeal Federation
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Posted - 2009.07.13 23:19:00 -
[6]
I will agree, something like this is possible and I think CCP took it the wrong way when placing in the code. as long the Pilot Transports are limited by their ship maintenance bay/Docking bay, then I agree with this and others similar to this Feature Suggestion(s) What ever you do, DO NOT, for love of god, do not use that smartbomb |

Joe Starbreaker
The Fighting Republicans
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Posted - 2009.07.13 23:25:00 -
[7]
You mean like in Clear Skies II?
-/ the fighting republicans /- |

Vio Geraci
Amarr GoonFleet GoonSwarm
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Posted - 2009.07.13 23:30:00 -
[8]
(7:26 PM) vio_geraci: God, i'd love to live in a persistent, mobile station that had a week-long "siege mode" and finite cargo space. (7:26 PM) Pringlescan: that would be even cooler i agree
It would be even more neat if besieging the station during its siege mode affected how strong a defensive advantage it would give to its defenders when the siege mode ended, and besieging it multiple times during the week would have cumulative effects, so multiple fights would be necessary.
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Dristra
Amarr Idle Haven
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Posted - 2009.07.14 00:35:00 -
[9]
How about staying on topic; focusing on a single ting leads to results after all.
How would such a change affect the titan\blackops gate generator?
Will carrier models need to be enlarged? :P
Will such a change unbalance other aspects of the game?
Will it add unlimited amounts of win?
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Allan Corday
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Posted - 2009.07.14 01:53:00 -
[10]
Edited by: Allan Corday on 14/07/2009 01:56:40 Edited by: Allan Corday on 14/07/2009 01:55:45 Edited by: Allan Corday on 14/07/2009 01:54:35 You mean a carrier that can transport soldiers en masse to a deployment area for a strategic operation? That's the silliest idea I have ever heard. What's next? Pilots actually taking off from these "carriers" to engage hostiles?
I've never experimented with the way clone vat bays work, but after reading about them, slight modifications to existing mechanics may make them actually useful.
Some suggestions that may already be in the game because I know very little about supercap mechanics:
-Carriers should be able to fit clone vat bays with a capacity appropriate for a small/medium sized gang. Dedicating supercaps or a Rorqual for this purpose is too much.
-When a player installs a jumpclone, his clone is placed into a clone bay, similar to a cargo bay. Optionally, the ship is installed into the carrier's ship maintenance bay and "bound" to the player's clone.
-When a clone is installed at a ship fit with a clone vat bay, pods (or pod+ship packages) should appear in a dedicated clone bay as objects that the carrier pilot (or a corp/alliance director) can be moved from the carrier into a station "corporate medical bay" hangar, a clone vat POS module, or another clone bay. This would allow the clones to be used when the carrier pilot is offline, as well as give carriers the ability to refit when the transportation job is done.
-To use the clone, players will jump clone, but maybe with a reduced timer. Depending on where the clone currently exists, the player will jump clone into his ship at a station, inside a POS equipped with a clone module, or next to the carrier if the vat module is activated. This could add a new element to hotdrops (and defense) that doesn't involve titan bridges.
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Tenshiin
Caldari GoonFleet GoonSwarm
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Posted - 2009.07.14 02:50:00 -
[11]
Edited by: Tenshiin on 14/07/2009 02:54:00 Oh man, wouldn't it be awesome to have carriers actually carry stuff?
Please CCP, see the light. Do this.
Edit: As to what to do with the docked-in pilot, maybe just show the carrier as if the pilot did "look at" on it? Disable the hud completely, or just show the carrier's Shield/Armor/Structure..
Also, aside from possible technical problems (and even then), there shouldn't be any reason you shouldn't be able to dock/undock from a carrier from space.
The carrier pilot could turn docking on/off using similar mechanics as what we have for the fitting service. Maybe also ask the carrier pilot whether "Pilot x should be allowed to dock", or something similar.
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shady trader
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Posted - 2009.07.14 04:51:00 -
[12]
Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |

Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.14 05:26:00 -
[13]
Originally by: shady trader Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database.
I know but this game has come a long way since titans were introduced, and it is certianly possible to at least move pods from station to station via carrier if not actually let you hotdrop on the battlefield and deploy interceptors ala BSG. We aren't asking for the seven-layer cake here we would be happy just to have the plain vanilla ice cream.
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Toniki
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Posted - 2009.07.14 10:32:00 -
[14]
what if we all lived in a carrier? |

Flapkonijn
Caldari EXPLORERS ELITE
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Posted - 2009.07.14 11:28:00 -
[15]
IMHO bad idea.. would unbalance the game to much. Imagine a small fleet probing down a carrier and found one with one cruisers next to it.
A small tactical fleet jumps in... 5 secs later 5 BS's 2 Command ships undock from carrier...overpowered would be my say on it.
but thats me...
*How to have fun at the EvE-Forums* =Read a "I'm stuck in a WH thread"= #Then Point, LYAO, And see them *POP*# /me Grins Sarcasticly |

