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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.14 11:53:00 -
[1]
Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship. Or better said, like T3 submodules. So they should probably be called "decals" not "paintjobs".
You just have to make it so that "ship x decal" only fits on "ship x" (or maybe all its variants, why not - why not have a regular Scorpion with a Rattlesnake paintjob, or a Rattlesnake with a regular Scorpion paintjob).
You fit the "Scorpion <whatever> Decals" on a regular Scorpion and it becomes (visually) the same as the (currently different item ID) Scorpion. Take the paint/decal/whatever you want to call it off, repackage it and sell THAT on the market. Whoever buys it can apply it to his own Scorpion. Lather, rinse, repeat.
_
Make ISK||Build||React||1k papercuts
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Raid'En
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Posted - 2011.06.14 11:56:00 -
[2]
Edited by: Raid''En on 14/06/2011 12:00:49 if they need to add a new ship ID for anything visually different it means they can't change the graphic of something without changing what this item is. graphic is linked to the item itself, and can't be changed... without copying the item to another one with these.
but it's true there's T3... does T3 have different ID depending on what subsystems are inside ? it could explain why we can't swap modules while in space, and only in station... if that's the case... seems it's that. then they have to add some special slots to all ships, and give them the special characteristics that only the T3 had... must be lots of works and explain some things...
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Serpents smile
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Posted - 2011.06.14 11:57:00 -
[3]
Would make too much sense. It's CCP, you know? (crap do I sound bitter and I'm not even a vet) 
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.14 12:09:00 -
[4]
Edited by: Akita T on 14/06/2011 12:14:39
Originally by: Serpents smile crap do I sound bitter and I'm not even a vet 
Welcome to the bitter side 
Originally by: Raid'En then they have to add some special slots to all ships, and give them the special characteristics that only the T3 had... must be lots of works and explain some things...
Well, they added rigs once upon a time when there were none, I doubt it would be radically more complicated coding-wise, but then again, who knows. You'd think they could reuse at least some of the work they did.
It side-steps the ugly issue of possibly making minerals available from NPC sales in some form. And also side-steps the need to have the "Noble Exchange" accept any item trade-ins.
Last but not least, whatever the chosen volume for the "paintjob/decal" item will be, it will most likely be far, far smaller than the full ship - and with them being easier to move, it makes them more attractive to purchase. Hell, I can see people buying the full damn set of paintjobs for whatever ship they have, just for the heck of it, since they can probably easily move ALL of them in the cargo of the ship itself to the new base of operations. Now imagine how that would be like if you had to move 20 ships instead of 1 ship with 19-20 paintjob items in its cargo. _ _
Make ISK||Build||React||1k papercuts
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Wacktopia
Dark Side Of The Womb
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Posted - 2011.06.14 12:15:00 -
[5]
/support
This is a really, really good idea.
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Skippermonkey
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2011.06.14 12:23:00 -
[6]
/support
anything is better than the currently suggested cluster**** - - - - - - - - - - - - - - - - - - - - - OLD FORUM I ♥ YOU, NEVER LEAVE ME AGAIN! |

salty Milk
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Posted - 2011.06.14 12:25:00 -
[7]
livery would be a more suitable name unless you really only want to see paint
i like my old classic client velvet guardian and i want the velour back
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Pierced Brosmen
Priory Of The Lemon
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Posted - 2011.06.14 12:32:00 -
[8]
Edited by: Pierced Brosmen on 14/06/2011 12:35:01
Originally by: Akita T Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship.
Why should you be able to get your paint-job back? That is like painting your house and then when you move to a new house, you sc**** (lovely profanity filtering there) the paint off the old house and apply it to the new one.... Not gonna look pretty, mate 
No, I think the paint job should be permanent, or that you can replace it with another one, but losing the old paint job in the process.
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Savage Angel
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Posted - 2011.06.14 12:32:00 -
[9]
After years of dealing with legacy code, I assure you that some of the new development on a large existing application is working around the sins of the past. Often it is easier to patch up the corner someone before you painted the program into rather than rewriting a large amount of core functionality to make the solution elegant.
I hate doing it myself, but it is a fact of life. We will have to guess as to why a decal job would be more involved than the OP suggests, but if CCP could put stuff out with less work, why wouldn't they?
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Wacktopia
Dark Side Of The Womb
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Posted - 2011.06.14 12:44:00 -
[10]
Originally by: Savage Angel After years of dealing with legacy code, I assure you that some of the new development on a large existing application is working around the sins of the past. Often it is easier to patch up the corner someone before you painted the program into rather than rewriting a large amount of core functionality to make the solution elegant.
I hate doing it myself, but it is a fact of life. We will have to guess as to why a decal job would be more involved than the OP suggests, but if CCP could put stuff out with less work, why wouldn't they?
Because someone somewhere wants to start leaching more $$$ out of the game. Plain and simple.
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Hannibal Ord
Minmatar Noir. Noir. Mercenary Group
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Posted - 2011.06.14 12:47:00 -
[11]
This was the first idea to come to mind when thinking about paint jobs which means CCP never even considered it as a possibility because it's much better to create ships out of thin air.
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Cognito Ergosum
Amarr Vulkan Schiffbau und Maschinenfabrik AG
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Posted - 2011.06.14 12:49:00 -
[12]
Originally by: Wacktopia
Originally by: Savage Angel After years of dealing with legacy code, I assure you that some of the new development on a large existing application is working around the sins of the past. Often it is easier to patch up the corner someone before you painted the program into rather than rewriting a large amount of core functionality to make the solution elegant.
I hate doing it myself, but it is a fact of life. We will have to guess as to why a decal job would be more involved than the OP suggests, but if CCP could put stuff out with less work, why wouldn't they?
Because someone somewhere wants to start leaching more $$$ out of the game. Plain and simple.
I've got that bad 'end of product life cycle' feeling.
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S'qarpium D'igil
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Posted - 2011.06.14 12:53:00 -
[13]
Edited by: S''qarpium D''igil on 14/06/2011 12:52:57 This is a very good idea -- much better than the stupid plan that CCP has come up with... 
Would a dev care to explain why this isn't being done, and if it's not possible, then why can't it be done?
I would much rather pay AUR for paint, and then use the paint however I please instead of being forced to choose a ship at the time of paint purchase.
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Skippermonkey
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2011.06.14 12:56:00 -
[14]
i'm all for a paint/livery slot on a ship
and like rigs they would be non-removable
though... this does mean the fitting window is getting rather crowded - - - - - - - - - - - - - - - - - - - - - OLD FORUM I ♥ YOU, NEVER LEAVE ME AGAIN! |

Avon
Caldari Versatech Co. Raiden.
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Posted - 2011.06.14 12:57:00 -
[15]
Edited by: Avon on 14/06/2011 12:58:50 It's just a case of CCP wanting new shiny stuff without really thinking it through.
With the current Scorp skin drama, they could just sell a reskin token for Aurum and set up unlimited contracts requiring a Scorp + token to get the skinned scorp.
Hell, with the contract system you could balance all of the requirements and it is a system which is already in place.
A paint slot is a reasonable idea (especially for corp / alliance paintjobs) but shorterm the contract system would probably be a decent work-around.
Retro sig |

