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Yankunytjatjara
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Posted - 2010.05.28 09:16:00 -
[1]
TL;DR: - add to the tactical overlay a representation of ships' speed in the form of speed vectors (a white segment originating from the ships of length proportional to speed) well visible at any level of zoom.
- This feature should be an option of the esc menu to save on client cpu in case of need (big fleet fights)
- The overview should have a new filter to decide what ships show the speed vector (out of fleet, reds, dramiels only ...)
When doing a 1v1, I usually 'look at' my target to see what he's doing and anticipate the reaction time. When the numbers grow, I switch the look at between the various enemies, but it becomes impossible after a little number of targets.
Resorting to the overview, with its lagged and sporadic changes, is not enough, and also the overview is hard to follow when there's more than a handful of ships in the encounter. A graphic overview - in addition to the table - is needed.
Solution: ships show a vector that points in the direction where they're going, of length proportional to the ship's speed: a speed vector. Zoom level does not affect the vector length. This permits, at a glance, to see where everybody's moving to, even if zoomed out.
Possible variants: - smoke trails. The problem is that smoke trails disappear zooming out, I want this to be visible at large zoom levels to help small gang warfare. The two don't exclude each other anyway! Also, a vector causes much less performance issues.
Possible problems: - lag -- server side lag: none. The vector is a client only thing, the client builds it based on info it already gets, no new server coding is needed -- client side lag: possible. To avoid it completely, add an option under graphics in the esc menu to remove the speed vectors.
- crowded overview: possible. The overview filter should accommodate a new option to extend filters done for the overview to the speed vectors. You could then show or not the speed vectors based on the friendly/unfriendly/in fleet/... status of the ships.
Please support me! I am for small gangs warfare!
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I'thari
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Posted - 2010.05.28 09:39:00 -
[2]
Great idea, thought about that too.
Originally by: Yankunytjatjara Zoom level does not affect the vector length. This permits, at a glance, to see where everybody's moving to, even if zoomed out.
Not really sure about this one tho. IMO, vector should represent distance ship will travel in a certain timeframe (with speed it has at the moment) so you can predict it's location (more or less) using tactical overview gird.
Also vector should be projected to tactical overview gird (similiar to ship location) to make it easier a bit. |
Crumplecorn
Eve Cluster Explorations
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Posted - 2010.05.28 09:43:00 -
[3]
tl;dr: Bring back trails -
DesuSigs - Now with ThreadAssignÖ and SigSelectÖ |
yani dumyat
The 23rd Sense
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Posted - 2010.05.28 11:49:00 -
[4]
Do want. _______
Trolls and Tribulations A story of eve, trolls, world domination and dogfighting against starlings in a tiny dramiel. |
Hereon Herinnger
Blue Republic
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Posted - 2010.05.28 19:40:00 -
[5]
+1. It should stay the same size with zoom, otherwise you won't be able to see it at either end (either off the screen or too small). It should turn on/off with tactical overlay.
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Yankunytjatjara
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Posted - 2010.05.28 22:55:00 -
[6]
Thanks for the support! <3
Originally by: I'thari
Originally by: Yankunytjatjara Zoom level does not affect the vector length. This permits, at a glance, to see where everybody's moving to, even if zoomed out.
Not really sure about this one tho. IMO, vector should represent distance ship will travel in a certain timeframe
It's important to see them when zoomed out, because even small gang engagements can be at fairly long distances. Maybe change the vectors when zooming but not so much as the zoom would make them as a compromise.
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Maksim Cammeren
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Posted - 2010.05.28 23:12:00 -
[7]
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Princess Elea
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Posted - 2010.05.28 23:16:00 -
[8]
great idea
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Mynxee
Noir. Noir. Mercenary Group
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Posted - 2010.05.28 23:35:00 -
[9]
Your suggestions would be a useful addition to the tactical overlay.
Life In Low Sec |
EdwardNardella
Capital Construction Research
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Posted - 2010.05.28 23:58:00 -
[10]
DO WANT along with other tactical overlay upgrades CCRES is recruiting pilots who want to live in WSpace/Wormholes. Fill out an application here! |
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Pugshoes
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Posted - 2010.05.29 00:03:00 -
[11]
It's a great idea.
The programmers need to get away from their anal attachment to drop down tables. this isn't a hobbit cave anymore guys- get into the 21st century!!! It should all be visual- tip- copy the US and UK armies on how they fly their drones nowadays...
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.29 00:11:00 -
[12]
Instead we get overview refreshing every 3 seconds now. Anyway, supported.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Syris Anu
Blue Republic
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Posted - 2010.05.29 00:18:00 -
[13]
LIke one of the posters said, we did have this at one time as trails and they should definitely be reinstated.
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Orion Shadowmaker
Blue Republic
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Posted - 2010.05.29 01:06:00 -
[14]
Edited by: Orion Shadowmaker on 29/05/2010 01:07:10
Originally by: Yankunytjatjara TL;DR: - add to the tactical overlay a representation of ships' speed in the form of speed vectors (a white segment originating from the ships of length proportional to speed) well visible at any level of zoom.
- This feature should be an option of the esc menu to save on client cpu in case of need (big fleet fights)
- The overview should have a new filter to decide what ships show the speed vector (out of fleet, reds, dramiels only ...)
Great idea YanK!!
Orion Shadowmaker Go Blues! |
Lykouleon
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Posted - 2010.05.29 03:02:00 -
[15]
good lord this would be awesome
Quote: CCP Mindstar > Sorry - I've completely messed all that up. lets try again
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Dograzor
The Black Rabbits Academy The Gurlstas Associates
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Posted - 2010.05.29 08:33:00 -
[16]
Do want. -
"We don't gank, we just apply force in a disproportionate manner during an uneven tactical combat situation to maximize revenue and increase shareholder value" |
Gigiarc
The Wyld Hunt Sodalitas XX
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Posted - 2010.05.29 08:54:00 -
[17]
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Ceruza
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Posted - 2010.05.29 11:16:00 -
[18]
This is a great idea, as people said, the trails are wanted back.
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I'thari
Minmatar
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Posted - 2010.05.29 12:49:00 -
[19]
Originally by: Yankunytjatjara It's important to see them when zoomed out, because even small gang engagements can be at fairly long distances. Maybe change the vectors when zooming but not so much as the zoom would make them as a compromise.
