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Stabdealer Tichim
Hedion University Amarr Empire
0
|
Posted - 2013.02.06 22:33:00 -
[31] - Quote
Then the Ahacs will be overpowered and battleships die horribly, as ahacs survive by speed and signature radius, and they don't miss battleships from any position. As well as tier 3 battlecruisers |

Kogh Ayon
SUNDERING Goonswarm Federation
114
|
Posted - 2013.02.07 04:02:00 -
[32] - Quote
Stabdealer Tichim wrote:Then the Ahacs will be overpowered and battleships die horribly, as ahacs survive by speed and signature radius, and they don't miss battleships from any position. As well as tier 3 battlecruisers
It's somewhat true. But when the battleships are fitted with tracking turrets, the ahacs would suffer more loss when they try to align out due to engine hits. And when ahacs are orbiting, they do not take advantage of the changes because they are using the side prifile to face the battleships. |

Sigras
Conglomo IMPERIAL LEGI0N
367
|
Posted - 2013.02.07 05:50:00 -
[33] - Quote
Caldari 5 wrote:Anything that introduces positional tactics, instead of Ball of Death is a step in the right direction. this isnt universally true . . . lets make all ships completely invulnerable from the front . . .
does this introduce positional tactics? yes, is it a step in the right direction? no! |

Bienator II
madmen of the skies
1485
|
Posted - 2013.02.07 06:21:00 -
[34] - Quote
i would rather like to have a redesigned tracking formula which takes your own ship rotation into account. But it is probably a requirement for your feature request anyway so i am fine with it ;) a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |

Kogh Ayon
SUNDERING Goonswarm Federation
114
|
Posted - 2013.02.07 09:20:00 -
[35] - Quote
Bienator II wrote:i would rather like to have a redesigned tracking formula which takes your own ship rotation into account (orbiting ships should not need to track as much as the ship being orbited.. kinda common sense). But it is probably a requirement for your feature request anyway so i am fine with it ;)
So should the tracking speed increase or decrease, when the ship is rotating statically? I don't quite get the idea. |

Kogh Ayon
SUNDERING Goonswarm Federation
114
|
Posted - 2013.02.08 00:34:00 -
[36] - Quote
bump for more feed backs |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
616
|
Posted - 2013.02.08 01:00:00 -
[37] - Quote
Kogh Ayon wrote:
Ideas are good when they are theoretically possible.
the original idea is just as demanding as the others. like u said, a local of 1200 would crap all over the servers with these ideas |

Kogh Ayon
SUNDERING Goonswarm Federation
115
|
Posted - 2013.02.08 07:37:00 -
[38] - Quote
Daichi Yamato wrote:Kogh Ayon wrote:
Ideas are good when they are theoretically possible.
the original idea is just as demanding as the others. like u said, a local of 1200 would crap all over the servers with these ideas I have theoretically proved that it will possibly not happen, because I have tried so much to simplify the calculations. Of course if you are a computer science people or someone work in CCP and tell me "no it will crash the server" then that will be another story. |

Vayn Baxtor
Community for Justice Paradox Trust
25
|
Posted - 2013.02.08 07:44:00 -
[39] - Quote
Quote:More server loads This feature would add more loads to the server and may make the large fleet fights lager. However personally (as one who is not a technician) I believe it would not be more complicated than the transversal and capacitor calculations that currently working on the server.
If it makes the game more interesting, then I wouldn't care if it would lag the entire planet, so you have my blessings. EVE is going a bit too far into the arcade route. This change would make things interesting, even if it is just moderately. |

Vrykolakasis
Trinity Operations Aurora Irae
84
|
Posted - 2013.02.08 17:13:00 -
[40] - Quote
I just think that all of this, fun as it all sounds, is too enormous of a change to game mechanics to make it viable, for way too little of a positive effect. The game already rewards and punishes position, speed, understanding of the battlefield, direction of your ship, bait and switch tactics, psychological warfare with your enemy, etc. I just don't see how adding an entire hitbox-ish mechanic to it is going to add much at all. Even if the mechanic were added, having your fleet of ships anchor up on you so that it is easier to control range is still going to be a useful tactic, especially in sizeable fleets where micro-managing the movement of all of your members should be secondary, tertiary, or lower on your list of priorities. |