De'Veldrin
Minmatar Norse'Storm Battle Group Intrepid Crossing
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Posted - 2011.06.14 12:58:00 -
[16]
Edited by: De''Veldrin on 14/06/2011 12:59:34 Ok, I have obviously missed something somewhere.
Can someone link me to the original source of the "aurum for ships + paintjobs" threads?
Edit: Never mind, I just found it. --Vel
Originally by: Blacksquirrel
This is EVE. PVE can happen anywhere at anytime. Be prepared.
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Sealiah
Minmatar Coffee Lovers Brewing Club ROMANIAN-LEGION
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Posted - 2011.06.14 13:00:00 -
[17]
Edited by: Sealiah on 14/06/2011 13:00:55 Ther's no point in it, and you know it.
You could create another slot, but surely it should NOT work like a module, it should work like a rig. How on earth would you SC**** that paint and put it again on another ship? It's not like you put bonus armor plates on top, you just put a tiny layer of paint.
The solution that will be introduced is the best possible one.
EDIT: LOL at the forum nasty-word finder, he doesn't like removal of paint via S-C-R-A-P-I-N-G...
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The Illustrious Juden
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Posted - 2011.06.14 13:01:00 -
[18]
What is the science behind melting paint so it can be reused?
If we still don't have the science by EVE's time I like using decals more.
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Zagam
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Posted - 2011.06.14 13:13:00 -
[19]
bear in mind that every single "decal" requires a new texture, and a plan on how to map that texture best to each ship model. Lets just take battlecruisers for example:
With one "BC decal set of awesome", you would need to create a texture for..
Hurricane Cyclone Ferox Drake Myrmidon Brutix Harbinger Prophecy
And that is *without* getting into command ships.
The technical issue involved is that you need to make a whole lot of new textures, which all have to be loaded onto the client, and all have to be modeled for each ship. Just with standard BC, if you create 10 new paint jobs, you would need to model *80* new textures. ---------.oOo.---------- Chaos, Madness, and Destruction. My work here is done. |

Skippermonkey
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2011.06.14 13:16:00 -
[20]
Originally by: Zagam The technical issue involved is that you need to make a whole lot of new textures, which all have to be loaded onto the client, and all have to be modeled for each ship. Just with standard BC, if you create 10 new paint jobs, you would need to model *80* new textures.
That art department isnt employed to just look pretty! - - - - - - - - - - - - - - - - - - - - - OLD FORUM I ♥ YOU, NEVER LEAVE ME AGAIN! |

Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.14 13:20:00 -
[21]
+1 for sensible solution. (not sure about making it removable though, I mean what are they going to do, sc**** the paint off your ship and re sell it? I would go with having it like a rig in that its destroyed if you remove it) Only trouble is it should stay on when ship is repackaged. __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function 
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stoicfaux
Gallente
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Posted - 2011.06.14 14:18:00 -
[22]
Originally by: The Illustrious Juden What is the science behind melting paint so it can be reused?
Paint recycling is based on the science behind armor and hull repairers.
In fact, instead of a paint slot, we really should have a Paint Module. Seriously, if Armor and Hull repairers can magically fix holes, regardless of shape or size or location, in ships without having a large store of raw materials on board, and can do so in seconds, then an Infinite Paint Module should be child's play.
----- "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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salty Milk
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Posted - 2011.06.14 14:21:00 -
[23]
Subsystems change whole models.
Fairly sure at this point any CCP saying "not possible" is talking massive bullpies.
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Zagam
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Posted - 2011.06.14 14:25:00 -
[24]
Originally by: Skippermonkey
Originally by: Zagam The technical issue involved is that you need to make a whole lot of new textures, which all have to be loaded onto the client, and all have to be modeled for each ship. Just with standard BC, if you create 10 new paint jobs, you would need to model *80* new textures.
That art department isnt employed to just look pretty!
Right. I wasn't thinking about the art department. I was thinking about where those textures will be stored.
With just tech 1 ships, and not including any faction ships or capital ships, we have (roughly) 80 ship models. Figure 10 paint/livery textures, and you are looking at 800 textures. All of which have to be stored somewhere.
Store them on your computer, and EVE becomes bigger, and client-side delays/lag says hello. Store them on the server, and EVE becomes more bandwidth hungry, and server-side delays/lag says hello.
IMO, as a compromise, instead of doing designs, why not just do colors? For example, a hot pink paint job on an Iteron Mk5 is effective, as it says "shoot me" nicely. Also, a black paint job on a Machariel is appropriate, since the Mach is a stealthy-looking design on its own. Also, Minmatar ships should all have a silver paint job available, to go with the whole "duct tape" theme. ---------.oOo.---------- Chaos, Madness, and Destruction. My work here is done. |

Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2011.06.14 14:27:00 -
[25]
Originally by: Akita T Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship. Or better said, like T3 submodules. So they should probably be called "decals" not "paintjobs".
You just have to make it so that "ship x decal" only fits on "ship x" (or maybe all its variants, why not - why not have a regular Scorpion with a Rattlesnake paintjob, or a Rattlesnake with a regular Scorpion paintjob).
You fit the "Scorpion <whatever> Decals" on a regular Scorpion and it becomes (visually) the same as the (currently different item ID) Scorpion. Take the paint/decal/whatever you want to call it off, repackage it and sell THAT on the market. Whoever buys it can apply it to his own Scorpion. Lather, rinse, repeat.
Ever try removing the paint from your old car and putting it on your new one?
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Nuniki
Percussive Diplomacy
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Posted - 2011.06.14 14:41:00 -
[26]
Originally by: Sader Rykane
Originally by: Akita T Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship. Or better said, like T3 submodules. So they should probably be called "decals" not "paintjobs".
You just have to make it so that "ship x decal" only fits on "ship x" (or maybe all its variants, why not - why not have a regular Scorpion with a Rattlesnake paintjob, or a Rattlesnake with a regular Scorpion paintjob).
You fit the "Scorpion <whatever> Decals" on a regular Scorpion and it becomes (visually) the same as the (currently different item ID) Scorpion. Take the paint/decal/whatever you want to call it off, repackage it and sell THAT on the market. Whoever buys it can apply it to his own Scorpion. Lather, rinse, repeat.
Ever try removing the paint from your old car and putting it on your new one?
Good comparison.
Ever try shield tanking oncoming traffic? Your signature is too large. Please note that the maximum permitted signature size is 24,000 bytes. Spitfire
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Xindi Kraid
The Night Wardens
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Posted - 2011.06.14 14:44:00 -
[27]
Originally by: stoicfaux
Originally by: The Illustrious Juden What is the science behind melting paint so it can be reused?
Paint recycling is based on the science behind armor and hull repairers.
In fact, instead of a paint slot, we really should have a Paint Module. Seriously, if Armor and Hull repairers can magically fix holes, regardless of shape or size or location, in ships without having a large store of raw materials on board, and can do so in seconds, then an Infinite Paint Module should be child's play.
Why the need to have a paint module in the first place? Those nanites always seem to be able to match the color of the repaired areas with the original color. -Xindi Kraid: Delivering acerbic wit and scathing comments with just a dash of 'stab you in the eye' |

