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Zorko
Supreme Interstellar Talent Agency Insane Asylum
0
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Posted - 2011.09.21 16:06:00 -
[1] - Quote
I have been wondering about the warp animation in eve, and theres allready a tread about this but it's locked, and apearently not under the list in features & ideas discussion.
What i would like is for the warp entry and exit to be more like this. also posted in old post.
warp entry 1 warp entry 2
Instead of the slow acceleration when warp begins and the slow slowing down when the warp comes to an end. This gfx change would make the warp look more real and maybe make it so that the tunnel, that apears when you warp is not transparent, but instead like a real tunnel with extremely flashing lights. This would prevent the flying trough planets. And most of all, it'll stop making the ship looking like any other plane accelerating and decelarating.
just thought i should refresh this. this idea is only for the graphic part not the mechanical part as the link under here i think explains it.
Warp mechanics
link to old topic
I kinda hope people will discuss this, and i hope that it will be taking into consideration, for a maybe implentation into eve online.
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Gsus Heckler
Republic Military School Minmatar Republic
0
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Posted - 2011.10.11 11:07:00 -
[2] - Quote
Really wondering why nobody else discusses this idea, since its great and the warptunnel effects are a bit ... lets say unspectacular. Lots of things about the warp (initiating, warptunnel, ...) are reviewable like the starter of the thread said. Not only the warptunnel (which is still randomly missing) could be revised.
Another thing: Im totally clueless about warp mechanics in eve, nevertheless I-¦d say showing a difference between the normal usage of the propulsion system, the microwarpdrive and the warpdrive is necessary. Necessary in terms of underlining the differences between normal prop and warpdrive. The difference between normal prop and a boosted prop (AB) looks good and is coherent imo (could be more). There also should be a difference in the trailsizes of the propsystems. Have a look the the frigates trails (kind of bunsenburner lookin cool for that sized ships click) compared to the trails of a lets say bs or caps (Link).
Making that clear, Im not talking bout 65 different trail colors in greenblue and whatsoever, but making them look more impressive and give them more pressure or drive.
cheers
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Samantha Tel'Vellor
Morior Invictus. Velocitas Eradico
2
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Posted - 2011.10.12 01:02:00 -
[3] - Quote
I've always thought that not only should warp drives work more like this, but microwarp should as well, just on a much smaller scale. Instead of effecting max speed, and essentially being bigger afterburners, I think MWDs should allow you to 'hop' sub-AU distances. Like for instance, if you're approaching a target, that's 150km away, you activate your MWD, it spools up, and 'pop' you're now 50km closer in just a second or two, just like that, but still traveling at your normal max speed. They should only be activatable if you're traveling more than a certain distance. If you're already in orbit range it should not even come online, but if you suddenly select a new orbit target you could hop over to it and begin firing, so long as you've got enough cap for it, and wait for the drive to cycle once.
Additionally, just as MWDs increase your sig radius while in use, I think aligning to warp and spinning up your regular warp drives should increase your sig radius temporarily. I could see it getting annoying, but it would also be highly fitting with this proposed change, giving pirates a few seconds to finish you off before you 'hop'.
Anyways, that's my 2 cents worth, hope it adds to the discussion. |

Nova Fox
Novafox Shipyards
49
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Posted - 2011.10.12 01:30:00 -
[4] - Quote
Im going have to break some bubbles here.
Destiney, the phsyics engine, doesnt like things going 0 to OMFG speeds, not at all, weirder things happen at those speeds like bumping anchored objects and crashing the system when you make a station go flying into the sun.
Another Star Trek currently uses the space compression methood to travel, thus the rubber band snap is when you break the compression bubble.
Eve online uses a gravity pull drive and basically increases the rope it pulls along so large it wraps around the ship and lbecuase its a gravity drive its fighting the existing forces within the system/galaxy as if it where water so a ship has to accerlate to speed instead of rubber banding there.
Followed by the If the speed dial was working in FTL you can see it does continue to accerelerate as you are in warp.
Another thing to consider is that light shows cause epilepsy, game makers try to avoid that now. However its possible to still be able to create a tunnel that interesting and not so siezure indusing but the star wars variety is not called for.
Warp tunnel itself is albit realistic on the grounds of what you are seeing ahead. As the area infront of you is red shifted and everything behind you is blue shifted. Of course you can eventually go that speed that it would be impossible to observe any sort of light.
Finally, your talking about a computer rendering these grapical effects that would make alot of our computers cry, streching textures and models to infinity arent exactly on the currently hot on the list of cool things to do to gamers poor computers. Let alone the models of all the ships are not designed to strech at all if you do it would obviously break like a lego stucture.
Now instead of this for insystem warp why dont you think of somplace more 'convient' for a ship to suddenly 'rubber band.' Maybe a gate perhaps?
We know ccp cheats alot on graphics, then again WHO DOESNT? Battlefield for example only throws 30fps at the screen. This is to free up resources for computing phsyics. And the cloest thing to what you are talking about are current Cyno out effects. where the ship gets eveloped in a ball of light then the ball goes flying off, when in truth the ship just cloaked and the energy ball is the only visible object left before it screams out of system. |

Samantha Tel'Vellor
Morior Invictus. Velocitas Eradico
2
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Posted - 2011.10.12 05:11:00 -
[5] - Quote
In truth, while a graphical reinterpretation would be nice, I think the mechanic is more what we're interested in here. Updated graphics are something you could enable/disable on a computer by computer basis, depending on what sorts of effects it can handle.
But I'd rather see the 'hopping' effect described above, with no improvement to graphics, than no change at all.
My thoughts on the subject include things that would change how some aspects of the game run as well, and while I have no idea how well such ideas would or would not work with the game engine, I've seen enough interesting things change that I don't think they're outside the realm of possibility. |

Veronica Kerrigan
Hand Of Midas F0RCEFUL ENTRY
2
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Posted - 2011.10.12 05:29:00 -
[6] - Quote
Problem with accelerating too fast is that for short warps, if you hit too fast a speed, you would not be able to slow down in time, and could potentially overshoot the intended target by 1000+ km |

Samantha Tel'Vellor
Morior Invictus. Velocitas Eradico
2
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Posted - 2011.10.12 07:03:00 -
[7] - Quote
I still think there needs to be more of a separation in the mechanics for regular propulsion and warp drive technology. Right now, warp and microwarp are just faster, there needs to be something that makes them different, and I think the easiest way to do it would be to remove the need for acceleration/deceleration from warp tech. |

leviticus ander
FMOFMC
0
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Posted - 2011.10.12 09:25:00 -
[8] - Quote
Veronica Kerrigan wrote:Problem with accelerating too fast is that for short warps, if you hit too fast a speed, you would not be able to slow down in time, and could potentially overshoot the intended target by 1000+ km
I think you're missing a few zeros there. would be more like missing by 1000000+km. as for the topic, I'm with nova here. why should we use someone else's mechanics when we already have ours running and defined. |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
47
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Posted - 2011.10.12 10:10:00 -
[9] - Quote
Turn off the engine flare during warp, or replace it with something significantly different from the usual. We already 'stop' after the warmup then warp, and when exiting warp we almost stop again before activating our usual thrusters.
A 'warp flare' perhaps would be nice. |

Samantha Tel'Vellor
Morior Invictus. Velocitas Eradico
3
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Posted - 2011.10.12 11:02:00 -
[10] - Quote
I'm not actually looking to borrow someone else's mechanic (my own opinions predate the new Startrek movie by years), but simply to create a larger distinction between the two existing mechanics. I first proposed my idea for warp and microwarp back in 2006. |
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