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Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.01 12:18:00 -
[1] - Quote
but the question remains as to why torpedoes look so weak now? before it was huge shockwaves, and now its like a firecracker that farts and burns out. I love the new sounds but really, why would cruise missiles get bigger and better effects than something as heavy and badass as a torpedo?
I am very happy over all the new missile sound and graphical effects, but why on earth degrade badass fat big torpedoes with massive warheads to this degree?
Another thing i would love to see is new ship deaths and wrecks. These 7 year old effects are okay i suppose but sure why not implement something like this to refresh that area aswell?
I understand this game has more pressing suggestions and points that needs working, and i am very certain that people already have suggested this a thousand and one times already.
example of what i had in mind:
Armageddon deaths Missile hit - exploded into 2 pieces with alot of smaller wreck parts from the mid section around.
Laser hit - Sliced by a laser hit, im sure you all can imagine this one out.
Projectile hit - Looks like a swiss cheese.
Hybrids - I really do now know how in theory things would look with superheated magnetic contained blobs of death flying at you
Hope you took your time to read it all  |

Ayame Yoshida
Republic 1st Fleet
8
|
Posted - 2012.06.01 12:34:00 -
[2] - Quote
On the idea of ship deaths yes, I would like to see a variety of possible animations unique to each ship depending on what gets the final blow. Maybe even some variety in each individual category to add some variation; say a pool of 5 possible death animations for each ship of which one is randomly picked, maybe even not equal likelihood with something like a 1/100 chance of a "critical" failure.
Also wrecks resembling the ship would be nice; again perhaps being based on how they die, with a critical animation leaving no wreck at all.
They are after all currently working on new models and effects so now would seem like the time to work on these. |

Leto Aramaus
Ixion Defence Systems Tactical Narcotics Team
62
|
Posted - 2012.06.01 13:02:00 -
[3] - Quote
Quote:Hybrids - I really do now know how in theory things would look with superheated magnetic contained blobs of death flying at you
Melted Swiss cheese.
|

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.01 16:36:00 -
[4] - Quote
Ayame Yoshida wrote:On the idea of ship deaths yes, I would like to see a variety of possible animations unique to each ship depending on what gets the final blow. Maybe even some variety in each individual category to add some variation; say a pool of 5 possible death animations for each ship of which one is randomly picked, maybe even not equal likelihood with something like a 1/100 chance of a "critical" failure.
Also wrecks resembling the ship would be nice; again perhaps being based on how they die, with a critical animation leaving no wreck at all.
They are after all currently working on new models and effects so now would seem like the time to work on these.
Totally agree. But there seems to be a lack of people who actually thinks this will be a good idea. In my opinion its a nice addition to the game. Gives it some more modernization without too much problems i think, to add with the new ship modules and so on might be the best timing for this kind of graphical feature to appear.
They could for example keep these wrecks and death animations and put them for smaller sized ship ingame, and give cruisers, battlecruisers and battleships the new deaths and wrecks. Capitals have these kind of wrecks as far as i know. After big fights you can see them littered all over the place.
I would love to see proper battleship wrecks littered all over a battlefield. |

Loius Woo
PATRIOT KNIGHTS
91
|
Posted - 2012.06.01 19:46:00 -
[5] - Quote
I like the idea of ship death animations, especially like a critical making it have a massive explosion. Would make it cool when you get big flashes in a big fleet fight.
Also, larger explosions should leave less salvage. Some damage types (higher damage) should have a higher likelihood of causing a catastrophic cascading failure explosion, so salvagers would have a reason to do less explosive, more precise damage.
I also think that structure damage should do damage to modules as well, randomly, so that once you take structure damage, you might get a lucky shot that takes out your tank mod, maybe even allow things like engines and navigation, so if you take a lucky hit, you go all stop, lose control of your ship, etc. Remote structure repair would be able to repair that, giving a reason to use it.
I think there is room here for some cool stuff.
Also, agree, the Torp explosion animation is pretty weak.
|