Tira Mitzu
Sphere Industries
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Posted - 2011.06.14 14:50:00 -
[28]
Hey if I get to 9.0 standing (more or less idc would grind to 10.0) with Roden could I perhaps buy their Mega "decal" in the noble store at their stations?
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Skippermonkey
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2011.06.14 15:13:00 -
[29]
Originally by: Xindi Kraid Why the need to have a paint module in the first place? Those nanites always seem to be able to match the color of the repaired areas with the original color.
I think it would be way cooler if the repair that the armor nanites DIDNT match up with the current color scheme, that way, you can see your battle scars
Originally by: me in game... hmm, today i think i'll load the PINK armor nanites
- - - - - - - - - - - - - - - - - - - - - OLD FORUM I ♥ YOU, NEVER LEAVE ME AGAIN! |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.14 15:27:00 -
[30]
Edited by: Akita T on 14/06/2011 15:30:54
Originally by: Zagam bear in mind that every single "decal" requires a new texture, and a plan on how to map that texture best to each ship model. [...]The technical issue involved is that you need to make a whole lot of new textures, which all have to be loaded onto the client, and all have to be modeled for each ship. Just with standard BC, if you create 10 new paint jobs, you would need to model *80* new textures.
The textures will exist. Some are on SiSi already. It's not a question of making the textures. It's a question of HOW they implement the "decals" (or "paintjobs" if you prefer).
Right now, they plan on having different item type IDs for each differently-painted ship, instead of having a small item that gets "added" to an existing ship to change its texture. This means that if you want "Scorpion Red", you have to buy the ship "Scorpion Red", but if you also want "Scorpion Blue" you have to buy a second ship, and so on and so forth. The propose alternative was it should only be one ship, and you apply "stuff" on it that turns it from "Scorpion Regular" into either "Scorpion Red", "Scorpion Blue" or whatever other variants they plan on having.
Originally by: Sader Rykane Ever try removing the paint from your old car and putting it on your new one?
That's why I called'em "decals" 
But then again, when was the last time you nearly totaled your car, pressed a button, and slowly your ship repaired itself using just energy from the battery until it was brand-new, fresh paint included ? Because that pretty much already happens constantly in EVE right now whenever you turn on an armor (or hull) repper.
Basically, the "paint job" would just be a script for the repair nannies to change the colour of the repairs.
   _
Make ISK||Build||React||1k papercuts
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Pierced Brosmen
Priory Of The Lemon
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Posted - 2011.06.14 15:37:00 -
[31]
Originally by: Akita T
Originally by: Sader Rykane Ever try removing the paint from your old car and putting it on your new one?
That's why I called'em "decals" 
Ever tried pulling your decals off your old car and putting them on your new one? 
Joking aside. I think the main reason the different paint-jobs/decals/liveries/whatever is made as different item type-ID's is bechause they easily can create new ships in the database. Adding a bling-bling slot in the fitting window will require a modification in the database itself so that the ship appearace is dictated not only by the type-ID, but also based on whatever is in the new slot. Thinking how complex eve is, the coding (and subsequent potential to break things and create more bugs) would be a rather large undertaking.
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Pineapple Squatsauce
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Posted - 2011.06.14 15:59:00 -
[32]
There are a lot of ways to implement the whole paint job thing, but what it really boils down to is time and energy. Adding the ability to customize the skin of a ship by adding a "paint job" module or what have you would require a great deal of work. Like, a gigantic pile. New graphics have to be created, the UI needs to be updated to allow for it, and then you have to rework how the models themselves work. Then you have to make sure that, aesthetically, everything looks a'ite. Provided you get the models to work the way you want them to, it still might cause some difficulty implementing some other feature down the line. I'm not sure if CCP has the manpower available and working on EVE right now to pull that off.
While I agree that the permanent conversion of a standard Scorpion model to a fancy Scorpion model might not be ideal, I do think it's probably the most reliable way of introducing the feature given the current state of the game engine. I think a complete overhaul of the game engine and all art assets would be a wonderful thing, but it ain't happening all at once and it won't be completed any time soon, if ever.
Maybe if this Aurum thing works out well for CCP they can hire additional artists, coders, and modelers and get this thing done.
***********************************************
I am Pineapple Squatsauce and I approve of this message. |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.14 16:56:00 -
[33]
Also, a "paint slot" would NOT broadcast to everybody via the overview that you paid AUR to get a ship  |

Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2011.06.15 14:10:00 -
[34]
Originally by: Akita T
Basically, the "paint job" would just be a script for the repair nannies to change the colour of the repairs.
  
Well in that case we should all have infinite paint jobs.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.15 14:15:00 -
[35]
Originally by: Sader Rykane
Originally by: Akita T Basically, the "paint job" would just be a script for the repair nannies to change the colour of the repairs.
Well in that case we should all have infinite paint jobs.
Nah, it's mostly a DRM thing. Like T2 BPOs.  _
Make ISK||Build||React||1k papercuts
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Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2011.06.15 14:24:00 -
[36]
Originally by: Akita T
Originally by: Sader Rykane
Originally by: Akita T Basically, the "paint job" would just be a script for the repair nannies to change the colour of the repairs.
Well in that case we should all have infinite paint jobs.
Nah, it's mostly a DRM thing. Like T2 BPOs. 
I'm sure theres an eve version of ThePirateBay.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.06.15 14:42:00 -
[37]
Edited by: Tres Farmer on 15/06/2011 14:45:09 Paint-rigs sounds nice.. ship blows up or gets repackaged, you have to repaint it..
Could even stack it.. you could buy pattern-paint-rigs that would be a bit dearer but you could run around with spots or stripes or bubbles or camouflage or checkers or.. hell, I don't know, whatever CCP comes up with. And then you could have colour-paint-rigs that would be a bit cheaper and work out of the box on the standard dark/bright scheme all ships inherit.
I'd love that.
It's also pretty easily scalable. They could start of with the colour-paint-rigs and work with the standard dark/bright masks all ships already have. And then over time they could introduce the pattern-paint-rigs, which would change the dark/bright masks of your ship.
PS: ..count till 3 until this gets moved to the Forget & Ignore Forums. 
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody!  |

