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Thread Statistics | Show CCP posts - 0 post(s) |
Solaris Avanger
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Posted - 2011.01.27 23:57:00 -
[61]
suported missile lunchedv from, core of ship suck i want to see a pack of missile instead of i big ball of light ...
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Alias 6322A
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Posted - 2011.01.29 04:11:00 -
[62]
Bump.
Don't just read, support! Takes 30 seconds...for another 7 years of potentially way cooler missiles.
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Aion Amarra
Real Nice And Laidback Corporation Black Core Alliance
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Posted - 2011.01.29 23:26:00 -
[63]
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Ranka Mei
Caldari
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Posted - 2011.01.30 11:23:00 -
[64]
Since missiles have to fire in all direction, including right above and below you, I'm beginning to see why missiles appear ex nihilo. Unless ships were outfitted with visible launchers on each side of the ship (fugly), a more realistic animation in this regard may be hard to achieve. --
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Alias 6322A
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Posted - 2011.01.30 14:58:00 -
[65]
Edited by: Alias 6322A on 30/01/2011 15:02:58
Quote: Since missiles have to fire in all direction, including right above and below you, I'm beginning to see why missiles appear ex nihilo. Unless ships were outfitted with visible launchers on each side of the ship (fugly), a more realistic animation in this regard may be hard to achieve.
This is a very good point and one that I've thought on some. If the FB fix was used, this is less trouble as you can simply put in a graphic code much like other games that don't use real-time missiles. Be aware I have no idea how to program but in other games this is what you see:
Missile launches from point A and flies straight to circumference point B then at a radius of C rotates around point B until aligned at target and continues on. If I had a picture I'd show you but effectively the missile launches, flies to a set 'sphere' that surrounds the ship, based on the ship size, before it pulls a small u-turn towards the target, causing it to fly around (and not through) the launching ship. Imagine a real-world battleship firing a missile forwards at a target behind it - you see the missile launch straight or at an angle, then do a half loop backwards and over the battleship towards its target (not hitting the battleship of course).
EDIT: For those of you wondering about flight time calculation (we want to try and avoid skill changes of course), the flight time is calculated from the sphere surrounding the ship which at most would be maybe 500m for a battleship. The sphere doesn't necessarily need to be circular either, it could be a much smaller 'shaped' form for the missiles to base on. Again, I'm no programmer. The point is, if missiles take longer to reach a target behind them GRAPHICALLY we don't want the pilot penalized another 1km on his flight time. A potential work around is that the missiles move faster or slower graphically in the first moments of launch based on direction, then follow a set standard speed (like now) to the target. This gives the illusion of launching at different vectors but maintains a standard for the damage-side of things to work from.
IF turret-like launchers are used (which I prefer not) many ships need new skins to accommodate the needed hardpoints on top of the existing turret hardpoints. For example the Tempest only has 6 spots for turrets, another two would be needed for the launchers. My idea has the big box on its side (which I've always assumed to be the two launchers) should do the launching. BUT...turret launchers don't need to have missiles redirected as only the launchers facing the target would work.
All in all, keep the points coming but remember: This thread is calling for the development of a better missile launch graphic and has not explicitly chosen a particular style. How the devs want to go about doing that is their call, but I encourage everyone to post their idea on this thread so they have a pool to draw from.
I would also like to see more CSM and/or dev support...if a missile update can potentially reduce lag some more, who wouldn't want to look into this?
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Crucis Cassiopeiae
PORSCHE AG
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Posted - 2011.01.30 16:00:00 -
[66]
+1 "Everybody's at war with different things... I'm at war with my own heart sometimes" |
Sideof Fries
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Posted - 2011.01.30 20:19:00 -
[67]
I started EVE missioning as Caldari. Watching missiles fly out of my cockpit did not leave a good impression. It still doesn't.
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Alias 6322A
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Posted - 2011.01.31 17:36:00 -
[68]
Bump.
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a newbie
Trust Doesn't Rust Ushra'Khan
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Posted - 2011.01.31 17:58:00 -
[69]
Alias does bring about a good point with using a predesignated area for missiles to attain a distance before turning.
As I mentioned in another post I had read about how the original ships of EVE having these locations for separate missile launching and drone launching points on the models. They were removed in the production(beta) due to massive drawbacks of the video cards at the time.
I believe a compromise COULD be in order. If missiles fired forward to a designated area around the ship before making a correction, then one could have a predetermined outcome of the rendering. Each missile would then as Alias stated, make its correction towards its target. While theoretically this could cause missile delays in flight time, maybe it would work to treat them as the missiles do when they arrive in range of the target (the "missile whip").
As far as removing server load, I don't think that would particularly happen as the missiles would still need to converge at a certain point before making its arc, or in some cases a separate convergence outside the ship. Ships INSIDE this range would then cause for a really grotesque flight of missiles looping around in a weird ballet act.
Technical problems aside, a client could be coded to display the action of the missiles firing FROM the launchers, while the server calculates the math on its current trajectory settings with the client displaying the aforementioned "whip".
I think until the majority of EVE pilots however support machines that could render such a load, I think this will not gain support among CCP devs due to its limited access to pilots. Once it gained a following though, I could see a secondary box under "missile effects" in the general settings tab.
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Aquila Draco
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Posted - 2011.01.31 18:06:00 -
[70]
+1
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Ranka Mei
Caldari
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Posted - 2011.01.31 20:11:00 -
[71]
Whilst I can appreciate the concept and explanation of a virtual sphere, from the 'edge' of wich missiles take on their final path, I foresee at least one issue: Heavy Assault Missiles & Torpedos are unguided. I'm not 100% sure how much people are willing to accept such missiles taking u-turns, immersion-wise.