Gypsio III
Dirty Filthy Perverts
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Posted - 2009.07.14 11:32:00 -
[16]
Space docking eh? 
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Abrazzar
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Posted - 2009.07.14 12:11:00 -
[17]
Well, let's see.
- A modified station environment instance needs to be created and one assigned to every individual ship that has docking capabilities.
- Modification to the station environment for ships (let's call it dock environment) would be limited space for docked ships, limited space for personal hangars, ability to move all docked characters to the local of the system the ship is in after system change of the parent ship, ability to abort undocking if the parent ship is in warp, limited capabilities of station services, if any, forced emergency undocking if the parent ship gets destroyed and forced booting of players in the ship by the parent ship pilot.
- Pilot of the parent ship should be able to set docking permission based on standing
- Ship needs a undocking point similar to normal stations.
- Ship may not leave the game environment when the pilot logs off as players in the ship would have no undocking point anymore. A ship with docking capabilities would have to be permanently in space no matter if the pilot is active or not.
- To clarify: If the parent ship gets destroyed, all players inside get dumped at the undocking point in the ships they currently have active. Offline players would have to get dumped in the ships they last had active and they should emergency warp normally as if they'd just logged off after being spawned at the undocking point.
- Parent ship pilot should be allowed to boot any player online or offline from the ship at will at any time.
- Parent ship pilot should be allowed to move any items from any docked player's personal and ship hangar to the parent ship's cargo, corporate bay or ship maintenance bay and vise versa.
Well, that's all I can come up right now. If someone sees more technical problems that need solving, solve them. 
Point is, that the new station environment is a separate instance, so you don't have ships inside ships but ships inside a completely different space that just spawn at the ship when they undock. Only connection between the parent ship and the dock environment is through the hangars and I think the database is able to handle movement of item entries from being in one location to another. -------- Ideas for: Mining
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Yarik Mendel
Amarr Privateers Privateer Alliance
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Posted - 2009.07.14 12:15:00 -
[18]
will create too many gay innuendo trolls
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Dristra
Amarr Idle Haven
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Posted - 2009.07.14 12:32:00 -
[19]
Originally by: shady trader Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database.
So basically this idea is already shot down?
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Mephesto Nizal
Best Path Inc. Ethereal Dawn
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Posted - 2009.07.14 13:57:00 -
[20]
If one solution doesn't work, try another. It's been too long carriers have been deprived of this mechanism :(
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W3370Pi4
Caldari
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Posted - 2009.07.14 13:59:00 -
[21]
yeah , and the same with pods and ships _______ Join the "Legit Trading" Channel |

Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.14 19:19:00 -
[22]
Originally by: Dristra
Originally by: shady trader Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database.
So basically this idea is already shot down?
I think they tried to do this like 3-4 years ago wanted to do something really ambitious and found out they couldn't do it the way they wanted, then got distracted and forgot about it. All we are saying is now is a good time to another look at it, see if they can't attack it in a different way to at least give us barebone functionality.
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Paul Clavet
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2009.07.14 19:21:00 -
[23]
Yo yo dawg, I heard you liked piloting so I put a ship in your ship so you can fly while you fly! ---- Suddenly Ninjas Blog: My Loot, Your Tears
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Ryousan
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Posted - 2009.07.15 00:43:00 -
[24]
I will basically bump this until it gets an official response.
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4THELULZ
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Posted - 2009.07.15 00:55:00 -
[25]
Been discussed, apparently too much of a technical cluster**** to do.
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Uronksur Suth
Sankkasen Mining Conglomerate Libertas Fidelitas
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Posted - 2009.07.15 00:57:00 -
[26]
Originally by: 4THELULZ Been discussed, apparently too much of a technical cluster**** to do.
true, but it sounds awesome doesn't it?
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4THELULZ
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Posted - 2009.07.15 01:00:00 -
[27]
Originally by: Uronksur Suth
Originally by: 4THELULZ Been discussed, apparently too much of a technical cluster**** to do.
true, but it sounds awesome doesn't it?
It does, and I'd love to see carriers dropping off swarms of small player ships, but it doesn't stop it being incredibly impractical to do.
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XDSKIRBYKIA
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Posted - 2009.07.15 01:50:00 -
[28]
Originally by: shady trader Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database.
Lmfao..... EVE Programers + DB Engineers = Fail.
Can't is not a word..... If you "CAN'T" it is becuase you didnt try hard enough!.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.15 17:26:00 -
[29]
Originally by: 4THELULZ Been discussed, apparently too much of a technical cluster**** to do.
If you actually read the thread you can see there are suggestions on how to do it within the existing game mechanics. At the very least letting carriers move pods around in someway is the least ccp can do and shouldn't be that difficult.
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rodensteiner
Amarr
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Posted - 2009.07.15 18:31:00 -
[30]
I'm seriously curious as to why this would cause so many issues, at least from a programming side.
Our pods are essentially "docked" inside of our ships already, same basic thing. We can eject from a ship, fly around in our pod, then board our ship (or another ship) again, and that doesn't seem to cause problems.
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Marcus Gideon
Gallente The NightClub
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Posted - 2009.07.15 18:38:00 -
[31]
So let me see if I have this right...
You have a Carrier, or perhaps any Capital since they're all pretty f'ing big.
You dock with it, and get moved over to a "dock environment" instance inside.
So long as there are ships inside, the Cap is unable to dock or warp out if the pilot d/c's.
I foresee a couple possibilities.
1) Players would have to be forcefully Undocked if the Cap pilot d/c's.
2) The ship remains, but no one can interact with it further. Only the ships inside can leave, and once empty it will autowarp.
3) The ship remains, and can still be used. Ships inside and out can travel freely between, making it a portable station of sorts.
Now while #1 sounds the least attractive, it is the safest. #2 and #3 both allow for a corp spy to dock and wait until the owner leaves. Then the ship is defenseless when an enemy comes to blow it out of the sky. |