I agree that if it's just velocity vectors (not proportional to tactical gird) it's better to leave them more or less intact while zooming. But (if possible) having more information than "he goes that way and looks faster than the next guy" (I know you can check actuall velocity in overview, but still) would be nice. Something like distance traveled in 10s +/- should be visible enough, I think (that really depends on ship type, ofc)... but doesn't really matter as long as we'll have something.
I just hope that if it's ever implemented vectors won't be white... or at least visible enough. And having small icons for every ship hull (like the one we have for capsule) would be nice too.
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Dztrgovac
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Posted - 2010.05.29 12:51:00 -
[20]
Edited by: Dztrgovac on 29/05/2010 12:51:00 Great idea. Supported. Sadly I dont think anything will ever happen, its not the first nor 25th time it was suggested, and every single time it was greeted with unanimous player support.
Please CCP, make useless tactical overlay useful.
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Case Kovacs
Blue Republic
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Posted - 2010.05.29 14:52:00 -
[21]
Great idea!
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Stubnitz
Red Federation
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Posted - 2010.05.30 10:45:00 -
[22]
Edited by: Stubnitz on 30/05/2010 10:45:32 Supported!
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Laya Hangover
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Posted - 2010.05.30 11:53:00 -
[23]
Edited by: Laya Hangover on 30/05/2010 11:53:36 +1 we need this
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asamas
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Posted - 2010.05.30 16:34:00 -
[24]
Great idea
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H0mer
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Posted - 2010.05.31 02:32:00 -
[25]
Oh yes, gimme!
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Yankunytjatjara
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Posted - 2010.05.31 08:59:00 -
[26]
Originally by: I'thari
Originally by: Yankunytjatjara It's important to see them when zoomed out, because even small gang engagements can be at fairly long distances. Maybe change the vectors when zooming but not so much as the zoom would make them as a compromise.
I agree that if it's just velocity vectors (not proportional to tactical gird) it's better to leave them more or less intact while zooming. But (if possible) having more information than "he goes that way and looks faster than the next guy" (I know you can check actuall velocity in overview, but still) would be nice. Something like distance traveled in 10s +/- should be visible enough, I think (that really depends on ship type, ofc)... but doesn't really matter as long as we'll have something.
I see what you mean, but I think that seeing the vectors on all levels of zoom is a bit more important. The information you seek can be more or less understood by comparing your own speed and your own velocity vector.
ON THE OTHER HAND, an idea: if the vectors show also a 'knot' (1 pixel wider or something) every say, minute of flight, you'd get your information perfectly :)
May be a bit too much to ask perhaps.
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Kelniun
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Posted - 2010.06.01 06:21:00 -
[27]
This would be a great help, though I am in the camp that thinks the arrows should be proportional to the distance traveled in some period of time, rather than scaled with zoom. Primary reason for this is that scaling it with zoom makes the length arbitrary (as zoom is arbitrary), and thus, arrow size becomes almost meaningless. The best compromise would be to allow the player to choose how many seconds of travel (aka scaling factor) that the arrows will represent. For the person that keeps the overview fairly zoomed out, choose a large scaling factor so they are still visible.
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Trebor Daehdoow
Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.06.01 10:10:00 -
[28]
I like the general idea but think it needs a bit more development. For example, velocity vector isn't the only thing you would be interested in; it might also help to know the envelope (the approximate surface that represents the places the target could reach in a certain period of time) based on what you know.
Furthermore, some thought has to be given to unintended consequences; this kind of vector would, for example, make it easier to figure out where a target is trying to warp to.
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Yankunytjatjara
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Posted - 2010.06.01 13:04:00 -
[29]
Originally by: Trebor Daehdoow I like the general idea but think it needs a bit more development. For example, velocity vector isn't the only thing you would be interested in; it might also help to know the envelope (the approximate surface that represents the places the target could reach in a certain period of time) based on what you know.
Furthermore, some thought has to be given to unintended consequences; this kind of vector would, for example, make it easier to figure out where a target is trying to warp to.
The envelope concept seems to be strictly zoom dependent, because if you zoom out the envelope would become littler. This seems to be the opposite of what I proposed. What I wrote also is quite simple, and the devs could build without a lot of effort.
About warping to, if you 'look at' a ship you can already understand that, or even if you keep it centered while it's warping. So yes it is an easier way to get information... But info that you already have.
About arrows - the vector imo shouldn't have arrows, as you can see where it starts and ends thanks to the ship brackets in space.
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Ophelia Ursus
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Posted - 2010.06.01 15:56:00 -
[30]
Good idea.
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Dr BattleSmith
PAX Interstellar Services
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Posted - 2010.06.02 01:48:00 -
[31]
Sick of zooming right in to see which way my ship is pointing and love using the tactical overview.
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Dwym
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Posted - 2010.06.02 03:32:00 -
[32]
Edited by: Dwym on 02/06/2010 03:32:10 Great idea.
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Sphit Ker
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Posted - 2010.06.02 07:12:00 -
[33]
Edited by: Sphit Ker on 02/06/2010 07:14:21 Somebody put some proper tactical stuff into the tactical overlay right nao kthx
edit: also, you know the bright dot on the plane that is linked vertically to the target... make it so that the dot actually report the real distance from me.
The following statement is not my signature. The preceding statement is my signature. |
Mayyee
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Posted - 2010.06.02 14:45:00 -
[34]
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Rafael Tonka
Blue Republic
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Posted - 2010.06.02 16:59:00 -
[35]
Great idea, will make combat much more interesting...
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Yankunytjatjara
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Posted - 2010.06.08 08:56:00 -
[36]
Le bamp
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Mohenna
Knights of the Dark
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Posted - 2010.06.14 08:04:00 -
[37]
I can't find anything wrong with this. Maybe it should be given also to rats to help those of us who don't afk mission but power mission.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2010.06.14 18:46:00 -
[38]
Quote: DO WANT along with other tactical overlay upgrades
...
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Ryunosuke Kusanagi
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Posted - 2010.06.14 22:13:00 -
[39]
the only reason I couldnt see this pass, would be also the reason they cut engine trails from ships way back when, lag issues. if you coauld find a low-impact way to do vectors it would be nice I think
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Cearain
The IMPERIUM of LaZy NATION
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Posted - 2010.06.16 23:52:00 -
[40]
-Cearain
Make fw occupancy pvp instead of pve: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1329906 |
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BFish
Bushwhackers Rough Necks
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Posted - 2010.06.17 07:36:00 -
[41]
A tactical overlay overhaul overwin? Tasty.