Sarina Berghil
Minmatar New Zion Judge Advocate Yulai Federation
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Posted - 2011.06.15 14:42:00 -
[38]
Akita's suggestion seems like a far superiour solution.
Making every coat of paint possible to apply to every ship is probably a lot of work. A workaround could be to have specialized paint jobs for individual ships, so that a Scorpion paint job wouldn't fit in a Rifter paint slot.
I also suspect that a trade-in option would void insurance and destroy rigs, a paint slot solution could be used on an assembled ship.
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Isidore Tailleur
Sniggerdly Pandemic Legion
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Posted - 2011.06.15 15:09:00 -
[39]
Yes except they should work like rigs and be destroyed with the ships.
You don't scrap off the paint an re-use it is just silly...
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Tric Starless
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Posted - 2011.06.15 15:10:00 -
[40]
Originally by: Pierced Brosmen Edited by: Pierced Brosmen on 14/06/2011 12:35:01
Originally by: Akita T Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship.
Why should you be able to get your paint-job back? That is like painting your house and then when you move to a new house, you sc**** (lovely profanity filtering there) the paint off the old house and apply it to the new one.... Not gonna look pretty, mate 
No, I think the paint job should be permanent, or that you can replace it with another one, but losing the old paint job in the process.
Just make it like a rig slot. Heck, they could probably even re-use some of the rig slot code. The paint Job item could still be traded before using (call it a Paint Job Voucher if you like), but once used, it's effectively gone from game. Makes no difference as far as the $ they'd get from micro-transactions.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.06.15 15:18:00 -
[41]
Edited by: Tres Farmer on 15/06/2011 15:19:12
Originally by: Tric Starless
Originally by: Pierced Brosmen
Originally by: Akita T Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship.
Why should you be able to get your paint-job back? That is like painting your house and then when you move to a new house, you sc**** (lovely profanity filtering there) the paint off the old house and apply it to the new one.... Not gonna look pretty, mate 
No, I think the paint job should be permanent, or that you can replace it with another one, but losing the old paint job in the process.
Just make it like a rig slot. Heck, they could probably even re-use some of the rig slot code. The paint Job item could still be traded before using (call it a Paint Job Voucher if you like), but once used, it's effectively gone from game. Makes no difference as far as the $ they'd get from micro-transactions.
Yep, and doesn't give any advances ingame.
CCP Zinfandel.. there is your solution.. go for it!!
Run with it!!
Get some Dev's, get them paid through the revenue this will create.
I'd grab the guy who was responsible for the rig changes 1-2 years ago.. the guy who changed the code so we could have small and medium rigs, besides the multi-fit and now large rigs. And then you want some art guy who knows what to do with textures and stuff.
Go, go, go!!!
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody!  |

Electra GaafCramo
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Posted - 2011.06.15 15:22:00 -
[42]
OP suggests that paint works like a rig, just that it isn't destroyed when removed.
Same goes when I repaint my flat, I usually take all the old paint down from the wall, and put it back in the bucket, ready to be reused at another occassion...
:p
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Cipher Jones
Minmatar
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Posted - 2011.06.15 15:33:00 -
[43]
You are going to be allowed to put your corp/alliance logo on your ship in the future. Thats been stated, so I am taking a WAG here that theres not going to be a unique ship ID for every single ship in the game at that point.
Sounds like releasing unfinished content to me, but CCP doesn't do that. . Adapt and overcome or become a monkey on an evolution poster.
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Althus Treefingers
Minmatar Voluval Security Services
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Posted - 2011.06.15 16:01:00 -
[44]
You wouldn't necessarily need a brand new texture for each colour. Just one "colourable" texture with desaturated sections that can be colourized client-side on the fly. I've had tons of games in the past that used something similar. Homeworld, for one, being the closest to EVE I can think of. You could pick two RGBs and your entire fleet was painted on the spot. No new textures, just a shader or something.
An added benefit would be that you could probably have a setting to ignore colourized ships on crap gfx cards.
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Clavian Voi
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Posted - 2011.06.15 16:05:00 -
[45]
Because it's CCP. Trivializing the momentous and complicating the obvious.
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Salomei
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Posted - 2011.06.15 16:08:00 -
[46]
Originally by: Cipher Jones You are going to be allowed to put your corp/alliance logo on your ship in the future. Thats been stated, so I am taking a WAG here that theres not going to be a unique ship ID for every single ship in the game at that point.
Yeah, decals are old tech. Got a '90s FPS that shows bulletholes on the wall? Don't think that it calculates, creates, and places a whole new texture for the entire wall. It just slaps a small hole texture over the big wall texture.
You could do the same with paint as would be done with corp logos. Just one decal set for each hull (no need to set T1/T2 apart). Choose your colour when you apply it. The fancy tiger stripes and flame jobs can come later (much later).
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Simetraz
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Posted - 2011.06.15 16:21:00 -
[47]
Mechwarrior Series was the last game I played that used Corp tags.
Basically you created a TGA file it had size and limits. The TGA was basically uploaded by the game and you downloaded other tga's from the server automatically. IF you had no corp sig you were given a default one so the graphics weren't messed up.
But the scale was a lot smaller on Mechwarrior. A different method will have to be used for EVE but not entirely.
The paint job reminds me of what they did in Everquest (original)\. The you could change the color of the cloak/armor but you were overlaying the color on top of the existing texture. So sometimes the results were good sometimes they were , well interesting. But you never lost the flavor of the item.
CCP should look at some old games before commiting to much into this. There may be some fairly simple solutions already out there.
Besides lets face it we are talking vanity items here.
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Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.15 16:35:00 -
[48]
Edited by: Soden Rah on 15/06/2011 16:36:10 Actually as I think about this more and more the better an idea it sounds...
you could have several 'paint' slots on ships, which would mean you could chose to have one to modify the base paint job one to add in corp/alliance decals one to add a couple of personal decals (like the girls painted on the noses of B17's, Memphis Belle and all that. or guristas donni darko bunny :-))
CCP could charge AUR (if they really have to) for the personal and base paint scripts or whatever, and the Corp/alliance ones would be isk only (EDIT and only purchasable from the corp/alliance who owns/makes them).
you could also make it so that you can get the base/personal paint jobs in game, via rare mission rewards at the end of storyline's or faction/officer drops out in nulsec... Then you could have those that 'earned their fancy paint jobs' and those that just brought them trying to look cool...
If you make them like rigs so they can't be removed (but make them survive repackaging [coding hard but not impossible, could apply to actual rigs as well, but they increase the repackaged size of the ship]) then they stay rare and CCP still has people wanting to pay AUR for them rather than however much it costs to get one dropped by a officer spawn.
Ideally the paint jobs would also have some provenance so you can tell if it was really won by hard work in game, or is simply a cheap knock-off bought in an AUR store.
Anyone else like this idea? __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function 
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Adunh Slavy
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Posted - 2011.06.15 17:01:00 -
[49]
I like the paint slot idea or all the other sorts of variation ideas, all sounds good to me. The only trouble with these ideas is CCP would likely have to redo a significant amount of code to make it happen.
The client, to load and render an item in the space, likely keys everything off the TypeID and makes all of its determinations of what to draw from that alone. If there was a "paint" slot, then not only does the server need to send that information, but the client needs to evaluate it and then assemble the information into something that it can draw in real time, versus draw something that is already canned and more or less ready to go.
This is of course not impossible to do, but it is different from what is being done now. The less expensive choice, in production terms, was this no-paint-job-slot option.
My preference is the paint jobs, player made skins, so on and so forth ad nauseam, but I do think it important that we consider what it is we're debating.
The Real Space Initiative - V7
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Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.15 17:04:00 -
[50]
Originally by: Adunh Slavy I like the paint slot idea or all the other sorts of variation ideas, all sounds good to me. The only trouble with these ideas is CCP would likely have to redo a significant amount of code to make it happen.
The client, to load and render an item in the space, likely keys everything off the TypeID and makes all of its determinations of what to draw from that alone. If there was a "paint" slot, then not only does the server need to send that information, but the client needs to evaluate it and then assemble the information into something that it can draw in real time, versus draw something that is already canned and more or less ready to go.
This is of course not impossible to do, but it is different from what is being done now. The less expensive choice, in production terms, was this no-paint-job-slot option.
My preference is the paint jobs, player made skins, so on and so forth ad nauseam, but I do think it important that we consider what it is we're debating.
it may very well take more work... but you get a much better product at the end that isn't game breaking, and is much more flexible.
As I see absolutely no reason to rush this... __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function 
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Rykuss
Gallente
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Posted - 2011.06.15 18:04:00 -
[51]
Why not incorporate this into the repair shops. One stop paint and body shops, no need create any new rigs, modules, interfaces. Can we has a t-shirt that says "I survived teh lulz" for our avatars please? I'd totally effin' buy that!
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Terminal Insanity
Minmatar Convex Enterprises
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Posted - 2011.06.15 18:23:00 -
[52]
Originally by: Cognito Ergosum
Originally by: Wacktopia
Originally by: Savage Angel After years of dealing with legacy code, I assure you that some of the new development on a large existing application is working around the sins of the past. Often it is easier to patch up the corner someone before you painted the program into rather than rewriting a large amount of core functionality to make the solution elegant.
I hate doing it myself, but it is a fact of life. We will have to guess as to why a decal job would be more involved than the OP suggests, but if CCP could put stuff out with less work, why wouldn't they?
Because someone somewhere wants to start leaching more $$$ out of the game. Plain and simple.
I've got that bad 'end of product life cycle' feeling.
indeed.
this is exactly what they did with GuildWars once they had started work on GW2 (dust in this case)
They just started adding features and charging for them... such as expanded storage slots for money, etc.... They're just trying to bash every penny they can outta us before the game dies.
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Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
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Posted - 2011.06.15 18:55:00 -
[53]
CCP << Please consider this thread.
Stop the microtransaction madness.
***** Signature may appear without warning! ***** Please do not feed the trolls, it builds dependency.
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Adunh Slavy
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Posted - 2011.06.15 19:36:00 -
[54]
Originally by: Soden Rah
it may very well take more work... but you get a much better product at the end that isn't game breaking, and is much more flexible.
As I see absolutely no reason to rush this...
I agree with you 100%. Considering the recent Scorpion-Gate, and now this 3rd party licensing business, I think we know where CCP's priorities are and why we get what we get.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.06.16 01:35:00 -
[55]
CCP Zinfandel.. the idea is still for grabs.. where are you?
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody!  |