Ardetia
Caldari The Flying Tigers United Front Alliance
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Posted - 2009.07.15 18:40:00 -
[32]
Originally by: Flapkonijn IMHO bad idea.. would unbalance the game to much. Imagine a small fleet probing down a carrier and found one with one cruisers next to it.
A small tactical fleet jumps in... 5 secs later 5 BS's 2 Command ships undock from carrier...overpowered would be my say on it.
but thats me...
then how about you do the same? unless... you dont have one?
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shady trader
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Posted - 2009.07.15 19:01:00 -
[33]
From that I have read its to do with one "player object" being owned by another player object. It causes the why objects are managed to go wrong and it gets locked into a loot as it has to check that the first player object is not containing a second player object. There is a thread out there were a Dev explained it (think is about 2 years ago maybe more) that is hiding among the other threads about this. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |

Abrazzar
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Posted - 2009.07.15 19:06:00 -
[34]
Originally by: shady trader From that I have read its to do with one "player object" being owned by another player object. It causes the why objects are managed to go wrong and it gets locked into a loot as it has to check that the first player object is not containing a second player object. There is a thread out there were a Dev explained it (think is about 2 years ago maybe more) that is hiding among the other threads about this.
So they tried to have the same ship being 'piloted' by the pilot *and* the occupants as "virtual" pilots and the database threw up over that mess? No surprise really.
They should try again with a separate Dock Environment instance so the database won't be confused who's piloting the ship. -------- Ideas for: Mining
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sakura okami
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Posted - 2009.07.15 20:14:00 -
[35]
i agree you should be able to dock in carriers etc. BUT you should have a camera drone orbiting the carrier, as if you were using the look at function, you should be able to undock at will, and dock at will, while outside station, or inside. you should be in your ship, not in a pod. otherwise, good idea
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Dristra
Amarr Idle Haven
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Posted - 2009.07.15 21:57:00 -
[36]
Quote:
So they tried to have the same ship being 'piloted' by the pilot *and* the occupants as "virtual" pilots and the database threw up over that mess? No surprise really.
Hmm, no wonder that would create problems, where there any need to create such a extremely complex solution in the first place?
Of course, ownership might be an issue here, but then again just creating a "dock for transport" function that simply creates a instanced space for the docked pilots as long as the carrier is online would remove any ownership issues, right?
as for disconnecting players, a player that disconnect will be ejected and emergency warp as usual.
A disconnecting carrier simply blows out the contents of the hold and emergency warps.
"dock for transport" is the key here.
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TRD 2371
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Posted - 2009.07.15 22:26:00 -
[37]
id love to dock with a frig in megathron
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Darkdood
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Posted - 2009.07.16 00:00:00 -
[38]
I think this is a great idea. Someone above said something about a carrier spawning 5 BS's in an ambush and that just isn't how it works. All carriers have a 1 mil ship bay. That is max of 2 BS's or 3-4 BC's. Sure you could have 50 Frigates which would be annoying but still its not going to be some outrageous number of big ships.
What this would really do is allow a fleet to take its support ships with them. Frankly it would make moms worth using. They have a 2.5 mil bay which is quite a bit better than a carriers 1 mil.
It would also give a slightly better punch to the titans DD. Warp in 5 titans. 5 DD's boom boom boom boom boom... Then launch 40-60 BC/BS's from their bays... Swarm in on a weakened enemy. To me this is what capital ship should be about. Titans and moms carry BS's and carriers carry BC'c and cruisers. Every capital is actually 4-8 people.