Kogh Ayon
SUNDERING Goonswarm Federation
115
|
Posted - 2013.02.09 01:09:00 -
[41] - Quote
Vrykolakasis wrote:I just think that all of this, fun as it all sounds, is too enormous of a change to game mechanics to make it viable, for way too little of a positive effect. The game already rewards and punishes position, speed, understanding of the battlefield, direction of your ship, bait and switch tactics, psychological warfare with your enemy, etc. I just don't see how adding an entire hitbox-ish mechanic to it is going to add much at all. Even if the mechanic were added, having your fleet of ships anchor up on you so that it is easier to control range is still going to be a useful tactic, especially in sizeable fleets where micro-managing the movement of all of your members should be secondary, tertiary, or lower on your list of priorities. People would keep the current tactics at first until those who adapt new tactics get an obvious advantage, as alway it is.
And you said that there are too few positive effects, would you mind to tell which of the positive effects I listed may not happen? Thanks for your feed back. |

Bienator II
madmen of the skies
1489
|
Posted - 2013.02.09 01:43:00 -
[42] - Quote
Kogh Ayon wrote:Bienator II wrote:i would rather like to have a redesigned tracking formula which takes your own ship rotation into account (orbiting ships should not need to track as much as the ship being orbited.. kinda common sense). But it is probably a requirement for your feature request anyway so i am fine with it ;) So should the tracking speed increase or decrease, when the ship is rotating statically? I don't quite get the idea.
imagine your ship is a tank. A quick tank "orbits" a not moving tank. The not moving tank has to turn the gun to hit the quick tank. The quick tank however does not have to rotate the gun at all, since the tank itself rotates. In eve, both have to rotate the gun the same amount to hit something... which does not make sense at all. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
629
|
Posted - 2013.02.09 01:55:00 -
[43] - Quote
Bienator II wrote:Kogh Ayon wrote:Bienator II wrote:i would rather like to have a redesigned tracking formula which takes your own ship rotation into account (orbiting ships should not need to track as much as the ship being orbited.. kinda common sense). But it is probably a requirement for your feature request anyway so i am fine with it ;) So should the tracking speed increase or decrease, when the ship is rotating statically? I don't quite get the idea. imagine your ship is a tank. A quick tank "orbits" a not moving tank. The not moving tank has to turn the gun to hit the quick tank. The quick tank however does not have to rotate the gun at all, since the tank itself rotates. In eve, both have to rotate the gun the same amount to hit something... which does not make sense at all. (the root for this issue is the fact that the server dos not know the ship orientation, you are a point.)
how exactly does the orbiting tank not have to turn its turret. it would require the front of the tank to always be facing the target, which would still require a tracking movement.
as a helicopter jinks around a target, it still has to turn to keep its target in front of it. |

Bienator II
madmen of the skies
1489
|
Posted - 2013.02.09 04:33:00 -
[44] - Quote
Daichi Yamato wrote:Bienator II wrote:Kogh Ayon wrote:Bienator II wrote:i would rather like to have a redesigned tracking formula which takes your own ship rotation into account (orbiting ships should not need to track as much as the ship being orbited.. kinda common sense). But it is probably a requirement for your feature request anyway so i am fine with it ;) So should the tracking speed increase or decrease, when the ship is rotating statically? I don't quite get the idea. imagine your ship is a tank. A quick tank "orbits" a not moving tank. The not moving tank has to turn the gun to hit the quick tank. The quick tank however does not have to rotate the gun at all, since the tank itself rotates. In eve, both have to rotate the gun the same amount to hit something... which does not make sense at all. (the root for this issue is the fact that the server dos not know the ship orientation, you are a point.) how exactly does the orbiting tank not have to turn its turret. once he turned it 90 degrees he doesn't have to do anything anymore. It will always point to the enemy as long he drives in perfect cirlces. The tank itself rotates already. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
629
|
Posted - 2013.02.09 10:14:00 -
[45] - Quote
Bienator II wrote:Daichi Yamato wrote:Bienator II wrote:Kogh Ayon wrote:Bienator II wrote:i would rather like to have a redesigned tracking formula which takes your own ship rotation into account (orbiting ships should not need to track as much as the ship being orbited.. kinda common sense). But it is probably a requirement for your feature request anyway so i am fine with it ;) So should the tracking speed increase or decrease, when the ship is rotating statically? I don't quite get the idea. imagine your ship is a tank. A quick tank "orbits" a not moving tank. The not moving tank has to turn the gun to hit the quick tank. The quick tank however does not have to rotate the gun at all, since the tank itself rotates. In eve, both have to rotate the gun the same amount to hit something... which does not make sense at all. (the root for this issue is the fact that the server dos not know the ship orientation, you are a point.) how exactly does the orbiting tank not have to turn its turret. once he turned it 90 degrees he doesn't have to do anything anymore. It will always point to the enemy as long he drives in perfect cirlces. The tank itself rotates already.
lol true. |

