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Thread Statistics | Show CCP posts - 1 post(s) |
Orphan World
Kitzless
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Posted - 2011.06.15 21:59:00 -
[31]
Originally by: Xercodo proof they are going in this direction
Supercaps have worked like this for ages.
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Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.15 22:06:00 -
[32]
Originally by: BLACK-STAR Here is the really disregarded thing in a death of a ship is that it just... disappears and a random ball of wreck appears.
This has been suggested before I know, but CCP if you're remodeling could you model some real wrecks that look like it came from the ship that was obliterated? Since EVE released a death of a ship has never really been justified by that small ball of explosion.
It would be more thrilling to blow some nightmares up and see the hull decompress, outer parts of the ship flake off, ship breaks apart in an explosion but the smaller fragments will dissipate into space, but the wreck will be there just like always just a part or the ship broken up, and the pieces rotating in space, not stand still.
This would be a nice accomplishment and implementation, maybe the newbies might have a clue what happened when they die.
I totally support this idea... This is however absolutely not what I expected from the thread title... possibly it would make more sense if it had wrecks in it somewhere?
Anyhow + 1 from me. __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function
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David Deltori
Forces Of Chaos AAA Citizens
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Posted - 2011.06.15 23:13:00 -
[33]
Originally by: BLACK-STAR Here is the really disregarded thing in a death of a ship is that it just... disappears and a random ball of wreck appears.
This has been suggested before I know, but CCP if you're remodeling could you model some real wrecks that look like it came from the ship that was obliterated? Since EVE released a death of a ship has never really been justified by that small ball of explosion.
It would be more thrilling to blow some nightmares up and see the hull decompress, outer parts of the ship flake off, ship breaks apart in an explosion but the smaller fragments will dissipate into space, but the wreck will be there just like always just a part or the ship broken up, and the pieces rotating in space, not stand still.
This would be a nice accomplishment and implementation, maybe the newbies might have a clue what happened when they die.
Same about the topic also +1 from me
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MotherMoon
Huang Yinglong
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Posted - 2011.06.16 04:48:00 -
[34]
Originally by: Orphan World
Originally by: Xercodo proof they are going in this direction
Supercaps have worked like this for ages.
aaah but they never broke apart. It would be the same silhouette.
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Patient 2428190
DEGRREE'Fo'FREE Internet Business School
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Posted - 2011.06.16 05:22:00 -
[35]
The art team works for micro transactions now. You may have an outside shot of seeing stuff that fuels the WoD beta as well. ...Then when you stopped to think about it. All you really said was Lalala. |
Zaotome
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Posted - 2011.06.16 08:23:00 -
[36]
i like it! i also would like a "speed up developement of this feature"-button... maybe some cookies would help?
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MaiLina KaTar
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Posted - 2011.06.16 08:33:00 -
[37]
Edited by: MaiLina KaTar on 16/06/2011 08:34:16
Originally by: CCP Spitfire Vicious.
Thanks for the suggestion; I'll pass it to the art team.
To get things started you can change the script timing to make the explosion appear first and then have the ship disappear while the explosion is peaking in brightness, not the other way around as it is now. The ship would then disappear while it is only partly visible in the explosion ball, making the whole thing look way better and more realistic without changing anything really.
Also, link scaling of the wreck model to ship class.
Very small changes, very big visual improvement.
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Sarmatiko
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Posted - 2011.06.16 09:14:00 -
[38]
Edited by: Sarmatiko on 16/06/2011 09:15:21 Pff ship explosions.. I want 3D preview of frozen corpses with "dead body" shader on them. Why bother with Incarna if you can't view customized-with-aurum body of your enemy in your hangar?
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Katra Novac
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Posted - 2011.06.16 09:29:00 -
[39]
Edited by: Katra Novac on 16/06/2011 09:29:30
Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 16/06/2011 08:34:16
Originally by: CCP Spitfire Vicious.
Thanks for the suggestion; I'll pass it to the art team.
To get things started you can change the script timing to make the explosion appear first and then have the ship disappear while the explosion is peaking in brightness, not the other way around as it is now. The ship would then disappear while it is only partly visible in the explosion ball, making the whole thing look way better and more realistic without changing anything really.
Also, link scaling of the wreck model to ship class.
Very small changes, very big visual improvement.
And just how are you supposed to salvage a ship that's no longer there?
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Sarah Scarlett Mackenzie
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Posted - 2011.06.16 09:39:00 -
[40]
http://www.youtube.com/watch?v=PKdTJjDnYzE&feature=related
Explosions like in the last part of Empyrean Age Trailer; YES PLEASE.
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Logan LaMort
Gallente
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Posted - 2011.06.16 09:41:00 -
[41]
Originally by: Katra Novac Edited by: Katra Novac on 16/06/2011 09:29:30
Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 16/06/2011 08:34:16
Originally by: CCP Spitfire Vicious.
Thanks for the suggestion; I'll pass it to the art team.
To get things started you can change the script timing to make the explosion appear first and then have the ship disappear while the explosion is peaking in brightness, not the other way around as it is now. The ship would then disappear while it is only partly visible in the explosion ball, making the whole thing look way better and more realistic without changing anything really.
Also, link scaling of the wreck model to ship class.
Very small changes, very big visual improvement.
And just how are you supposed to salvage a ship that's no longer there?
The same way you do now, by salvaging the wreck that appears after the ship model disappears.
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Katra Novac
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Posted - 2011.06.16 09:42:00 -
[42]
I think the whole point of improved wreakage was so that it's more visually appealing. Like seeing a partially destroyed ship. But to get anything that looks half decent you would need to have loads of new objects (wreaked ships). You could set it to random but the chance of getting anything appealing will be small.
To make the wreak something that you will notice more than presently will actually make it worse imo.