As far as the technical problem its sounds to me like the devs ether did a really poor job of coding or they are simply trying to hard. I admit I have no idea how they have it setup but seems simple to me. Don't try and merg the object or whatever. When you dock with a capital you have a choice of two views on your screen... the docking hangar which would look like a smaller tighter station hangar or you see the other persons ship in a read only mode. Meaning your view is centered on the Thanatos your docked with but all the buttons are grayed out. Don't tell me you can't do this cause I know you can. It's the little eyeball button view object. The only action you can do is to undock or stay.
This would include if they dock in a station you see the station hangar when you "look out the window". If you undock while the carrier is docked you go into the station hangar? Personally I think the bigger problem is what was said before that is what you do with docked ships if the carrier logged out. I'm sure that can be figured out.
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Mahn AlNouhm
The Bastards The Bastards.
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Posted - 2009.07.16 00:10:00 -
[39]
Edited by: Mahn AlNouhm on 16/07/2009 00:14:24 Edited by: Mahn AlNouhm on 16/07/2009 00:12:04 I love this idea. The way I look at it, a carrier could field either fighter drones or an equal number of cruiser class ships. Ships docked in a carrier would be the property of the carrier pilot until he decides to launch them. When launched, the ships would be immediately transferred over the previous owner of the ship, and the owner would take control as long as he's online and the carrier hasn't been destroyed. No need, imo, for a docking bay proper inside carriers. Outfitting, the like, should be done at a station.
If the problem is that 2 pilots can't occupy the same ship at the same time, why not simply have them "flying" in cloaked pods attached in some way to the carrier on the outside or something? On sisi, during the tourney, etc, moderators have the ability to move people from system to system at will. Maybe that function could be granted in a limited way by pilots who train up a new skill or something, so that pilots who are "docked" in the carrier could be automatically moved to a destination with the carrier.
I don't know if any of these ideas would work, I'm just trying to think in terms of pre-existing game mechanics.
Quote: This would include if they dock in a station you see the station hangar when you "look out the window". If you undock while the carrier is docked you go into the station hangar? Personally I think the bigger problem is what was said before that is what you do with docked ships if the carrier logged out. I'm sure that can be figured out.
IMO, no need to even have people dock with the carrier. If a carrier docks, the cloaked pods are uncloaked and player control is restored outside the station. If you dock your ship with a carrier, IMO, it belongs to a carrier pilot. Which means, you really, really, really need to trust your carrier pilot. . . .
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.16 03:48:00 -
[40]
Edited by: Pringlescan on 16/07/2009 03:48:19 Just to reiterate my main point, if CCP can't let us travel with our ships that are docked in a sma of another ship by putting both of us in the carrier at the same time due to database issues, there are plenty of ways to workaround it. For example ccp has already proven that they can teleport ships, jump drive ships are an example of this and so is them moving players for the tournament. So i realize this is a workaround but it would get the job done. Step 1, player docks in another ship Step 2, the server teleports the player into a special temporary system with no name, into a station named "So and So's docking bay" Step 3, The docked player waits in this station while being transported which dosn't violate any database rules. Step 4, The carrier either in space or in a station clicks on the "eject docked player -" button and the server teleports the docked player next to the carrier.
This way the data base server is happy because all of the ships involved have their own specific place at each time and while it isn't as elegant as what ccp wanted to do originally it would at least work. Also they last looked into this like 4 years ago and I bet the new generation of devs would like another look at it.
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Steve Thomas
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Posted - 2009.07.16 04:23:00 -
[41]
Originally by: Pringlescan
Originally by: shady trader Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database.
I know but this game has come a long way since titans were introduced, and it is certianly possible to at least move pods from station to station via carrier if not actually let you hotdrop on the battlefield and deploy interceptors ala BSG. We aren't asking for the seven-layer cake here we would be happy just to have the plain vanilla ice cream.
the game may have come a long way, but the database is still the same old database.
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developerd did 5 years and more ago no longer make sence. |