Syphon Lodian
Gallente
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Posted - 2011.06.16 01:44:00 -
[56]
The current plan for painting ships seems like more trouble than it really needs to be.
This would make sense, but as someone suggested, it's not possible to simply change the appearance of an item without changing the item completely? So you have to exchange 1:1 to get the new appearance.
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Schmacos tryne
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Posted - 2011.06.16 03:53:00 -
[57]
Unsupported.
If people wan't to get "vanity stuff" and be flashy, they would better be prepared too lose it in a big bang aswell...
Griefing is going to be raised to a whole new level by blowing up all the unicorn ships floating around in HS. (got a lot of 'fresh out of the oven' BCs in my hangar just for this particular reason^^)
Personally I don't give a fukk about vanity crap but I do see the potential of and lots of while CCP makes $$$ on their pain   
MUHAHAHAHAhahahaha...
MUUUUUUUHAHAHAHAHAHAHA!!!! |

Cyrus Doul
E0 Corp
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Posted - 2011.06.16 04:15:00 -
[58]
Originally by: Syphon Lodian The current plan for painting ships seems like more trouble than it really needs to be.
This would make sense, but as someone suggested, it's not possible to simply change the appearance of an item without changing the item completely? So you have to exchange 1:1 to get the new appearance.
If they make it like the subsystems. If you ever get a t3 or can fly one, go get a stack of subsystems. Depending on the ones you have in the ship design changes.
Example. Not sure what subs are what. but you can mix and match all the different slices and its still a Tengu. If they can do that I'm sure they can implement a slot with an item that just points at a different ship model in the game.
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Digital Messiah
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Posted - 2011.06.16 04:32:00 -
[59]
I am a Digital Messiah and I approve of this thread 
Quote: Don't Panic
 |
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CCP Zinfandel

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Posted - 2011.06.17 15:41:00 -
[60]
I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me.
Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals.
I will add these ideas to the list of requests for the game design folks to consider.
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Adunh Slavy
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Posted - 2011.06.17 15:45:00 -
[61]
Originally by: CCP Zinfandel
I will add these ideas to the list of requests for the game design folks to consider.
They've only been in Features and Ideas forum for years 
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Aquana Abyss
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Posted - 2011.06.17 15:48:00 -
[62]
Please add the option for player manufacturers to have some sort of either hallmark colour or insignia into the "reskin" plans.
Manufacturers 'Branding' in Eve could be amazing for the game and done by something as simple as a colour scheme.
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.17 15:56:00 -
[63]
Extremely unlikely.
CCP would have to (based on comments made in the past) have to redo every single ship texture and how they are plugged into the graphics engine to allow for another texture layer to be added that conforms to the ship.
IF you planned for this when the Trinity II engine was prepping during 2005-2007, then you would have something.
There are only so many layers and channels available...
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
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CCP Spitfire
C C P C C P Alliance

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Posted - 2011.06.17 16:06:00 -
[64]
Edited by: CCP Spitfire on 17/06/2011 16:08:15
Originally by: AlleyKat Extremely unlikely.
CCP would have to (based on comments made in the past) have to redo every single ship texture and how they are plugged into the graphics engine to allow for another texture layer to be added that conforms to the ship.
IF you planned for this when the Trinity II engine was prepping during 2005-2007, then you would have something.
There are only so many layers and channels available...
AK
If I may chime in: actually, this work has already started last year. You can check out this post by CCP Hammer and this dev blog for more information.
Edit: and it seems I've misunderstood your post. Yet, a part of my statement is still valid: we do need to redo every single ship texture in the game.
Spitfire Community Representative CCP Hf, EVE Online |
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Janus Talmash
Talmash Imports and Exports Group
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Posted - 2011.06.17 16:10:00 -
[65]
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me.
Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals.
I will add these ideas to the list of requests for the game design folks to consider.
The tattoos worked out very nicely, I'd happily wait a lot longer if that means the decals will work/show in a similar manner.
________ Amat victoria curam.
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.17 16:47:00 -
[66]
Originally by: CCP Spitfire ...and it seems I've misunderstood your post...
Confirming my post was written in haste and is subject to misinterpretation 
AK |

Malen Nenokal
The Nightshift
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Posted - 2011.06.17 17:14:00 -
[67]
This would be ideal. I really wish CCP could just hold off on the feature completely so this would be possible. If it was a matter of just slotting a "decal", I would probably be more interested in buying into the whole scheme. |