Supported. -----------------
----------------- |
Suveitar
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Posted - 2010.06.17 14:18:00 -
[42]
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Alekseyev Karrde
Noir. Noir. Mercenary Group
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Posted - 2010.06.18 00:28:00 -
[43]
I hope this is one of many tactical overlay upgrades! At the moment i dont use it at all, and it could be so useful as a tool for fc's.. ---
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Yankunytjatjara
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Posted - 2010.06.19 12:23:00 -
[44]
Originally by: Ryunosuke Kusanagi the only reason I couldnt see this pass, would be also the reason they cut engine trails from ships way back when, lag issues. if you coauld find a low-impact way to do vectors it would be nice I think
I see a clear distinction between vectors - each of which is just 1 line in 3d - and trails, that require the use of graphic effects such as particles and stuff. Also, the vectors should be possible to remove both altogether, as an esc menu option, and filtered, with the overview filters. Win win :)
Thanks for the support everybody... Keep it coming!
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Yankunytjatjara
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Posted - 2010.06.24 15:22:00 -
[45]
Originally by: Yankunytjatjara Thanks for the support everybody... Keep it coming!
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Therendief
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Posted - 2010.06.24 16:46:00 -
[46]
Supported,
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Noah Emn
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Posted - 2010.06.28 08:32:00 -
[47]
Supported
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Orb Vex
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Posted - 2010.06.28 09:52:00 -
[48]
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Ender Wiggan
H A V O C Against ALL Authorities
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Posted - 2010.06.28 20:14:00 -
[49]
I wish I got one chance a year to say "listen to me CCP, this is important!". Very much supported. Ditch the text overview, it's rubbish, to echo a previous poster, it's time this game moved into the 21st century. Every ship should have a distinctive bracket, and if that's not possible (:effort:) then brackets should be made race distinctive, so I can tell amarr from min by just looking at brackets. Also BC's should be more distinct from BS, HAC's distinct from recon, distinct from cruisers.
It would take so little effort to make that work, and combined with vectors, I'd finally be able to PvP in EVE, and not this crappy MUD client substitute.
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paritybit
Moira. Rote Kapelle
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Posted - 2010.06.28 22:51:00 -
[50]
http://paritybit.wordpress.com |
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Yankunytjatjara
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Posted - 2010.06.29 14:24:00 -
[51]
Originally by: Ender Wiggan not this crappy MUD client substitute.
Lol :D ah the memories!
Thanks for the love keep it coming!!!!
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A Knights'Tale
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Posted - 2010.07.01 15:57:00 -
[52]
Nice one!
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Yankunytjatjara
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Posted - 2010.07.12 10:29:00 -
[53]
Would it be more visible if I added [proposal] in the thread title?
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Yankunytjatjara
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Posted - 2010.07.20 09:30:00 -
[54]
Mmmm..... How can a good idea get more visibility? Is the idea not as good as I think?
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Serend
Gallente Blue Republic
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Posted - 2010.07.20 16:19:00 -
[55]
wonderful idea. I agree: the tactical overlay needs some serious updating.
+1
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Thrasymachus TheSophist
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Posted - 2010.07.20 16:44:00 -
[56]
Edited by: Thrasymachus TheSophist on 20/07/2010 16:43:52 Great idea.
You could additionally color code the line based on speed, if you like, with perhaps 3-5 possibilities - red (above 3,000) orange (2-3,000) yellow (1-2,000), blue (500-1000) or black (0-500).
Or whatever. Just the idea of having rough speed communicated by color coding for instantaneous recognition (recognizing line lengths where the line can be in any direction on a sphere would be difficult).
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Mortis Aguila
Red Federation
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Posted - 2010.07.20 19:44:00 -
[57]
As a programmer, it makes my teeth grind when I see people blithely say, "This would be an easy fix". Whether the fix is easy or not, I definitely support this idea! ------------------------------------------- REALITY.DAT not found. Rebooting the universe. |
Willl Adama
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Posted - 2010.07.20 21:21:00 -
[58]
Sounds like a good idea Meh |
Prime FLux
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Posted - 2010.07.20 23:27:00 -
[59]
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Aineko Macx
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Posted - 2010.07.21 06:07:00 -
[60]
Originally by: Crumplecorn tl;dr: Bring back trails
This. CCP: Where fixing bugs is a luxury, not an obligation. |
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Krans Hopeson
Coffee Muggers HYDRA RELOADED
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Posted - 2010.07.21 12:55:00 -
[61]
An excellent idea. Very much supported! -- "The only stupid question is the one you don't ask." |
Mangala Solaris
Blue Republic
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Posted - 2010.07.21 19:25:00 -
[62]
Supported.
Tactical Overlay needs more juice. Signature rotation removed for containing inappropriate signatures. Zymurgist |
Pneumon Blaster
Hel's Wing The Spire Collective
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Posted - 2010.07.22 11:52:00 -
[63]
signed - it would be great to have. Offering EVE KB's & Websites/Forums incl. hosting for ISK.
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Kajan Tormen
Blood Money Inc. The Blood Money Cartel
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Posted - 2010.07.22 14:51:00 -
[64]
I want this!
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Mr Booger
Task Force Zener Atlas Alliance
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Posted - 2010.07.23 09:42:00 -
[65]
Excellent idea.
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Yankunytjatjara
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Posted - 2010.07.27 13:21:00 -
[66]
Originally by: Aineko Macx
Originally by: Crumplecorn tl;dr: Bring back trails
This.
While the trails would help somewhat, they suffer two problems that my proposal avoids altogether:
- lag. A single vector per ship requires a lot less than particle trails. I also believe that trails provoked some server side lag, that my proposal avoids altogether (it uses only the information already gathered by the table overview)
- zoom. If you zoomed out completely, also in the old days with trails, you wouldn't be able to understand what was going on after a certain level of zoom just with trails. Vectors must not be zoom dependant: they can easily be fixed, so that you'll be able to quickly evaluate the speed of a ship at any level of zoom you're using.
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Anna Weston
Holdings Inc
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Posted - 2010.07.27 14:31:00 -
[67]
I like this and support it.
I'd like an acceleration vector as well as the velocity vector, though.
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Dav Varan
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Posted - 2010.07.27 15:28:00 -
[68]
+1
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Yankunytjatjara
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Posted - 2010.07.29 19:18:00 -
[69]
Thanks guys, keep it coming!
Originally by: Anna Weston I'd like an acceleration vector as well as the velocity vector, though.
HA Now that's asking too much kiddin that would be great!