Abulurd Boniface
Gallente Mercantile Exchange for Mining And Exploration
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Posted - 2009.07.16 16:30:00 -
[42]
Originally by: Pringlescan Edited by: Pringlescan on 16/07/2009 03:48:19 Just to reiterate my main point, if CCP can't let us travel with our ships that are docked in a sma of another ship by putting both of us in the carrier at the same time due to database issues, there are plenty of ways to workaround it. For example ccp has already proven that they can teleport ships, jump drive ships are an example of this and so is them moving players for the tournament. So i realize this is a workaround but it would get the job done. Step 1, player docks in another ship Step 2, the server teleports the player into a special temporary system with no name, into a station named "So and So's docking bay" Step 3, The docked player waits in this station while being transported which dosn't violate any database rules. Step 4, The carrier either in space or in a station clicks on the "eject docked player -" button and the server teleports the docked player next to the carrier.
This way the data base server is happy because all of the ships involved have their own specific place at each time and while it isn't as elegant as what ccp wanted to do originally it would at least work. Also they last looked into this like 4 years ago and I bet the new generation of devs would like another look at it.
I like the idea because it would make a carrier live up to its name.
The Carrier becomes a container, like a station is a container for ships. The Carrier must be allowed to dock at any time and the service cannot be an inconvenience for either the Carrier driver or the boat that's parked in it.
The Carrier driver can eject ships at any time, save during warp, the docked ship can undock at any time, save during warp. Both ships have a mechanic that allows the docked ship to leave. Both have a door handle so to speak.
While in flight, the docked ship sees: En route to destination [destination.name]; n jumps; ETA: x minutes.
There is an interface to call an in-game mini-game [something silly, doesn't take a lot of resources].
I can see where the database problem would be because the capsuleer docking is a construct assigned to a construct [another capsuleer] which has not been possible [or implemented] before. Tricky business, lots of potential to go horribly wrong.
It's a great idea because it uses the environment as it's supposed to be used.
Supported.
Abulurd Boniface ME ME CEO
For good to survive it suffices for evil to acquire a deadly, incapacitating disease. |

0racle
Galactic Rangers Galactic-Rangers
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Posted - 2009.07.16 16:34:00 -
[43]
They tried this with Titans before, and it failed, unfortunately.
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Bevil Smyth
Caldari Deep Core Mining Inc.
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Posted - 2009.07.16 16:41:00 -
[44]
I love the concept, i'd definately love CCP to give it another try. Its certainly been something thats been missing from the game almost glaringly. Perhaps if carriers cant do it then it can be something for motherships to give them a reason to exist. ============================ 2003 and still alive! |