Roderak Pleem
Minmatar Abandoned Land
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Posted - 2011.06.17 18:29:00 -
[68]
Edited by: Roderak Pleem on 17/06/2011 18:34:14 I think the idea here is good. Let's add something else.
Buy IW Scorpion paintjob/decal/refit (whatever you want to call it) with AUR
Costs ISK to have it applied to your Scorpion. Gotta pay the painters/refitters.
Costs ISK to have it removed from your ship. Again, gotta pay for the work to be done.
Once removed, it could be resold or fit to another Scorpion. However, it always costs ISK for application to and removal from ship.
Edit: made sure it said Scorpion specifically for this particular example.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.18 08:44:00 -
[69]
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me. Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals. I will add these ideas to the list of requests for the game design folks to consider.
\o/ yaaaay Now if only they'd actually go with it, that would be super... _
Make ISK||Build||React||1k papercuts
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cerbus
Aliastra
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Posted - 2011.06.18 11:06:00 -
[70]
Originally by: Akita T
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me. Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals. I will add these ideas to the list of requests for the game design folks to consider.
\o/ yaaaay Now if only they'd actually go with it, that would be super...
We brought this to CPP two years ago Akita with the 4th CSM and then again with the 5th. While the general basis of what you described is similar, the responses from both the players and ccp are pretty much the same.
I've written comments on this for so many years now I can't really be arsed to do so again but there is definately an easy way for them to get this working now with minimal effort - aslong as there are no new module types involved such as the rig like modules that you (and I) would really like.
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Vincent Athena
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Posted - 2011.06.18 15:03:00 -
[71]
Originally by: CCP Spitfire
........
Edit: and it seems I've misunderstood your post. Yet, a part of my statement is still valid: we do need to redo every single ship texture in the game.
CCP, I'm wondering if you are still over-thinking the issue. Remember the "Golden Retriever" bug? I really doubt that bug was because an artist accidentally created a new skin for the Retriever. My guess is you just somehow got the wrong color assigned to the existing skin.
So how about giving us a slot that allows us to assign different colors to the existing skin and/or parts of the existing skin?
Limiting us to being able to select colors from a set palette would cover some issues: The amount of information that needs to be sent to each client would be small: one or two bytes per ship would define what colors were used. Also the issue of "Time to (Gentleman's sausage)" would go away as you would have control over the palette and patterns available.
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cerbus
Aliastra
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Posted - 2011.06.18 20:15:00 -
[72]
Edited by: cerbus on 18/06/2011 20:19:36 Oppurtunities for customisation:
Low Hanging or Possible Now:
- Base Pattern (Diffuse Texture + Mask Layer)
- Base Colour (Data)
- Secondary Colour (Data)
- Internal Light Colours (Data)
- External Light Colours (Data)
- Material Type (Data to control shaders and combinations of all texture layers)
Options for further iteration or Requires new PGS texturing Method:
- Exhaust / Engine Trail Type (Data)
- Damage Decal / Age Decal Layer (Series of Texture sets - Possibly Diffuse, Bump, Normal, Specular + Reflect)
- Paint Layer (Texture set - Probably Diffuse + Specular)
- Corp / Alliance Logo Placement
You can see that theres a kack load of options for customisation and the potential for alot man hours and work. If I was CCP I'd be rolling out sets of pre-designed (or call it painting if you want) ships which can be done now at minimal cost, say one frigate and cruiser from each race, based off one new base pattern (with their own unique database id) for each of those hulls but disable further options for customisation until those ships have been updated and the new texturing engine/ code has been written. They can test the waters and see how people pick it up, and theres no need for tricky new naming systems or market coding.
Each ship could come under the market class "Custom", ie. "Custom Cruisers" and then listed in the market based of the naming rights of that version (which is also the base or default colour for that ship) and then its Colour Combination (so that you can clearly see in the market what the base colour of the ship is without extra code written).
- ie.
Serpentis Thorax (Base Model) Serpentis Thorax - Intaki Red Goon Modified Thorax - Bumblebee Yellow (yeah right)
This would allow you to be able to buy the bpcs for the base ships and base colour combinations to continue the build process or to seed onto the market for those who don't want to use Aurum. For this example there would be no control over what the ships material looks like or the light colours as this would be restricted to the base textures for this unique database item. This is both good and bad - by restricting colour palettes and options for each race you can retain the integrity of CCPs art vision for the game but you won't have any control over these settings - boohoo new ship colours :P! In the instance that they decide to use a rig like module system for customisation you'd just not enable this feature on the ships that could use it until those assets had been upgraded to the new texturing system and the code had been written (theres room for role playing and storied here).
Other things that haven't been mentions yet is that we'll be pretty close to having damage, age and rust show on our ships. With a extra paint layer (and possibly a mask) we'd actually see some damage to our ships and not just a glowing dx8 effect with some ****ty smoke (we got smoke right?)
Some other cool **** we should get:
- Rare and Uber Rare custom design options dropped from missions or rewards from events.
- Options to bid on colour combination copywrites
- Naming rights for final builds
- Options for multiple new Micro-professions and levels of manufacturing
Its 8am time to sleep, maybe i'll waste sunday making pictures  cerbus
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.18 21:22:00 -
[73]
Originally by: cerbus One of the biggest issues though with having full customisation [...] The easiest way atm is to create premade combinations of ships
I don't think you really understood what I was saying.
I was not talking about full customization, I was talking about the "premade" combinations. The ones they're already planning to roll out, the ones on the ships that will be available in the "Noble Exchange" (NEX) Vanity Item / AUR shop. The only difference was in what you can buy in the NEX.
Right now, the plan is to buy a whole new ship from the NEX, hardwired by typeID to be of the "premade" colour. They briefly considered selling the full ship directly for AUR and not much else before they can also charge a base ship, but they dumped that idea after screams and shouts, so now they're waiting until they can consume a base ship in the process.
My suggestion was to have a sort of "PAINT SCRIPT" sold in the NEX instead of entire ships. All ships would have the same typeID, not many different ones. How the ship would look (i.e. the texture on it) would depend on what kind of "paint script" was loaded in the "paint/decal slot".
The advantage of a "paint script" would be that it's radically smaller than a ship, easier to move to a different market, and thus far, far more attractive to purchase (or purchase many different variants). It would also reduce the number of market subfolders that will be necessary. And it would also side-step the need to "push back" the release of the new paintjob ships until the NEX can be changed to accept ship exchanges, since, hey, no ship would be given out.
_
Make ISK||Build||React||1k papercuts
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cerbus
Aliastra
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Posted - 2011.06.18 21:24:00 -
[74]
Edited by: cerbus on 18/06/2011 21:24:51
Originally by: Akita T
Originally by: cerbus One of the biggest issues though with having full customisation [...] The easiest way atm is to create premade combinations of ships
I don't think you really understood what I was saying.
I was not talking about full customization, I was talking about the "premade" combinations. The ones they're already planning to roll out, the ones on the ships that will be available in the "Noble Exchange" (NEX) Vanity Item / AUR shop. The only difference was in what you can buy in the NEX.
Right now, the plan is to buy a whole new ship from the NEX, hardwired by typeID to be of the "premade" colour. They briefly considered selling the full ship directly for AUR and not much else before they can also charge a base ship, but they dumped that idea after screams and shouts, so now they're waiting until they can consume a base ship in the process.
My suggestion was to have a sort of "PAINT SCRIPT" sold in the NEX instead of entire ships. All ships would have the same typeID, not many different ones. How the ship would look (i.e. the texture on it) would depend on what kind of "paint script" was loaded in the "paint/decal slot".
The advantage of a "paint script" would be that it's radically smaller than a ship, easier to move to a different market, and thus far, far more attractive to purchase (or purchase many different variants). It would also reduce the number of market subfolders that will be necessary. And it would also side-step the need to "push back" the release of the new paintjob ships until the NEX can be changed to accept ship exchanges, since, hey, no ship would be given out.
thats exactly what i am talking about.
I was agreeing with you and showing how it would be possible to parts of this now and then iterate into that idea and more later.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.18 21:29:00 -
[75]
Edited by: Akita T on 18/06/2011 21:31:19
Correct me if I'm wrong, but...
1 (less important). You're mainly talking about eventually being able to build your own as you like from a set of variants, so longer-term stuff. I'm just talking about making those that are as good as there (since they say they're already placing the needed textures in the 21 Jun patch) already pre-matched and pre-packaged work ASAP.
2 (very important). You're also talking about different ships (as in, separate market entries for the packaged ship). I'm talking exact same ship (just one market entry for packaged ship), but when assembled, different items ("paint scripts") loaded into it (in newly created "paint slot") changing its visual aspect.
_
Make ISK||Build||React||1k papercuts
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cerbus
Aliastra
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Posted - 2011.06.18 21:45:00 -
[76]
Edited by: cerbus on 18/06/2011 21:49:20
Originally by: Akita T Edited by: Akita T on 18/06/2011 21:31:19
Correct me if I'm wrong, but...
1 (less important). You're mainly talking about eventually being able to build your own as you like from a set of variants, so longer-term stuff. I'm just talking about making those that are as good as there (since they say they're already placing the needed textures in the 21 Jun patch) already pre-matched and pre-packaged work ASAP.
2 (very important). You're also talking about different ships (as in, separate market entries for the packaged ship). I'm talking exact same ship (just one market entry for packaged ship), but when assembled, different items ("paint scripts") loaded into it (in newly created "paint slot") changing its visual aspect.
yeah, I know _exactly_ what you are saying (for a change). :P
I just offered more alternatives to making large portions of ships available on the market, aswell as allowing for some base texture differences which isn't possible with existing models (Except scorp, new maller and punisher?), and examples that would work right now.
I would personally do it with one unique database id' per base hull and then use modules/ scripts to customise further than base/secondary/diffuse/mask layers - but this isn't possible right now, unless each variant was named completely different in the database (huge) and the mechanics for fitting the designer scripts/ rigs existed. Sadly I wouldn't trust half the people in this game to try design what their ship looks like, so with the playerbase that we have in mind i'd just offer all completely premade and predesigned ships, call is "custom paint jobs" and thats it.
Also... the beauty of your idea and how i'd like to see it done is that it creates multiple levels of purchasing and manufacturing which not only opens this MT system to people who have limited isk or RL money, but it also creates oppurtunities for multiple mini-professions or people who can work on just one area if they so wish.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.26 12:24:00 -
[77]
Edited by: Akita T on 26/06/2011 12:25:00
Originally by: cerbus yeah, I know _exactly_ what you are saying (for a change). :P I just offered more alternatives to making large portions of ships available on the market, aswell as allowing for some base texture differences which isn't possible with existing models (Except scorp, new maller and punisher?), and examples that would work right now.[...]
Re-mentioned this thread's "conlcusions" after further chewing on them mentaly for a couple of days. To be honest, one can only hope (because, let's face it, it's not much more than just hope at this point) that at some distant point in the future, this might actually be how one does "buy" vanity ships - by purchasing basic paint components with AUR from the NEX, by having a player design a color scheme, maybe having to spend some extra AUR for that too, then manufacturing the "completed paint" item out of all those components using the customized blueprint-like (be it limited or unlimited run) assembly instructions, then selling THAT "paint item" to whoever wishes to use it. _
Make ISK||Build||React||1k papercuts
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Tobiaz
Spacerats
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Posted - 2011.06.26 12:31:00 -
[78]
Edited by: Tobiaz on 26/06/2011 12:33:13
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me.
Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals.
I will add these ideas to the list of requests for the game design folks to consider.
Oh look who crawled form under his rock. Want a good idea? Start playing the game more yourself. You're so disconnected with the community it's disturbing you're actually one of people that comes up with ideas to push down our throats. I know Hilmar is breathing down your neck, but still.. grow a backbone and some EVE-player-pride ffs.
I don't hate you personally, but I find the lack of insight of the upper echelon of CCP in their product and their community just mind-boggling.
Especially since this was so much different back in 2003.
Edit: oh and start talking to the CSM, they know the game better then the whole of CCP combined. 
+ 1500 votes on MT in EVE | NO 79.03% | YES 5.02% | COSMETIC ONLY 11.23% | OTHER 4.73% |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.26 13:25:00 -
[79]
Originally by: Tobiaz
Originally by: CCP Zinfandel I am taking some notes
Oh look who crawled form under his rock.
That was from before the scandal really started...  _
Make ISK||Build||React||1k papercuts
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Diet Water
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Posted - 2011.06.26 13:38:00 -
[80]
They could initially offer the paint jobs that are already ingame and used on the customs/gate defence ships. I.e. The Roden Megathron.
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Tobiaz
Spacerats
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Posted - 2011.06.26 13:41:00 -
[81]
Originally by: Akita T
Originally by: Tobiaz
Originally by: CCP Zinfandel I am taking some notes
Oh look who crawled form under his rock.
That was from before the scandal really started... 
Heh, I see now 
Guess the Cockroaches are all still in hiding.
+ 1500 votes on MT in EVE | NO 79.03% | YES 5.02% | COSMETIC ONLY 11.23% | OTHER 4.73% |