Syenna Celeste
Twa Ingin Pehs
0
|
Posted - 2012.06.02 00:04:00 -
[6] - Quote
I'm certainly all for new wrecks and explosion animations. Maybe the hull damage graphics from fanfest could be incorporated somehow?
As for Torpedoes, after extensive testing with Mimi (read: shooting asteroids for half an hour), the Kinetic torpedo has a really pretty, but tiny, shockwave. It'd be nice if it were bigger, and if the others had something too. The EM one is great though, or at least I think so. And they sound pefect.
I don't think adding game mechanic to it is the way to go, though. Being in hull is a big enough deal without random module offlining, it just adds a whole new dimension of luck. Doesn't seem right. |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.02 12:54:00 -
[7] - Quote
Loius Woo wrote:I like the idea of ship death animations, especially like a critical making it have a massive explosion. Would make it cool when you get big flashes in a big fleet fight.
Also, larger explosions should leave less salvage. Some damage types (higher damage) should have a higher likelihood of causing a catastrophic cascading failure explosion, so salvagers would have a reason to do less explosive, more precise damage.
I also think that structure damage should do damage to modules as well, randomly, so that once you take structure damage, you might get a lucky shot that takes out your tank mod, maybe even allow things like engines and navigation, so if you take a lucky hit, you go all stop, lose control of your ship, etc. Remote structure repair would be able to repair that, giving a reason to use it.
I think there is room here for some cool stuff.
Also, agree, the Torp explosion animation is pretty weak.
I think people have enough issues with overheating and modules breaking down... double edged blade :) if a fight lasts too long you will become useless anyways |

Simi Kusoni
HelloKittyFanclub
1149
|
Posted - 2012.06.02 14:48:00 -
[8] - Quote
Isn't this already on CCP's to do list? Thought they said something about it at fan fest, they're gonna be slowly working toward these kind of ship destruction things, as well as updating to dx11 etc.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-á-á-MXZF |

Ayame Yoshida
Republic 1st Fleet
8
|
Posted - 2012.06.02 14:48:00 -
[9] - Quote
Syenna Celeste wrote:I
As for Torpedoes, after extensive testing with Mimi (read: shooting asteroids for half an hour), the Kinetic torpedo has a really pretty, but tiny, shockwave. It'd be nice if it were bigger.
To be fair to them it does make sense that kinetic missiles have a smaller explosion since it's essentially an armour piercing round. A physically stronger warhead to allow it to punch through the armour before exploding means a lesser payload. |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.02 15:02:00 -
[10] - Quote
Ayame Yoshida wrote:Syenna Celeste wrote:I
As for Torpedoes, after extensive testing with Mimi (read: shooting asteroids for half an hour), the Kinetic torpedo has a really pretty, but tiny, shockwave. It'd be nice if it were bigger.
To be fair to them it does make sense that kinetic missiles have a smaller explosion since it's essentially an armour piercing round. A physically stronger warhead to allow it to punch through the armour before exploding means a lesser payload.
EM is pretty okay ingame atm, but would love to see a more perceding after-effect as it is electricity and it should arc off more to show.
Kinetic power is very very very...dangerous. if an asteroid impacts the earth it is measured in kilotons, as in the same amount as hydrogen bombs and nukes have this day.
Explosive torpedoes barely have any effect, and i would also love to see more effects from the thermal torpedoes. All in all ccp could have done better but they gave cruise missiles the better and bigger effects.
Surely the torpedo could have the opportunity to live up to its name. |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.02 15:04:00 -
[11] - Quote
Simi Kusoni wrote:Isn't this already on CCP's to do list? Thought they said something about it at fan fest, they're gonna be slowly working toward these kind of ship destruction things, as well as updating to dx11 etc.
They were maybe going to do ship shield impacts, and armor damage, and hull breaches on ship models. I cannot remember hearing them saying anything about upgrading wrecks and ship deaths. Also the torpedo opinion still stands. |

Simi Kusoni
HelloKittyFanclub
1149
|
Posted - 2012.06.02 15:09:00 -
[12] - Quote
Mimi Labonk wrote:Simi Kusoni wrote:Isn't this already on CCP's to do list? Thought they said something about it at fan fest, they're gonna be slowly working toward these kind of ship destruction things, as well as updating to dx11 etc. They were maybe going to do ship shield impacts, and armor damage, and hull breaches on ship models. I cannot remember hearing them saying anything about upgrading wrecks and ship deaths. Also the torpedo opinion still stands. Ahh, I may have just interpreted hull/armor damage as better wrecks tbh.
They also mentioned a kind of "kill cam" which sounded cool, a little window showing you a zoomed in image of your target so you can see it exploding and getting shot :P
Anyway, brb, gonna fit up some torps in game to see what you mean. I've only used HMLs so far :D
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-á-á-MXZF |