Scary McFear
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Posted - 2009.07.16 20:10:00 -
[45]
Obligatory bump for an actual good idea from a goon, who'd have thought Seriously this has my brain pumping with how awesome it would be.
rarrgh /foams
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Nub Sauce
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Posted - 2009.07.16 21:40:00 -
[46]
Originally by: XDSKIRBYKIA
Originally by: shady trader Being able to dock with a capital ship was planned. The original design of Titans was mobile stations, however then CCP tried it there were major problems. The way player objects are defined in eve caused a problem then you place one inside another. There is a dev post somewhere explaining the details.
CCP had to abandon this idea due to the problems it caused with the database.
Lmfao..... EVE Programers + DB Engineers = Fail.
Can't is not a word..... If you "CAN'T" it is becuase you didnt try hard enough!.
Couldn't have said it better,myself.
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xOm3gAx
Caldari Stain of Mind
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Posted - 2009.07.16 21:52:00 -
[47]
IIRC the reason ships cannot dock in titans right now is because of the havoc it wreaked on the database. Originally when titans were fist invisioned back before bs were even released this was the plan.
Eg: Pre castor lol this is a time when the instruction book had frigs, cruisers bs and titans in it but only frigs and cruisers were ingame =)
Originally by: CCP Abraxas Her boyfriend's way hot, too; tall and tanned. And I say this as a very hetero male who doesn't ever dream of the man on cold, dark nights.
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Vertinox
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Posted - 2009.07.16 22:12:00 -
[48]
Originally by: Abrazzar
Originally by: shady trader From that I have read its to do with one "player object" being owned by another player object. It causes the why objects are managed to go wrong and it gets locked into a loot as it has to check that the first player object is not containing a second player object. There is a thread out there were a Dev explained it (think is about 2 years ago maybe more) that is hiding among the other threads about this.
So they tried to have the same ship being 'piloted' by the pilot *and* the occupants as "virtual" pilots and the database threw up over that mess? No surprise really.
They should try again with a separate Dock Environment instance so the database won't be confused who's piloting the ship.
Why not simply stick the baby ship to the outside of the mother ship and make the model invisible and un-targetable. Then that ship moves around at the same speed as the mother ship and simply follows it around like a /follow command you see in other games like with an autopilot.
When the player hits undocks the sip appears like it was coming out of a clocking field and no longer matches speed and destination of the mother ship.
You aren't technically inside the ship code wise but it would achieve the same affect.
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4THELULZ
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Posted - 2009.07.16 23:23:00 -
[49]
Originally by: Vertinox
Originally by: Abrazzar
Originally by: shady trader From that I have read its to do with one "player object" being owned by another player object. It causes the why objects are managed to go wrong and it gets locked into a loot as it has to check that the first player object is not containing a second player object. There is a thread out there were a Dev explained it (think is about 2 years ago maybe more) that is hiding among the other threads about this.
So they tried to have the same ship being 'piloted' by the pilot *and* the occupants as "virtual" pilots and the database threw up over that mess? No surprise really.
They should try again with a separate Dock Environment instance so the database won't be confused who's piloting the ship.
Why not simply stick the baby ship to the outside of the mother ship and make the model invisible and un-targetable. Then that ship moves around at the same speed as the mother ship and simply follows it around like a /follow command you see in other games like with an autopilot.
When the player hits undocks the sip appears like it was coming out of a clocking field and no longer matches speed and destination of the mother ship.
You aren't technically inside the ship code wise but it would achieve the same affect.
An excellent idea. Would probably need some extra tweaking so it copes with the bigger ship cynoing around but a decent solution. Well that and it'd have to be immune to AOE effects.
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Abulurd Boniface
Gallente Mercantile Exchange for Mining And Exploration
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Posted - 2009.07.17 00:19:00 -
[50]
Edited by: Abulurd Boniface on 17/07/2009 00:25:08 Edited by: Abulurd Boniface on 17/07/2009 00:20:13
Originally by: Vertinox
You aren't technically inside the ship code wise but it would achieve the same affect.
This is the clue to the whole solution. What we need is not better coding, what we need is better thinking.
We're stuck on the idea of "docking". I say: we do no such thing. No docking with the parent ship of any kind. What happens is this: at the time the ships start the docking interaction, the docked ship is placed in an instance, it effectively goes to deadspace. It just looks a little different. We put the ship in limbo.
Nothing happens with the ship as long as the travel interaction takes place. We give the capsuleer a mini-game and we give them the "current location", number of jumps out, ETA, yada yada, but that's all in the mind. The Carrier does not have the "docked" ships physically on board, because it doesn't need them. That solves the problem of putting pilots inside other ships.
Now, there are going to be interactions. The hitch hiker will want to disembark. They can do that. They are moved from deadspace to where their ship would be if it had actually ejected.
The Carrier driver sees an entire interface that lets them control the deadspace where the ship is contained. It does not interact with itself, it interacts with the deadspace.
What if the Carrier comes under attack or starts the attack? If it gets destroyed, the ships it "carries" are treated as if they were in the cataclysm. They may be destroyed too [that's going to be a real nice computation]. When the Carrier deploys ships from within itself, it effectively controls the deadspace complex where each carried ship resides and releases the ship just outside itself. When a hull is removed from an Orca, it appears close to the ship in space. There is no reason why the deadspace complex could not resolve to place the evacuated ship just outside the hull of the Carrier.
By the same token, when docked in station, we'd see the same interaction as when a ship performs an actual docking: the ejected ship finds itself on a perch in station, free to do as it pleases.
It would -look- and feel as if there was real interaction with the ships involved, but it would not require actual ships docking in ships. We're just seeing funny pixels on screen as we fly anyway, it's not real, there's no reason why the docking should be real. It's just a matter of creating a deadspace construct that makes you believe you're docked in a Carrier. Its' all done with mirrors, remember? It's all cinema, just play the movie already.
This: - solves the problem of how ships dock in each other [you don't need them to] - adds realism to the game by adding an extra dimension [Carriers acutally carry] - can be implemented using existing game mechanics, with a slight adjustment [by which I don't mean to say this effort would be trivial, far from it] - leaves all the parties involved free to disengage, you just have to collapse the deadspace room
When push comes to shove and something really horrible goes wrong, the deadspace complex collapses, both [or more] capsuleers wake up in their clone and the game puts all the wrecks where they would be if they had in fact gone Guy Fawkes in the same place.
I think this is an implementable idea. You may disagree. I prefer a good argument, but you should not feel obliged to provide one.
Abulurd Boniface ME ME CEO
For good to survive it suffices for evil to acquire a deadly, incapacitating disease. |

Whitehound
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Posted - 2009.07.17 00:34:00 -
[51]
Originally by: Pringlescan I don't even care how this gets done ... lean back, and be transported with their ship to their destination without any of those hassles.
I agree, but it needs ambulation to make it work. No pilot ever will dock at a capital ship and endure long flight times without access to a mini-bar. -- "Smoke me a kipper. I'll be back for breakfast." - Ace Rimmer |