Solhild
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Posted - 2011.06.26 15:55:00 -
[82]
Originally by: Akita T Edited by: Akita T on 26/06/2011 12:25:00
Originally by: cerbus yeah, I know _exactly_ what you are saying (for a change). :P I just offered more alternatives to making large portions of ships available on the market, aswell as allowing for some base texture differences which isn't possible with existing models (Except scorp, new maller and punisher?), and examples that would work right now.[...]
Re-mentioned this thread's "conlcusions" after further chewing on them mentaly for a couple of days. To be honest, one can only hope (because, let's face it, it's not much more than just hope at this point) that at some distant point in the future, this might actually be how one does "buy" vanity ships - by purchasing basic paint components with AUR from the NEX, by having a player design a color scheme, maybe having to spend some extra AUR for that too, then manufacturing the "completed paint" item out of all those components using the customized blueprint-like (be it limited or unlimited run) assembly instructions, then selling THAT "paint item" to whoever wishes to use it.
I have some faith in this idea - really rather good! Well done and all that!
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Rhaegor Stormborn
BURN EDEN Northern Coalition.
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Posted - 2011.06.26 15:57:00 -
[83]
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me.
Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals.
I will add these ideas to the list of requests for the game design folks to consider.
Nice monacle ***got.
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Havegun Willtravel
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Posted - 2011.06.26 15:59:00 -
[84]
It's free in Galactica. IIRC you get to choose from 30 or so common and popular tags that can be changed at will. Not a big deal. Not sure why they've turned it into a mountain instead of a ant hill.
Maybe they just should have asked us what WE wanted 
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Rhaegor Stormborn
BURN EDEN Northern Coalition.
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Posted - 2011.06.26 16:03:00 -
[85]
Originally by: CCP Spitfire Edited by: CCP Spitfire on 17/06/2011 16:08:15
Originally by: AlleyKat Extremely unlikely.
CCP would have to (based on comments made in the past) have to redo every single ship texture and how they are plugged into the graphics engine to allow for another texture layer to be added that conforms to the ship.
IF you planned for this when the Trinity II engine was prepping during 2005-2007, then you would have something.
There are only so many layers and channels available...
AK
If I may chime in: actually, this work has already started last year. You can check out this post by CCP Hammer and this dev blog for more information.
Edit: and it seems I've misunderstood your post. Yet, a part of my statement is still valid: we do need to redo every single ship texture in the game.
Something you could have completed well over two years ago if you had not wasted my time and money on Spacebook, Command Quarters, and The Noble Store.
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Kira Mitsuko
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Posted - 2011.06.26 16:07:00 -
[86]
I would like this
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Alejan Gerakh
Minmatar Clan Hyena
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Posted - 2011.06.26 16:17:00 -
[87]
Originally by: Roderak Pleem Edited by: Roderak Pleem on 17/06/2011 18:34:14 I think the idea here is good. Let's add something else.
Buy IW Scorpion paintjob/decal/refit (whatever you want to call it) with AUR
Costs ISK to have it applied to your Scorpion. Gotta pay the painters/refitters.
Costs ISK to have it removed from your ship. Again, gotta pay for the work to be done.
Once removed, it could be resold or fit to another Scorpion. However, it always costs ISK for application to and removal from ship.
Edit: made sure it said Scorpion specifically for this particular example.
So, if you want this... do you also want refitting your ship to cost ISK?!?! That's the logical extension of this idea, to me. ---- "Sounds like a bad case of pikal envy, if you ask me."
Chief Engineering Officer - got the tools to fix your problems.
The new Maelstrom: Say hello to my little Dread. |