Otherwise solid idea. :) --
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Alias 6322A
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Posted - 2011.01.31 23:25:00 -
[72]
Quote: Heavy Assault Missiles & Torpedos are unguided. I'm not 100% sure how much people are willing to accept such missiles taking u-turns, immersion-wise.
Immersion-wise this is far into the future...but even now unguided missiles don't necessarily fly straight. Many have a short-direction-change charge in them at initial launch...think of it as a final touch before flying the primary course to its target. An example of this is when a pilot fires an unguided torpedo at a point on a station. To compensate for the pilot's potential error, the unguided missile will 'adjust' trajectory within tenths of a second to put it on that exact line needed before traveling the full distance.
Limitations are not the lack of computer but fuel for unguided missiles...typically they carry much larger payloads and thus need more fuel for quick movement forward, which in turn sacrifices fuel for side movements for readjustment, as seen in guided missiles. While a U-turn is certainly a large change in direction, it is feasible during the initial 'alignment' after launch before traveling its designated path as a 'dumb' missile.
To the point, it was simply a potential idea but you do have a good point. Again, turret launchers may be the best bet but the missiles will definitely need the FB fix in that case...not to mention some ship skins will need adjustment (not necessarily bad, just more work). I'm personally advocating 'skin launching' but as stated, anyone is welcome to post their own idea on how to jazz up the missile launch graphic and (bonus points for this) find a way to reduce the lag that surrounds missiles.
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John Pounder
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Posted - 2011.02.03 14:44:00 -
[73]
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Alias 6322A
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Posted - 2011.02.04 20:39:00 -
[74]
Bump.
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Alias 6322A
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Posted - 2011.02.12 00:12:00 -
[75]
Bump.
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Alias 6322A
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Posted - 2011.02.26 22:04:00 -
[76]
Return of the Bumps.
(Moving in RL sucks...)
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Alias 6322A
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Posted - 2011.03.19 21:31:00 -
[77]
Returning from two weeks of dormancy and 6 pages...
Bump.
Go go new CSM - Get out and vote folks! They may only get half (or less) of what we ask, but you'll get nothing if you don't vote!
(And support my thread while you're at it...)
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Laerise
PIE Inc.
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Posted - 2011.03.26 08:23:00 -
[78]
_______ "Surround yourself with the faithful, Stand together, for there is no strength like it under the heavens." - The Scriptures, Book of Missions 71:21 |
Dhuras
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Posted - 2011.03.26 16:27:00 -
[79]
bumping for justice, caldari missile ***** reporting for duty.
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slarti fast
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Posted - 2011.03.27 12:49:00 -
[80]
Edited by: slarti fast on 27/03/2011 12:50:25
I'm Amarr, but fly Caldari, excellent idea
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X 2T96
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Posted - 2011.03.28 01:02:00 -
[81]
Would love to see the missile silos on my scorp actually used. |
Alias 6322A
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Posted - 2011.04.14 05:37:00 -
[82]
Bump: Changed second post of OP in regards to Fanfest 2011 introducing the new graphics for turrets. Can I get any members from the CSM6 to ask CCP if they are also considering updating the missile graphics?
Link to video of the new turrets (which look cool, albeit they all look the same) is in the OP with the other missile videos.
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D'mitri Ahriman
Solenus Directive Rieos Coalition
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Posted - 2011.04.14 12:15:00 -
[83]
Yes please. supported
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Spades Slick
Caldari Provisions
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Posted - 2011.04.14 20:47:00 -
[84]
Edited by: Spades Slick on 14/04/2011 20:47:39 Supported.
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Alias 6322A
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Posted - 2011.04.18 01:28:00 -
[85]
Spades: While those look like launchers in your photo, if you watch the video itself, they labeled them as Ion Blaster II's. Also, that would mean CCP is pursuing hardpoint launchers. As OP says, many missile-oriented ships don't actually have the harpoints in their skins for launchers (the Caracal and Drake being excellent examples).
I'm all for a new missile graphic, but I think many would agree that hardpoint launchers won't work unless: A) The FB fix is used so that lag isn't increased by missiles launching from multiple points, and... B) The skins are updated for ships that have no hardpoints or not enough hardpoints (Drake, Caracal, Tempest, Typhoon...etc)
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Alexei Antonov
The Devil's Brigade
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Posted - 2011.04.18 03:44:00 -
[86]
Def supported. Missiles haven't changed graphically (since post beta I think? Correct me if wrong) in a stupidly long time while guns(I love AC's btw) have gotten effect changes and now epic turrets. At the very least change the spawn points to surfaces on the ships. [url=http://gho.eve-kill.net/?a=pilot_detail&plt_id=375068] [/url] |
Naomi Knight
Amarr
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Posted - 2011.04.18 08:44:00 -
[87]
this is a must , missiles are left behing even in graphic :(
about defender ms just remove them from the game, same for fighterbomber remove them with the supercaps too
oh and dont forget the trails those should be awesome like realy awesome then the explosions too :)
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Bender 01000010
EVE-RO -Mostly Harmless-
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Posted - 2011.04.27 11:32:00 -
[88]
support
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Alias 6322A
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Posted - 2011.05.10 05:07:00 -
[89]
Bump.
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Darryl Ward
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Posted - 2011.05.10 15:40:00 -
[90]
I strongly support this. No changes to missile mechanics, only to their appearance. The same should be said for all weapon systems. Many of us have seen CCP's improved turrets video, this is taking it in the right direction.
I would like to see all weapon systems look cooler when firing, especially when grouped. There should be some delay between turret shots, even though the mechanics would still work as if it were grouped. And please, throw some variations in the sound effects. Even slight changes in pitch per shot would add some depth rather than the pounding, monotonous "phoom" or "kakaka".
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