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Mike deVoid
Void-Wolf Propter Falco
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Posted - 2010.07.29 22:36:00 -
[70]
-------- Is this a rhetorical question? |
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Damien Smith
Blue Republic
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Posted - 2010.07.30 11:17:00 -
[71]
/signed
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stoicfaux
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Posted - 2010.07.30 14:43:00 -
[72]
Edited by: stoicfaux on 30/07/2010 14:44:17 Peachy idea.
Wouldn't want to see the vectors for orbiting drones, so filtering would be important.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Kazaak Thul
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Posted - 2010.07.30 15:36:00 -
[73]
Would be very helpful. Yes please.
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Yankunytjatjara
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Posted - 2010.08.10 08:38:00 -
[74]
Originally by: stoicfaux Wouldn't want to see the vectors for orbiting drones, so filtering would be important.
Argh :) I did say ships.. I agree
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Mjana
Switzerland EVE Corp.
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Posted - 2010.08.11 09:47:00 -
[75]
Absolutely /signed. EVE needs more visual indicators for vital information like this.
I mean come on, it's a SPACESHIP simulation. We're flying ships in the size of cities, being wired to the ship's hardware to improve reaction time but we still have to look up speed vectors in long tables or analyze movement manually?
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Sanguine Belroth
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Posted - 2010.08.12 13:53:00 -
[76]
Support - Its a great idea
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Rhadia
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Posted - 2010.08.18 01:42:00 -
[77]
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Zilberfrid
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Posted - 2010.08.18 09:40:00 -
[78]
Did I not support this before? My bad. ------------------------------------- I like to fly around and shoot stuff. |
Astroka
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Posted - 2010.08.18 17:34:00 -
[79]
Signed.
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Zanaraxtarus
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Posted - 2010.08.19 08:11:00 -
[80]
SUCH a great idea! --Zan-- Ban Mr. Richardson! [I was respectful there, I called him "Mr" and deleted the bad word] (quantity/quality studies do NOT apply to EVE. WoW, YES. EVE, NO!) |
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Camios
Insurgent New Eden Tribe
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Posted - 2010.08.20 09:02:00 -
[81]
Edited by: Camios on 20/08/2010 09:02:59 Edited by: Camios on 20/08/2010 09:02:35 Very good idea.
In my opinion, it could be useful to have 2 settings for the velocity vectors: absolute mode and relative mode. The first one shows the absolute speed of the ships respect to space (the usual velocity), and the other other setting shows the vector difference between their velocity and yours.
In relative mode the lenght of the arrow should be equal to the distance that the ship covers in 1 second and thus it should be zoom dependent. Some reasons to have this second setting too:
- This would really help to visualize transversal velocity and tracking issues.
- This would make more immediate to understand variations of the relative distance between you and your target (imagine you are orbiting someone, tackling him, and he turns on his overloaded mwd to get in range).
In general there should be the option to chose between having the screen lenght of the arrows zoom dependent or not. In the first case it may help in assessing travel times, transversal speeds, tracking issues, while the second will help understanding where a ship is aligning to.
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.08.20 09:52:00 -
[82]
Edited by: Yankunytjatjara on 20/08/2010 09:52:40 Nice idea. The two vectors may be shown together: the transversal isn't anything but the projection of the speed to the plane that is perpendicular to the distance vector and on which the other ship lies. So the two vectors would form the two sides of a triangle, which would make it easier to assess the speeds in 3d.
Of course it would also double the clutter, so it's to be considered... Maybe options for the two and the user decides is best. I would always keep them both on in small gangs; I'd switch to the non small gang tab otherwise.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Baneken
School of the Unseen
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Posted - 2010.08.21 13:38:00 -
[83]
So in essence you would have a vector which is always of the same length (so it goes smaller as you zoom out) or a vector that grows relative to zoom level (so it stays the same size as you zoom out) ? Of these two the vector that doesn't change it's relative size would be more useful even if it might 'vanish' when you zoom out far enough. Actual math for the vector isn't even needed to be done on the server side as the client can easily draw it from the information that the server has already sent to your OV.
So this change would require very little/nothing to be changed from the server side and some tweaking from the clients side.
http://desusig.crumplecorn.com/sigs.html |
Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.08.21 13:52:00 -
[84]
My idea features a vector that is always the same length, disregarding the zoom level. This has two advantages:
- you can see the vectors also when zoomed out, so you can follow the general situation and drive your ship where you want - if you change the zoom a little, the vector won't change, so your assessment of the real speed based on the vector you see should be better.
About lag, yep, all calculations should be client based. No lag idea ftw!
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Barrak
Caldari Agony Unleashed Agony Empire
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Posted - 2010.08.25 07:12:00 -
[85]
Lets get this....... where do I sign? In this life (Eve) dying is easy, its living thats hard.
Talent does not count, its what you do with it that does |
Don Pellegrino
Helljumpers
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Posted - 2010.08.26 15:55:00 -
[86]
Edited by: Don Pellegrino on 26/08/2010 15:55:11 That would be very helpful
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.09.06 16:24:00 -
[87]
Originally by: Yankunytjatjara Edited by: Yankunytjatjara on 20/08/2010 09:52:40 Nice idea. The two vectors may be shown together: the transversal isn't anything but the projection of the speed to the plane that is perpendicular to the distance vector and on which the other ship lies. So the two vectors would form the two sides of a triangle, which would make it easier to assess the speeds in 3d.
Of course it would also double the clutter, so it's to be considered... Maybe options for the two and the user decides is best. I would always keep them both on in small gangs; I'd switch to the non small gang tab otherwise.
I have to correct myself, the transversal is the absolute value of the difference between the two speed vectors.
Given this, maybe showing both the speed vector and the trasnversal would clutter things a bit too much actually. I'm not even sure I want to have the option of the transversal vector.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
InterDict
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Posted - 2010.09.07 22:43:00 -
[88]
100% Support for a fantastic idea
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Trebor Daehdoow
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Posted - 2010.09.08 11:42:00 -
[89]
I've been reviewing the thread and giving this a bit of thought. I am starting to wonder if what is needed is not so much an actual vector, but some sort of overlay display that intuitively gives you the gestalt of what you need to know in a very compact form. Anyone who has watched SF Anime will know what I'm getting at.
So what data do we want to be able to "grok" just by looking at a ship?
* Direction and speed relative to the celestial sphere centered on my ship. * Radial velocity (heading towards and away from me). * Transversal -- or more particularly, are my gun(s) able to hit him?
Anything else?
I am thinking maybe a circle around each ship, with 2 180-degree arcs. The top arc is transversal, the bottom one is radial, and a small triangle moves around the outside of the circle to indicate transversal direction.