Dobbs Head
EVE University Ivy League
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Posted - 2011.06.26 16:27:00 -
[88]
Originally by: Akita T Edited by: Akita T on 18/06/2011 08:51:09
Sort of like rig slots, but you can remove it without destroying it. And you get it back when you repackage the ship. Or better said, like T3 submodules. So they should probably be called "decals" not "paintjobs". EDIT : or perhaps "paint-repair nanite scripts" ? 
You just have to make it so that "ship x decal" only fits on "ship x" (or maybe all its variants, why not - why not have a regular Scorpion with a Rattlesnake paintjob, or a Rattlesnake with a regular Scorpion paintjob).
You fit the "Scorpion <whatever> Decals" on a regular Scorpion and it becomes (visually) the same as the (currently different item ID) Scorpion. Take the paint/decal/whatever you want to call it off, repackage it and sell THAT on the market. Whoever buys it can apply it to his own Scorpion. Lather, rinse, repeat.
EDIT : post #60
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me. Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals. I will add these ideas to the list of requests for the game design folks to consider.
post #64
Originally by: CCP Spitfire
Originally by: AlleyKat CCP would have to (based on comments made in the past) have to redo every single ship texture and how they are plugged into the graphics engine to allow for another texture layer to be added that conforms to the ship.
If I may chime in: actually, this work has already started last year. You can check out this post by CCP Hammer and this dev blog for more information. Edit: and it seems I've misunderstood your post. Yet, a part of my statement is still valid: we do need to redo every single ship texture in the game.
Brilliant idea.
I give you some of my excess internets as a reward.
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2011.06.26 23:06:00 -
[89]
because we need moar nonprotest threads bump and I have to agree with akita the 'paint' slot methood should have been implimented but I understand its alot of work on ccps end for all 572 ships. Pre-order your Sisters of ≡v≡ Exploration ship today, Updated 3APR11
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Reilly Duvolle
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Posted - 2011.06.26 23:30:00 -
[90]
Peaco cks, the lot of you!
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S'qarpium D'igil
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Posted - 2011.06.26 23:41:00 -
[91]
Originally by: CCP Zinfandel I am taking some notes from these ideas and adding them to the list. Thank you for pointing this out to me.
Speaking very broadly here (meaning without technical accuracy), there is already the concept of separate layers for the ship's paint job and the decals. We are reusing some of the same technology from tattoos and scars for characters to apply decals to ships but it requires ship modes to be prepped to receive them. That means we will need some time to be able to deliver the decals.
I will add these ideas to the list of requests for the game design folks to consider.
Thank you, Zinfandel. I'm very happy to see you back on the forums again. :)
Just FYI: This is the kind of communication we needed two weeks ago, as this issue had been raised multiple times leading up to patch day. Better late than never, though. Cheers. o/
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Bastet Aiona
Tir Capital Management Group The Mockers AO
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Posted - 2011.06.27 00:52:00 -
[92]
Edited by: Bastet Aiona on 27/06/2011 00:52:00 The system clearly isn't ready for ship customization on this level.
They're selling you gimmick ships for people who don't know what to do with their money. I don't know what the pricing on what these customizations will be, but to say that over-priced virtual goods is changing the world is offensive. All of these discussions are irrelevant until pricing becomes realistic on the NeX items.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.27 14:47:00 -
[93]
Originally by: Bastet Aiona The system clearly isn't ready for ship customization on this level.
You're absolutely right, it's not ready for anything even remotely close to that level of customization. However, it is ready (well, close to ready, or at least planned to be somewhat ready anyway, since they're redoing all ship textures, have been redoing them for a while now) for the "paint slot" idea, in which at this time (and in the near future) you just insert pre-made "paint items" (only existing textures would be featured). And that can be extended at some distant-future point into something more similar to what we ended up discussing. _
Make ISK||Build||React||1k papercuts
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Crellion
Parental Control HELL4S
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Posted - 2011.06.27 14:52:00 -
[94]
So let's dedicate recources to new paint jobs rather than rebalancing the much needed gameplay stats of half the ships....
No wait...
Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.06.27 14:55:00 -
[95]
Originally by: Crellion So let's dedicate recources to new paint jobs rather than rebalancing the much needed gameplay stats of half the ships.... No wait...
Because graphic artists that fiddle with those textures can code so well, or can handle also fiddling with game balancing ? Besides, it's a moot point - they have already dedicated those human resources almost a year ago, reskinning each and every ship in the game to be "optimized" for the new graphic engine. _
Make ISK||Build||React||1k papercuts
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.06.27 15:03:00 -
[96]
Edited by: Tres Farmer on 27/06/2011 15:04:15
Originally by: Akita T
Originally by: Crellion So let's dedicate recources to new paint jobs rather than rebalancing the much needed gameplay stats of half the ships.... No wait...
Because graphic artists that fiddle with those textures can code so well, or can handle also fiddling with game balancing ? Besides, it's a moot point - they have already dedicated those human resources almost a year ago, reskinning each and every ship in the game to be "optimized" for the new graphic engine.
Yeah.. might as well create some assets(*) along the way for this to be implemented SoonÖ.
*) be that special textures like tiger-fur or rallye-stripes. Cause if you got the file open once and arrange/attach all those textures on the map you're just in that thing and are set up to do those assets in the same fashion.. you save set-up-time and get-into-the-job-time if you do them right away. Another thing is that once those assets are there and being made they also need to think of that stuff and how to program it later on.
What wrong is with Eve / CCP (by Tippia) |

Katrina Cortez
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Posted - 2011.06.27 15:04:00 -
[97]
Edited by: Katrina Cortez on 27/06/2011 15:05:27 I can do that too... :)
Ambulation... because spaceships don't have wallets. |

T'amber Anomandari Demaleon
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Posted - 2011.06.28 05:34:00 -
[98]
They can already offer more alternate ships with little effort, without upgrading the texture system.
I've already said it in this post, but i said it again here
Microtransactions? Click here and vote Yes, No or Vanity only
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