Sherpard2
Gallente
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Posted - 2009.07.17 06:27:00 -
[52]
Originally by: Flapkonijn IMHO bad idea.. would unbalance the game to much. Imagine a small fleet probing down a carrier and found one with one cruisers next to it.
A small tactical fleet jumps in... 5 secs later 5 BS's 2 Command ships undock from carrier...overpowered would be my say on it.
but thats me...
carrier barely can fit 2 bs inside, so no way 5 bs 2 command etc come out from it,
btw. its a nice idea, carriers should carry ships, with the pilot inside lol, arent ships assambled? then, po space inside ship is free, so they should be able to stay there...
about the programming trouble, just set it as an station, and when carrier dies, just even kill them or just drop them out of carrier.
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Hrodgar Ortal
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Posted - 2009.07.17 09:23:00 -
[53]
I love this idea. Carriers (and moms/titans ofc) should be the tools to move fleets around. That deadspace thing sounds like a reasonably simple idea to make, since you don't actually do anything there it shouldn't require any significant computational power either serverside. The problems would of course be when the carrying ship gets blown up what happens to the carried ships? (my opinion would be they pop as well)
Another issue is that the ability to get large fleets past gatecamps would significantly be increased. Jump in a cov ops, light the cyno and presto you can have basically any number of capitals with a large supporting fleet there. This can still be done as it is now using the clone vat bay but rather inefficiently it seems. So space might feel even smaller than it does sometimes.
Still I think they should do this if at all possible and tweek what can be carried (perhaps by changing the fuel requirements depending on cargo?).
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Mephesto Nizal
Best Path Inc. Ethereal Dawn
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Posted - 2009.07.17 11:55:00 -
[54]
Originally by: Flapkonijn IMHO bad idea.. would unbalance the game to much. Imagine a small fleet probing down a carrier and found one with one cruisers next to it.
A small tactical fleet jumps in... 5 secs later 5 BS's 2 Command ships undock from carrier...overpowered would be my say on it.
but thats me...
No, not at the least. People have simply assumed that....OOOh, carrier/mothership on scan! Quick, let's hopdrop a helpless little CAPITAL ship.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.17 18:45:00 -
[55]
It is kind of silly that we can move whole assembled ships in carriers but a teeny little pod oh no.
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Internet Online
GoonFleet GoonSwarm
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Posted - 2009.07.18 09:25:00 -
[56]
I, too, have always dreamed of this being implemented and would like to see a CCP post clarifying whether any of these new alternatives are feasible.
I've always wanted a lot of people inside me. I mean, in my carrier. Crap!
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Bruce Ironstaunch
GoonFleet GoonSwarm
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Posted - 2009.07.18 23:56:00 -
[57]
Supporting this
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Netochka Nezvanova
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Posted - 2009.07.19 00:00:00 -
[58]
i like yoru idea pringlescan <:-} |

Ryousan
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Posted - 2009.07.19 17:33:00 -
[59]
Bump
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.20 02:40:00 -
[60]
Originally by: Internet Online I, too, have always dreamed of this being implemented and would like to see a CCP post clarifying whether any of these new alternatives are feasible.
I've always wanted a lot of people inside me. I mean, in my carrier. Crap!
I too would love to see a ccp comment on the alternatives, especially one saying we love these ideas and will put them into the next patch.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.20 04:06:00 -
[61]
I have made a csm thread for this idea, http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1123175 so please give your support to this idea every time you travel 50 jumps on a convoy while those darn cap pilots just do 5 jumps and are done.
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Orb Lati
Minmatar ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.07.20 04:41:00 -
[62]
What would be also interesting is that this mechanic would effectively allow a player to dock at a hostile station.
If the carrier pilot can dock at a station where his passenger cant then through the mechanics outline a passenger would be able to undock from a carrier straight into a hostile station interior.
Im not saying this is a good or bad thing and i dear say a carrier pilot caught transporting in hostile passengers would soon find himself out of a corp / alliance.
As for the issue of local. Im hopping the database would be setup in such a way that passengers inside a carrier would still show up in local.
Finally, a thought. A pod escapes the destruction of a ship through an emergency ejection system. I'm wondering when a carrier with ships containing passengers is destroyed the carrier pilot escapes because he is ejected into space. The passengers however (if their docked ship is destroyed with the carrier) would be ejected into the ship bay of the exploding carrier to be incinerated (podded). This would add a nice bit of risk to using a carrier if its destroyed in transit and they don't undock in time.
"We worship Strength because it is through strength that all other values are made possible" |