Arc size would indicate magnitude; arc colors would indicate things like towards/away and how well your guns might track.
Thoughts?
Confessions of a Noob Starship Politician Spending Hours blogging the Minutes
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EdvensoR
Preeternal Spark SOLAR FLEET
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Posted - 2010.09.08 11:44:00 -
[90]
up
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.09.08 12:14:00 -
[91]
Edited by: Yankunytjatjara on 08/09/2010 12:19:07
Originally by: Trebor Daehdoow I've been reviewing the thread and giving this a bit of thought. I am starting to wonder if what is needed is not so much an actual vector, but some sort of overlay display that intuitively gives you the gestalt of what you need to know in a very compact form. Anyone who has watched SF Anime will know what I'm getting at.
So what data do we want to be able to "grok" just by looking at a ship?
* Direction and speed relative to the celestial sphere centered on my ship. * Radial velocity (heading towards and away from me). * Transversal -- or more particularly, are my gun(s) able to hit him?
Anything else?
I am thinking maybe a circle around each ship, with 2 180-degree arcs. The top arc is transversal, the bottom one is radial, and a small triangle moves around the outside of the circle to indicate transversal direction.
Arc size would indicate magnitude; arc colors would indicate things like towards/away and how well your guns might track.
Thoughts?
Cool ideas, but they could work less clearly than a simple vector in messy situations where you have to zoom out. Those indicators would overlap; if two vectors overlap it should still be clear enough given that they start from the ship, but circles and triangles not so much. And one of my objectives is to be able to see what nearby ships are doing when zooming out.
Maybe the current columns of the overview could be selected in order to add to your tactical overlay either speed, or trasnversal, or radial and so on, as vectors. I'm also trying here to minimize programmer's work.
Edit: your ideas would however be awesome if one could mouse-select a blob and see the average or median speed/transversal/...
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Trebor Daehdoow
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Posted - 2010.09.10 09:37:00 -
[92]
Reasonable points.
Something else just occurred to me. What if the display was limited to the currently selected ship, plus all the ships you have locked (both in space, and with the additional info in a halo around a smaller ship badge in the list of locked ships)?
There has to be a way to limit the amount of information to prevent clutter, and in the heat of battle, doing a lot of display selection isn't going to be optimal anyway.
Let's work on clarifying various approaches over the next two weeks, so that I can raise it in the CSM meeting at the end of the month.
Confessions of a Noob Starship Politician Spending Hours blogging the Minutes
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.09.10 13:01:00 -
[93]
To avoid clutter, instead of graphics and icons, use a simple segment
I don't want to see where the locked ships go - in a frig once I lock them everything is decided anyway. I want to understand at a glance what the whole enemy blob is doing. Speed vectors are perfect why do you not like the idea? Is it too simple? The simple ideas are the best ones.
Moreover, it blends well into the currently existing tactical overlay, and is a lot less onerous a work for the devs.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.09.10 13:05:00 -
[94]
Originally by: Trebor Daehdoow There has to be a way to limit the amount of information to prevent clutter, and in the heat of battle, doing a lot of display selection isn't going to be optimal anyway.
The display selection bit is done before battle, exactly like you twiddle with your overview settings. You probably don't want to see this for your fleet, for neutrals if you're in highsec, and pods. You want to see it for war/FW targets, and neutrals in lowsec and highsec.
Originally by: Trebor Daehdoow Let's work on clarifying various approaches over the next two weeks, so that I can raise it in the CSM meeting at the end of the month.
Woot!!! \o/
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
DeBingJos
Mansion of maniacal experiments Outer Heaven
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Posted - 2010.09.15 14:26:00 -
[95]
+1 supported
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Nuts Nougat
Perkone
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Posted - 2010.09.15 15:14:00 -
[96]
Edited by: Nuts Nougat on 15/09/2010 15:14:57
Originally by: Crumplecorn tl;dr: Bring back trails
This.
Thumbsup edit ---
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.09.17 15:10:00 -
[97]
Originally by: Nuts Nougat Edited by: Nuts Nougat on 15/09/2010 15:14:57
Originally by: Crumplecorn tl;dr: Bring back trails
This.
Thumbsup edit
Thankas for the up.
The trails are something different, I don't oppose them but they don't work when zoomed out.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Aiifa
Deep Stage THE-FEDERATION
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Posted - 2010.09.17 22:20:00 -
[98]
This could be linked to the concept of "look at" range -- you'd only be able to see this information so represented within 100km. Much further out, it's irrelevant imho.
Or whatever. The surrounding concepts are interesting, but I think absolute vectors for all ships are completely essential to Eve's future development. Superb idea.
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2010.10.15 12:53:00 -
[99]
Great idea, vector would be pointing forward I hope, for engine trails need the rear ---------- www.eve-arena.com
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Vayna Miychovich
NED-Clan Goonswarm Federation
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Posted - 2010.10.25 12:46:00 -
[100]
Topic Supported! NED-Clan Meer dan een corp! |
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Greg6
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Posted - 2010.10.25 15:59:00 -
[101]
I could quibble with the details but the big picture is spot on. Fully supported.
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.10.28 18:27:00 -
[102]
Originally by: Raimo Great idea, vector would be pointing forward I hope, for engine trails need the rear
No I want backwards vectors. Just to **** off the bittervets
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Ghost Nightmare
Red Federation
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Posted - 2010.11.12 16:23:00 -
[103]
i r ghost and i r approve
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GreenYoshi
Blue Republic
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Posted - 2010.11.12 16:48:00 -
[104]
Supporting this. Would add a really nice tool to the arsenal. -
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Arctic Monkey
D00M. Northern Coalition.
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Posted - 2010.11.13 05:49:00 -
[105]
Originally by: Trebor Daehdoow Something else just occurred to me. What if the display was limited to the currently selected ship, plus all the ships you have locked (both in space, and with the additional info in a halo around a smaller ship badge in the list of locked ships)?
There has to be a way to limit the amount of information to prevent clutter, and in the heat of battle, doing a lot of display selection isn't going to be optimal anyway.
I was thinking the same thing reading the first few pages. Vectors or whatever the new information is ... should only be displayed on the player's ship and the locked targets to reduce clutter and let us very easily decide which ships we want to pay attention to. New info should also shown on any ship selected or hovered over in the overview, so you can check on distant ships or fleets, or even maintain "eyes" on a nearby ship if you get jammed or sensor damped.