Ayame Yoshida
Republic 1st Fleet
8
|
Posted - 2012.06.02 15:17:00 -
[13] - Quote
The explosion from atom bombs isn't caused by the impact. It's caused by the reaction of the materials inside. Asteroids have a huge mass whish is why they are so destructive. http://www.youtube.com/watch?v=8ARjuTKdiIk demonstrates an anti-tank round. The small explosion is the actual impact of the round.
EMP isn't actual electricity. EM waves are actually invisible so be thankful for the effects at all ^^ |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.02 22:54:00 -
[14] - Quote
Ayame Yoshida wrote:The explosion from atom bombs isn't caused by the impact. It's caused by the reaction of the materials inside. Asteroids have a huge mass whish is why they are so destructive. http://www.youtube.com/watch?v=8ARjuTKdiIk demonstrates an anti-tank round. The small explosion is the actual impact of the round. EMP isn't actual electricity. EM waves are actually invisible so be thankful for the effects at all ^^
you dont have to go all scientific on my ass :) all im asking for is bigger effects. |

PAPULA
The Dark Tribe Against ALL Authorities
1
|
Posted - 2012.06.03 01:23:00 -
[15] - Quote
It's like "ex wife" missile from iron man 2.
 |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.03 09:26:00 -
[16] - Quote
PAPULA wrote:It's like "ex wife" missile from iron man 2. 
ex wife missile? i dont think ive heard of that one.... maybe i should see the movie again. |

Ayame Yoshida
Republic 1st Fleet
8
|
Posted - 2012.06.03 11:21:00 -
[17] - Quote
It's the Hammertech "bunker buster". The one that doesn't work. |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.03 12:09:00 -
[18] - Quote
Ayame Yoshida wrote:It's the Hammertech "bunker buster". The one that doesn't work.
oh god now i remember...not strange i had forgotten it. good example of how a torpedo is ingame... |

Ayame Yoshida
Republic 1st Fleet
8
|
Posted - 2012.06.03 12:15:00 -
[19] - Quote
Gallentetech |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.03 15:13:00 -
[20] - Quote
bump for more opinions :) |

Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
199
|
Posted - 2012.06.03 15:58:00 -
[21] - Quote
Mimi Labonk wrote:but the question remains as to why torpedoes look so weak now?  before it was huge shockwaves, and now its like a firecracker that farts and burns out. I love the new sounds but really, why would cruise missiles get bigger and better effects than something as heavy and badass as a torpedo? 
I love mining lasers more.. the are kind of whimpy now.. but they used to be big and crazy loud. [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/OldST.jpg[/IMG] |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.03 18:47:00 -
[22] - Quote
Barbara Nichole wrote:Mimi Labonk wrote:but the question remains as to why torpedoes look so weak now?  before it was huge shockwaves, and now its like a firecracker that farts and burns out. I love the new sounds but really, why would cruise missiles get bigger and better effects than something as heavy and badass as a torpedo?  I love mining lasers more.. the are kind of whimpy now.. but they used to be big and crazy loud.
where did mining lasers become mentioned as the problem?:P |

Ayame Yoshida
Republic 1st Fleet
13
|
Posted - 2012.06.04 10:55:00 -
[23] - Quote
I actually like the mining lasers. The animation consists of a cutting beam and a tractor beam now. |

Mimi Labonk
Corpus Alienum
1
|
Posted - 2012.06.05 06:48:00 -
[24] - Quote
bump :) |