In other games, you kill 3 of one kind of mob then look at them they are all laying in the same position. Now imagine 3 wreaks the same. The brain picks up on patterns and you will see the pattern within the destroyed targets. All what will happen is the more you play the less you will take much notice of them whilst the change itself will use more resources.
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Katra Novac
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Posted - 2011.06.16 09:49:00 -
[43]
Originally by: Logan LaMort
Originally by: Katra Novac
And just how are you supposed to salvage a ship that's no longer there?
The same way you do now, by salvaging the wreck that appears after the ship model disappears.
But normally you are too far away from the target to actually see much of the initial explosion, so why bother with an initial disappearing ship model?
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Logan LaMort
Gallente
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Posted - 2011.06.16 10:04:00 -
[44]
Originally by: Katra Novac
Originally by: Logan LaMort
Originally by: Katra Novac
And just how are you supposed to salvage a ship that's no longer there?
The same way you do now, by salvaging the wreck that appears after the ship model disappears.
But normally you are too far away from the target to actually see much of the initial explosion, so why bother with an initial disappearing ship model?
This is what happens in the game right now. When a ship dies, it's model disappears, there's a noticeable delay, then an explosion, and then a generic wreck model appears in place of the ship.
You're right in that it isn't really noticeable for other ships, but haven't you ever noticed it when your own ship blows? I find it a bit jarring too.
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MotherMoon
Huang Yinglong
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Posted - 2011.06.16 10:20:00 -
[45]
Originally by: Katra Novac I think the whole point of improved wreakage was so that it's more visually appealing. Like seeing a partially destroyed ship. But to get anything that looks half decent you would need to have loads of new objects (wreaked ships). You could set it to random but the chance of getting anything appealing will be small.
To make the wreak something that you will notice more than presently will actually make it worse imo.
In other games, you kill 3 of one kind of mob then look at them they are all laying in the same position. Now imagine 3 wreaks the same. The brain picks up on patterns and you will see the pattern within the destroyed targets. All what will happen is the more you play the less you will take much notice of them whilst the change itself will use more resources.
Yeah but right now all of the ships I kill in a mission have the same wreck anyways.
What they need is some kind of randomized alpha texture they can slap on a ship when it's dead to show holes it the hull. Also a paint layer to make a "faction version paintjob" of the ship basically.
So instead of a navy issue paint job, it's a zombie ship paint job. But it's only for dead ship wrecks.
That would be a quick dirty way of doing it.
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Raxis Omicron
Caldari Deep Core Mining Inc.
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Posted - 2011.06.16 11:44:00 -
[46]
Some UI interference would be interesting too, remember in theory the pilot is connected to the outside via data feeds, so why shouldnt those feeds start to fail if the ship is suffering servere damage,
The static flickering across your battered sensors as you crawl away in your pod that somehow managed to survive with barely integral structure. CCP, let us feel just how damn close it realy was and put us closer to that meatbag in the goo Fear leads to unresponsiveness, unresponsiveness leads to suffering, suffering leads to podding, podding leads to anger
lesson 1: don't be afraid to die, or you will |
Jno Aubrey
Galactic Patrol
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Posted - 2011.06.16 13:09:00 -
[47]
I fully support this idea! Give us cool explosions and wrecks. Some examples:
Rodger Young
Pegasus
Enterprise
And the best space explosion in the history of space explosions:
Babylon 5 __________________________________________________ Name a shrub after me; something prickly and hard to eradicate. |
Sakagami Miyuki
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Posted - 2011.06.16 13:25:00 -
[48]
Originally by: Jno Aubrey I fully support this idea! Give us cool explosions and wrecks. Some examples:
Rodger Young
Pegasus
Enterprise
And the best space explosion in the history of space explosions:
Babylon 5
Those are nice. Personally i think this one is the best, but the music sucks in this video.
Prometheus
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Katrina Cortez
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Posted - 2011.06.16 13:46:00 -
[49]
Edited by: Katrina Cortez on 16/06/2011 13:46:59 When I get podded because of the increased graphics load can I come back as a zombie?
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.06.16 13:50:00 -
[50]
Gota question for you: Does it open a mandatory window before the ship explodes and asks for AUR if you want to see the pretty?
If you answer this question with yes, CCP will do it in a hearbeat.
If you answered with no, move this thread to Forgotten and Ignored Subforums.
Glad I could help
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody! |
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MaiLina KaTar
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Posted - 2011.06.16 13:57:00 -
[51]
Originally by: Katra Novac Edited by: Katra Novac on 16/06/2011 09:29:30
Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 16/06/2011 08:34:16
Originally by: CCP Spitfire Vicious.
Thanks for the suggestion; I'll pass it to the art team.
To get things started you can change the script timing to make the explosion appear first and then have the ship disappear while the explosion is peaking in brightness, not the other way around as it is now. The ship would then disappear while it is only partly visible in the explosion ball, making the whole thing look way better and more realistic without changing anything really.
Also, link scaling of the wreck model to ship class.
Very small changes, very big visual improvement.
And just how are you supposed to salvage a ship that's no longer there?
Nothing would change in regards to functionality and gameplay. It's pure visuals.
Currently, when a ship dies the ship will disappear, then the explosion follows and the wreck is spawned.
What I'm suggesting is that the ship model just stays visible and disappears during the explosion flash. The wreck model would spawn at the same time it does now.
This sequence would improve the death animation without extra resources. The ship being occluded by the exlosion would keep it partly visible before it disappears. As the explosion fades, the wreck becomes visible. This would make it look as if the ship explodes from the inside out, then dissolves into a wreck. If the wreck is scaled to match the size if the ship it would look even better.
I'm suggesting this because I believe it can be done with very little work, no extra resources / assets and no performance impact.
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