I agree that semi-cicles, dots or other shapes would not be as easy to read as a simple vector. We would have to mentally combine a dot (direction) with a semi-circle graph (magnitude) to visualize the vector in our minds, which is just as much work as we do currently. Cut out that middle step and use vectors, much less overhead and very intuitive.
Currently, when using the tactical overview and hovering the mouse over a module such as a gun, webifier, ecm jammer etc ... there is a shaded sphere displaying optimal range of that module. In the new system, add an icon or sliding scale on your targets depicting tracking when you hover over your guns, or a percentage chance to land a jam when hovering over an ecm module, etc.
Glad to hear you're onboard with the idea, this might turn into something exceptional.
-J
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Kabaal S'sylistha
The Technomages Comrades-Of-Two
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Posted - 2010.11.13 07:48:00 -
[106]
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2010.11.22 16:12:00 -
[107]
Thanks for the support everybody.
Originally by: Arctic Monkey I was thinking the same thing reading the first few pages. Vectors or whatever the new information is ... should only be displayed on the player's ship and the locked targets to reduce clutter and let us very easily decide which ships we want to pay attention to. New info should also shown on any ship selected or hovered over in the overview, so you can check on distant ships or fleets, or even maintain "eyes" on a nearby ship if you get jammed or sensor damped.
Against the forced selectivity. I think we come from different backgrounds, maybe in great fleet battles that would be a good compromise as you wouldn't get much out of 150 vectors anyway. But in a small gang I need the info immediately, once I lock eone the battle is 90% over.
Moreover, there's a better way to present the kind of information you seek: you should imo be able to select 100 ships and see the average or median vectors. But I'll leave that proposal up to you
Finally the two ideas are not exclusive to each other, I need them all, you need a selection, the solution is obvious: make the choice box for activating this feature a drop down combo instead (VECTORS: no (default)/all/selection only).
Please also keep in mind, regarding clutter, that the proposal asks for the option of selecting vectors based on the overview status, as already happens for ships and drones. You can remove your fleet's ships vectors for example, or keep only those if you are a logistics pilot.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Jahpahjay
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Posted - 2010.11.22 16:46:00 -
[108]
This would only help eve to be a better and--more importantly--far more fun game as it helps pilots to achieve greater immersion and strategically provocative gameplay. Supported.
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Xynthiar
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Posted - 2010.11.22 16:47:00 -
[109]
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iLLeLogicaL
The Red Circle Inc. Red Shift Alliance
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Posted - 2010.12.15 12:01:00 -
[110]
Hell yes.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.15 16:22:00 -
[111]
vectors for ships - cool tactical detail overlays for selected targets - nice 360deg sphere background mapped on the skybox for tactical display - now we're cooking
/supported
support Public Idea Tracker | 24hr PLEX |
Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.15 16:28:00 -
[112]
Originally by: Trebor Daehdoow I am thinking maybe a circle around each ship, with 2 180-degree arcs. The top arc is transversal, the bottom one is radial, and a small triangle moves around the outside of the circle to indicate transversal direction.
Arc size would indicate magnitude; arc colors would indicate things like towards/away and how well your guns might track.
Thoughts?
Too complicated and overkill. What you want on tactical overview is your position relative to others and where they're heading. Everything else like transversal/radial will come with experience from looking at this and with this comes your knowledge about tracking abilities.
support Public Idea Tracker | 24hr PLEX |
Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.15 22:13:00 -
[113]
Good idea, but it would get awfully messy with just 10 people per side .. poor display would look like a game of Mikado (Pick-up Sticks for you Yanks).
Perhaps: 1. Limit it to one selectable ship size at a time, or 2. Limit it to ships travelling faster than you.
Personally in favour of #2 as it adds to ability to spot when someone makes a mad-dash for something/someone.
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Ephemeron
Caldari Provisions
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Posted - 2010.12.15 22:52:00 -
[114]
Originally by: Hirana Yoshida Good idea, but it would get awfully messy with just 10 people per side .. poor display would look like a game of Mikado (Pick-up Sticks for you Yanks).
Perhaps: 1. Limit it to one selectable ship size at a time, or 2. Limit it to ships travelling faster than you.
Personally in favour of #2 as it adds to ability to spot when someone makes a mad-dash for something/someone.
maybe show all this stuff for targeted ships only
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.16 00:49:00 -
[115]
Originally by: Ephemeron maybe show all this stuff for targeted ships only
Would be near perfect if it wasn't for the atrocious locking range of the ships to which speed matters most: Lights.
Just the idea of being able to open the overlay and be able to see movement of ships grid wide makes me salivate .. very Homeworldy
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.16 04:53:00 -
[116]
Originally by: Ephemeron
Originally by: Hirana Yoshida *snip*
maybe show all this stuff for targeted ships only
I would prefer to see this also when I'm dampened/jammed please..
support Public Idea Tracker | 24hr PLEX |
Candente
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Posted - 2010.12.16 20:43:00 -
[117]
Supported... only if there's a convenient way to turn on and off the overlay to avoid screen gets messy :p ------------- rawr~ |
Yankunytjatjara
Amarr Blue Republic
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Posted - 2011.01.04 16:34:00 -
[118]
Edited by: Yankunytjatjara on 04/01/2011 16:35:42
Originally by: Hirana Yoshida
Originally by: Ephemeron maybe show all this stuff for targeted ships only
Would be near perfect if it wasn't for the atrocious locking range of the ships to which speed matters most: Lights.
Just the idea of being able to open the overlay and be able to see movement of ships grid wide makes me salivate .. very Homeworldy
Thanks for the support. About your critics, I respectfully disagree: - locked ships: bad, once something's locked in frig combat the fight is mostly over. - only ten, or only quicker than you: it becomes really confusing when there are some who pulse the mwd. The solution is to provide a proper filter, so that the user is able to exclude ships from his fleet/corp/alliance, as it currently works with the overview tabs. Of course for large fleet battles this is less useful, but the tactical overlay can be turned off quickly, and any client side lag this would generate is therefore not an issue.
EDIT on a second thought, adding a shortcut to turn on and off the overlay seems a good point for this proposal. I will edit the first post accordingly.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Millerchill
Nexus point
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Posted - 2011.01.05 00:49:00 -
[119]
Originally by: EdwardNardella DO WANT along with other tactical overlay upgrades
Yes and yes Yo |
Lusulpher
Sinister Elite Supremacy.
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Posted - 2011.01.26 11:44:00 -
[120]
Originally by: Mjana Absolutely /signed. EVE needs more visual indicators for vital information like this.