Xandralkus
Eos Corporation
9
|
Posted - 2012.06.06 07:37:00 -
[25] - Quote
Ideally, I'd like to see particle spawn effects with weapon impacts, according to the type of weapon, as well as the layer damaged (shield, armor, structure). Weapons hitting the shield, for example, should end in blue shield fizzle effects.
Armor would be a bit more complex, and should leave weapon-dependent hit effects. Ballistic weapons would send shards of ship flying out into space. Lasers would burn glowing marks and craters into the armor. Hybrids would be (not surprisingly) a hybrid of the two, leaving red-hot scorch marks and sending molten pieces of armor flying.
Missiles already have their own very nice impact effects, especially the kinetic ones. While I am glad that the stupidly, cartoonishly massive torpedo shockwaves are gone, all the new missile effects could use a bit of graphical scaling up, by about 30%. Battleship torpedoes and cruise missiles just don't look intimidating.
Once a ship gets into structure, that is when death animations should begin. I'm talking about multiple ship fires and tons of secondary explosions ripping through the hull. Lasers should melt straight through with every hit. Ballistic weapons should blast and tear flaming debris out through the entry and exit wounds. Hybrids need to rip out masses of red-hot, molten slag with each shot. Missiles need to crash through the shredded armor and explode inside the hull, and blast out damage-type-appropriate particles of starship guts.
Also, on the note of turrets, the mapping system for determining what impact points the turrets actually hit seems a little...odd. I recall fighting a battleship rat with a cruiser at long range, and my artillery kept hitting the exact same point on the nose, over and over again. How about spreading out the effects of weapon impacts across the hull? Randomizing the impact points for weapon effects wouldn't work, because the impact effect would occasionally show up on a point on the opposite side of the hull. The client really needs a line-of-sight finder for determining which impact points the firing ship has a line of sight to, and to treat the model as a collidable solid instead of transparent when doing this calculation. This way, shots don't clip through the ship model.
Instead of converging on a single point, weapons fire would be spread out across the surface of the ship, in an attempt to hit as much of the ship as possible. It is blazingly idiotic to design a ship so that it can theoretically explode if a single point on it is attacked. Building with multiply redundant critical components is the only sensible design strategy for a warship, since it means that the enemy must destroy a sizable internal volume of the ship before it is destroyed.
Blanketing the entire side of the ship with laser fire or plasma bolts would look amazingly cool, especially when the ship gets into structure and starts visually disintegrating with each hit.
In a perfect world, we'd have ship models and submodels optimized to reflect missing/damaged armor and structure, with textures to match. The level of missing armor and structure would be congruent with how heavily damaged the ship is - and a ship with heavy structural damage and repaired armor would have intact armor plating on top of shredded and burning structure. Eve UI wouldn't suck if CCP allowed UI addons. |

Mimi Labonk
Corpus Alienum
2
|
Posted - 2012.06.06 18:12:00 -
[26] - Quote
Xandralkus wrote:Ideally, I'd like to see particle spawn effects with weapon impacts, according to the type of weapon, as well as the layer damaged (shield, armor, structure). Weapons hitting the shield, for example, should end in blue shield fizzle effects.
Armor would be a bit more complex, and should leave weapon-dependent hit effects. Ballistic weapons would send shards of ship flying out into space. Lasers would burn glowing marks and craters into the armor. Hybrids would be (not surprisingly) a hybrid of the two, leaving red-hot scorch marks and sending molten pieces of armor flying.
Missiles already have their own very nice impact effects, especially the kinetic ones. While I am glad that the stupidly, cartoonishly massive torpedo shockwaves are gone, all the new missile effects could use a bit of graphical scaling up, by about 30%. Battleship torpedoes and cruise missiles just don't look intimidating.
Once a ship gets into structure, that is when death animations should begin. I'm talking about multiple ship fires and tons of secondary explosions ripping through the hull. Lasers should melt straight through with every hit. Ballistic weapons should blast and tear flaming debris out through the entry and exit wounds. Hybrids need to rip out masses of red-hot, molten slag with each shot. Missiles need to crash through the shredded armor and explode inside the hull, and blast out damage-type-appropriate particles of starship guts.
Also, on the note of turrets, the mapping system for determining what impact points the turrets actually hit seems a little...odd. I recall fighting a battleship rat with a cruiser at long range, and my artillery kept hitting the exact same point on the nose, over and over again. How about spreading out the effects of weapon impacts across the hull? Randomizing the impact points for weapon effects wouldn't work, because the impact effect would occasionally show up on a point on the opposite side of the hull. The client really needs a line-of-sight finder for determining which impact points the firing ship has a line of sight to, and to treat the model as a collidable solid instead of transparent when doing this calculation. This way, shots don't clip through the ship model.
Instead of converging on a single point, weapons fire would be spread out across the surface of the ship, in an attempt to hit as much of the ship as possible. It is blazingly idiotic to design a ship so that it can theoretically explode if a single point on it is attacked. Building with multiply redundant critical components is the only sensible design strategy for a warship, since it means that the enemy must destroy a sizable internal volume of the ship before it is destroyed.
Blanketing the entire side of the ship with laser fire or plasma bolts would look amazingly cool, especially when the ship gets into structure and starts visually disintegrating with each hit.
In a perfect world, we'd have ship models and submodels optimized to reflect missing/damaged armor and structure, with textures to match. The level of missing armor and structure would be congruent with how heavily damaged the ship is - and a ship with heavy structural damage and repaired armor would have intact armor plating on top of shredded and burning structure.
you sir are my hero. the hull damage and shield impacts have already been questioned at fanfest. the " hitting " point on ships are always centered at 3-5 different locations based on where you are. should be fixed.
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