velocity7
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Posted - 2009.07.20 06:36:00 -
[63]
Edited by: velocity7 on 20/07/2009 06:40:47 My two cents...
If players remain docked in a carrier, the carrier pilot should always have an "aggression flag"; if the carrier pilot disconnects from the game, the carrier does not disappear until all players have left or are offline. If the carrier and its passengers are offline, then the aggression flag disappears, and only the aggression timer mechanic remains. If a passenger logs on while the carrier is logged off, the carrier will again be "aggressed" and re-appear in the EVE universe until the players get out; probably the players will be given an option to get out of the carrier beforehand, and prevent the carrier from spawning?
Also, if a carrier docks in a station with players inside, the players will still remain inside the carrier; when they choose to, they can either enter their own docking bay in the station, or they can come back into the carrier (have to request docking with the carrier pilot).
Finally, if a carrier puts his ship in a Capital Ship Maintenance Array while players are docked, the players should all get ejected. 
Edit: Should also add... I forget how carriers work when it comes to them blowing up. If they blow up and some ships are allowed to survive, I suppose those mechanics still remain the same, and pilots of the respective ships still survive (though possibly damaged). If not, then I guess all the pods get ejected.
On that note, if a carrier is aggressed by any outside entities, then all its passengers are aggressed, even if logged off. 
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odama jasonsson
Caldari Asteroid Cowboys Pest Control Union
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Posted - 2009.07.20 07:02:00 -
[64]
Only problem I see: What about the jump bridges from the titans? If can use a carrier to hotdrop ships in combat why use the jump bridge?
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Helgur
Steel Soldier's
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Posted - 2009.07.20 11:29:00 -
[65]
I wholeheartedly support this suggestion. It would be as awsome as when they introduced exotic dancers into the game.
ObSuggestion: I really think it is time CCP animated those exotic dancers (like animated gifs but offcourse with the exotic twist it deserves)
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velocity7
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Posted - 2009.07.20 16:47:00 -
[66]
Originally by: odama jasonsson Only problem I see: What about the jump bridges from the titans? If can use a carrier to hotdrop ships in combat why use the jump bridge?
Because carriers can't hold that many pilots?
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odama jasonsson
Caldari Asteroid Cowboys Pest Control Union
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Posted - 2009.07.20 20:58:00 -
[67]
true 
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Rygel Malick
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Posted - 2009.07.20 21:24:00 -
[68]
I agree with this. It would be a cool edition to EVE.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.21 15:18:00 -
[69]
Originally by: odama jasonsson Only problem I see: What about the jump bridges from the titans? If can use a carrier to hotdrop ships in combat why use the jump bridge?
A titan jump bridge is still better because the titan isn't risking anything himself and is better suited for handling a large fleet. In order to use a carrier you have to risk the carrier and you can't move that people with just one of them anyway you would need to risk a large chunk of your carrier fleet.
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Junkernaut
GoonFleet GoonSwarm
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Posted - 2009.07.21 20:50:00 -
[70]
Originally by: Pringlescan
Originally by: odama jasonsson Only problem I see: What about the jump bridges from the titans? If can use a carrier to hotdrop ships in combat why use the jump bridge?
A titan jump bridge is still better because the titan isn't risking anything himself and is better suited for handling a large fleet. In order to use a carrier you have to risk the carrier and you can't move that people with just one of them anyway you would need to risk a large chunk of your carrier fleet.
Plus, the titan still has the monopoly on moving battleship-heavy fleets as a carrier can only move 2 battleships at most.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.07.31 06:22:00 -
[71]
Also the carrier would be in risk when using it where as a titan would not be.
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IIISAAC
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Posted - 2009.07.31 08:49:00 -
[72]
that¦d be freakishly amazing :D
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DustinTheWind1
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Posted - 2009.07.31 18:33:00 -
[73]
I would like to see the ability to dock. I used to do it in the game "Independence Day 4" and it was an awesome procedure flying your ship and docking. I don't know if this game could come anywhere near the physics of that flight engine but I certainly would be turned on if it could come close to "Independence day 4". One of my favorite flight engine games.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.08.24 02:06:00 -
[74]
Watching the dust 514 video makes me want this even more.
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Lord Kazuhiro
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Posted - 2009.08.24 07:44:00 -
[75]
Been wanting this feature for years. I can only hope someday it will get added. And to CCP: If you can add in an entire FPS element to eve with sov. and console to pc communication, then dammit, this should be a piece of cake. I want my aeon to be an actual citadel.
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Daedalus II
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Posted - 2009.08.24 08:32:00 -
[76]
Suggestion:
1) Add clone bay to all carriers. 2) Change jump clone mechanic so you can jump to a carrier/mothership clone even though your timer hasn't recharged yet. 3) When jumping to a carrier/mothership you get a list of available ships to choose from. You have to choose one ship, and when you do you get clone jumped and launched from the carrier in that ship. You never end up in your pod next to the carrier. 4) When you re-dock ship in the carrier you automatically get jump cloned back to the clone you started from (disregarding jump clone timer). If you dock in another carrier you end up in your pod outside the carrier, so you have to dock in the same carrier, or a station if you want to be safe.
Presto, no problems with players owning other players and such. And almost all the above mechanics exist or can easily be added to the game.
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