I mean come on, it's a SPACESHIP simulation. We're flying ships in the size of cities, being wired to the ship's hardware to improve reaction time but we still have to look up speed vectors in long tables or analyze movement manually?
^ This, and bump, and support vectored in for intercept with coding at CCP. Hopefully. Creative Customer Person 7 |
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Reed Tiburon
Future Corps
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Posted - 2011.02.01 15:58:00 -
[121]
supporting for awesome
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Taisuke Black
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Posted - 2011.02.01 22:01:00 -
[122]
I'm not certain if CCP should do this, but they should definitely LOOK at the idea and consider it.
+1
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TimMc
Brutal Deliverance Extreme Prejudice.
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Posted - 2011.02.03 15:39:00 -
[123]
I would actually use tactical if had this.
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Gavjack Bunk
The Scope
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Posted - 2011.02.03 16:14:00 -
[124]
Just replace all ship graphics with an appropriately sized arrow.
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Shaera Taam
Minmatar Death Squad Broken Chains Alliance
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Posted - 2011.02.03 21:42:00 -
[125]
as a player who flies almost-exclusively with the tac map up, ive gotten quite good at guestimating most of this info from what little we have on the screen... but i must say that this idea gets all-kinds of support from me!
imho, a simple vector segment originating at ship's center, at a length proportional to the tac overlay itself in km/s makes the most sense to me. ships that move at 3km/s (dram, yaay!) would show a 3km long segment, pointing in their real-time direction. it would be up to me to evaluate my target's changes in direction and maneuver accordingly.
tbh, i see the merit in quite a few of the suggestions in this thread... vectors, relative, absolute, semi-circles and triangles, transverse velocity, radial velocity, acceleration, target envelopes, innies, outties, i dont care! i just want more tac info on my tac overlay!
so long as all the options are generated client-side, de-selectable and customizable on the esc menu, i dont see how is this *not* a good thing? a veritable treasure-trove of information to help us pew-pew each other into space-dust and not a single bit of it adding to server lag FTW!
ST __________________________________________________ Gravity: It's not just a good idea, it's the law!" --Adam Savage, Mythbusters |
Alexis Helix
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Posted - 2011.02.04 05:03:00 -
[126]
Edited by: Alexis Helix on 04/02/2011 05:03:30 Awesome ideas. Supported
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2011.02.04 12:49:00 -
[127]
Originally by: Shaera Taam as a player who flies almost-exclusively with the tac map up, ive gotten quite good at guestimating most of this info from what little we have on the screen... but i must say that this idea gets all-kinds of support from me!
imho, a simple vector segment originating at ship's center, at a length proportional to the tac overlay itself in km/s makes the most sense to me. ships that move at 3km/s (dram, yaay!) would show a 3km long segment, pointing in their real-time direction. it would be up to me to evaluate my target's changes in direction and maneuver accordingly.
tbh, i see the merit in quite a few of the suggestions in this thread... vectors, relative, absolute, semi-circles and triangles, transverse velocity, radial velocity, acceleration, target envelopes, innies, outties, i dont care! i just want more tac info on my tac overlay!
so long as all the options are generated client-side, de-selectable and customizable on the esc menu, i dont see how is this *not* a good thing? a veritable treasure-trove of information to help us pew-pew each other into space-dust and not a single bit of it adding to server lag FTW!
ST
<3 I wish I could sell my ideas so eloquently!
Only one nitpicking: I proposed to make the vectors constant in length to make it possible to see them when zoomed out. This excludes the length relativeness to speed that you propose. Ideally, we should be able to select between the two visuals...
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Shaera Taam
Minmatar Minmatar Death Squad Broken Chains Alliance
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Posted - 2011.02.04 23:58:00 -
[128]
aww, thx!
and yeah, what you say makes sense, but even a 1km/sec frigate will still have a discernible vector on your screen, even if youre zoomed all the way out to a 100km wide tac display. for my part, i tend to drive the fast ships, so the ones i really worry about are the ones that compare to my ship in speed, or are faster!
but hey, make it selectable! 'relative' and 'absolute' radio buttons on the esc menu, problem solved! either way, its a more-usable tac display...
\o/ __________________________________________________ Gravity: It's not just a good idea, it's the law!" --Adam Savage, Mythbusters |
Omega'Shenron
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Posted - 2011.02.23 07:58:00 -
[129]
+1 reason to use the tactical overlay |
Pixel Pirate Este
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Posted - 2011.02.23 12:37:00 -
[130]
1
2
like this?
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2011.03.08 13:47:00 -
[131]
Yes that's a good example, although the arrow for a baddon would probably be way shorter
I also think that just the vector, rather than an arrow, would be cleaner.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Blaad Booyashaka
4 Inches Of PAIN
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Posted - 2011.03.31 22:00:00 -
[132]
Do want.
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Ar Zor
Jupiter Force
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Posted - 2011.03.31 22:55:00 -
[133]
Trails or velocity vectors, yes.
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Yankunytjatjara
Amarr Blue Republic
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Posted - 2011.04.11 11:37:00 -
[134]
Thanks for all the support everybody.
Please renew on the new forums as soon as they come up! I opened the same discussion there when they were open, hopefully the topic will stay.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Ciccina Porcella
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Posted - 2011.05.19 12:53:00 -
[135]
Hey, nice idea!! Supported!
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Abdiel Kavash
Paladin Order Fidelas Constans
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Posted - 2011.05.19 13:51:00 -
[136]
---
Originally by: Sporked EVE IS DYING RUN TO THE HILLS! WE MIGHT HAVE TO ENGAGE WITH OTHER PEOPLE IN THIS MMO! THEY MIGHT SHOOT AT US WHILE WE ARE BUSY HOLDING HANDS AND FROLICKING! AAAAAAAAAAAAAAA
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Psi Klone
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Posted - 2011.05.19 13:55:00 -
[137]
Love this idea, would make a great contribution to the tactical overlay and manual flying.
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Soden Rah
EVE University Ivy League
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Posted - 2011.06.08 15:09:00 -
[138]
+1 __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function
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Kaelie Onren
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Posted - 2011.06.08 17:38:00 -
[139]
all good and useful addition.
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Egilmonsc
Massively Mob
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Posted - 2011.06.09 01:05:00 -
[140]
Supported ~ --- Where we're going, we won't need eyes to see. |
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Jagga Spikes
Sebiestor Tribe
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Posted - 2011.06.09 09:08:00 -
[141]
should have been made years ago ________________________________ : Forum Bore 'Em : Foamy The Squirrel - [jedi handwave] "There is no spoon." |
Yankunytjatjara
Amarr Blue Republic RvB - BLUE Republic
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Posted - 2011.08.02 09:56:00 -
[142]
Damn, I was on holiday and missed the chance to lobby for my idea to get in the crowdsourcing initiative. Too bad that a CSM guy who answered in the thread failed to remember it. Dang! Double dang!
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Dorotent
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Posted - 2011.08.02 13:13:00 -
[143]
Vector & Sig size should both be visible on tactical overview. Would even support new skills to enable this; possible a low-level electronics skill like "Targeting Analysis".
I miss the information-at-a-glance from Elite!
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Jekyl Eraser
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Posted - 2011.08.02 13:51:00 -
[144]
Edited by: Jekyl Eraser on 02/08/2011 13:52:12 We definitely need all combat data on a small area. Currently info is divided to target and overview windows and it may be hard to keep track of the overview because theres so many elements sometimes. The most usefull info are distance, speed, transversal and shield/armor/hull health. And this newly direction..
Are the speed lines 3d? If they are it will be hard to read... if target is heading away from you(or your camera) the speed line is shorter(if visible atall) than if it's heading sideways.
Maybe there could be 2 lines, one for the direction, 3d line that is allways same length.
Second line is for speed under the ship icon just like shield/armor/hull health is displayed on the target windows.
Distance, Transversal and shield/armor/hull health could show near the ship icon too. In either numerical or graphical way.
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Yankunytjatjara
Amarr Blue Republic RvB - BLUE Republic
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Posted - 2011.08.16 08:27:00 -
[145]
Originally by: Jekyl Eraser Maybe there could be 2 lines, one for the direction, 3d line that is allways same length.
Thanks for your input! I respectfully disagree, two lines per ships means double the screen cluttering. While I see your point I think that the drawback is more than the advantage. Consider that to make out the 3d-2d projections, you just have to move the camera a little bit with the right mouse button.
On the other hand it could be a menu option.
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Erelaszun
No Right Choice
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Posted - 2011.08.16 16:02:00 -
[146]
Supported!
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Jaari Val'Dara
Deep Space Nomads Corp
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Posted - 2011.08.16 16:18:00 -
[147]
Nothing to add, great idea.
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Woodiex3
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Posted - 2011.08.17 21:28:00 -
[148]
Edited by: Woodiex3 on 17/08/2011 21:28:39 ...
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Yankunytjatjara
Amarr Blue Republic RvB - BLUE Republic
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Posted - 2011.08.30 08:39:00 -
[149]
Originally by: Woodiex3 Edited by: Woodiex3 on 17/08/2011 21:28:39 ...
I thank you for your silent approval
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
foksieloy
Rockets ponies and rainbows
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Posted - 2011.08.31 10:19:00 -
[150]
Definitely needed. _______________________ The best thing in EvE is Barrage M. |
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Sam Lonnigan
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Posted - 2011.08.31 18:05:00 -
[151]
Edited by: Sam Lonnigan on 31/08/2011 18:12:26 Edited by: Sam Lonnigan on 31/08/2011 18:08:46 Good idea. To cut down on overview clutter, only show vectors for selected target/ object instead of everything on a grid, or have it as an option in settings to show vectors for all locked targets + a selected object regardless of weather or not it is locked.
Possibly a max limit of 15 simultaneous vectors to prevent some shenanigans with automatic targeting systems.
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Yankunytjatjara
Amarr Blue Republic RvB - BLUE Republic
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Posted - 2011.09.01 06:55:00 -
[152]
Originally by: Sam Lonnigan Edited by: Sam Lonnigan on 31/08/2011 18:12:26 Edited by: Sam Lonnigan on 31/08/2011 18:08:46 Good idea. To cut down on overview clutter, only show vectors for selected target/ object instead of everything on a grid, or have it as an option in settings to show vectors for all locked targets + a selected object regardless of weather or not it is locked.
Possibly a max limit of 15 simultaneous vectors to prevent some shenanigans with automatic targeting systems.
Thanks for your support. I disagree with the 'locked only' or 'selected only' filters because small gangs means quick action, you have seconds to react if a tackler comes for you, you don't want to miss it because you hadn't selected it. Clutter should be reduced enough using the overview rules to show/hide the vectors. It could however be added as an additional overview rule, so you have the option but you don't have to use it.
About the limit, consider that after all each ship drawn on screen is already quite a number of lines (and textures), it doesn't seem reasonable to me that one more vector per ship may slow down the client. What shenanigans are you thinking about?
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Usurpine
GDC Holding
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Posted - 2011.09.02 08:05:00 -
[153]
Any improvements on the HUD and getting rid of the lists i support.
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Ciccina Porcella
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Posted - 2011.09.04 16:06:00 -
[154]
A great idea. Supported!
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Rina Asanari
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Posted - 2011.09.06 08:20:00 -
[155]
Definitely a good idea. And please leave the movement indicators visible for all of the ships in the tactical overlay, especially in fleet battles it would help to track the movements of the squads in relation to you and each other.
Perhaps the tactical overlay could be made configurable in regards what elements are shown for all ships/the selected ship or not at all?
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Yankunytjatjara
Amarr Blue Republic RvB - BLUE Republic
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Posted - 2011.09.07 16:39:00 -
[156]
Originally by: Rina Asanari Perhaps the tactical overlay could be made configurable in regards what elements are shown for all ships/the selected ship or not at all?
Yes, that's at least what I was trying to say in my OP lol
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Darth Helmat
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Posted - 2011.09.08 23:09:00 -
[157]
Edited by: Darth Helmat on 08/09/2011 23:11:32
Originally by: Sam Lonnigan Edited by: Sam Lonnigan on 31/08/2011 18:12:26 Edited by: Sam Lonnigan on 31/08/2011 18:08:46 Good idea. To cut down on overview clutter, only show vectors for selected target/ object instead of everything on a grid, or have it as an option in settings to show vectors for all locked targets + a selected object regardless of weather or not it is locked.
Wouldn't you just use the same control that you use to select things that appear on the overview (including coloring)? so a red flashy battleship is a 3 pixel red flashy line on the overview and a corp member frig is a one pixel green line (or whatever)
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Yankunytjatjara
Amarr Blue Republic RvB - BLUE Republic
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Posted - 2011.09.09 15:02:00 -
[158]
M8 that makes so much sense that I have edited my proposal changing the segment from white to the same overview top category. Thanks!
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
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