PhantomTrojan
Impervious corporation
5
|
Posted - 2013.02.09 13:20:00 -
[46] - Quote
this would require the creation of a new collision engine witch is non existent at the moment. Those collisions engines are VERY heavy and require a lot of resources. Also the current tracking and shooting formulas would need to be completely revamped to allow this kind of behavior even if the ships are physical cubes with 6 areas of collision, the most important problem here is how resource intensive are most collision system but it would be a cool feature.
note: in most fleet fights i have been we dont orbit anyone unless its a remote repair fleet, sniper fleets in 0.0 HAVE TO MOVE or they will get trapped in a bubble and die horribly. |

Abrazzar
719
|
Posted - 2013.02.09 14:02:00 -
[47] - Quote
Or just screw capital tracking and make capital fights between grids. They hit any ship on the same grid but instead of 150km they get 150k km range. Other ships must go to the opposing capital fleet's grid and target the capitals for their fleet, one ship linked with a capital. The opposing capitals will notice the targeting ship and can try to have it destroyed by the defending sub-capital fleet before the shots are fired.
So you have a sub capital fights going on around two capital fleets in different grids while the capital ships dish it out on more stellar ranges. Fighter bombers and fighters need to be assigned to sub-capital pilots to coordinate the attacks on the enemy grid.
Also deploying cynos would be more strategic.
Alright, alright, I shut up. Please visit your user settings to re-enable images. |

Cal Stantson
Spiritus Draconis Sicarius Draconis
28
|
Posted - 2013.02.09 14:16:00 -
[48] - Quote
Great idea. So now instead of everybody orbiting the FC at 5000, everybody just approaches the FC and he points the fleet towards the enemy. Real game changer right there. |

Kogh Ayon
SUNDERING Goonswarm Federation
115
|
Posted - 2013.02.09 20:03:00 -
[49] - Quote
Bienator II wrote: once he turned it 90 degrees he doesn't have to do anything anymore. It will always point to the enemy as long he drives in perfect cirlces. The tank itself rotates already.
Hum, I understand the tracking in EVE are somewhat different from what in a really close range tank fights.
As in EVE, spaceships are ranged by kms, for most of the time, the time took that rotate turret to the right direction should just take a minor proportion over the tracking process. The majority of tracking power would be spent on fine turnings that make sure the bullets/laser beam really reach the target many kms away, rather than just point the turret to a roughly correct direction.
In this situation, the movement of the shooter itself should increase the difficulty of aiming. |

Kogh Ayon
SUNDERING Goonswarm Federation
115
|
Posted - 2013.02.10 00:40:00 -
[50] - Quote
Abrazzar wrote:Or just screw capital tracking and make capital fights between grids. They hit any ship on the same grid but instead of 150km they get 150k km range. Other ships must go to the opposing capital fleet's grid and target the capitals for their fleet, one ship linked with a capital. The opposing capitals will notice the targeting ship and can try to have it destroyed by the defending sub-capital fleet before the shots are fired.
So you have a sub capital fights going on around two capital fleets in different grids while the capital ships dish it out on more stellar ranges. Fighter bombers and fighters need to be assigned to sub-capital pilots to coordinate the attacks on the enemy grid.
Also deploying cynos would be more strategic.
Alright, alright, I shut up. I did talked about the effect caused by this change for capitals, as a side effect rather than an obective however. Capital balance is not the goal of this change. |

Kogh Ayon
SUNDERING Goonswarm Federation
115
|
Posted - 2013.02.10 20:01:00 -
[51] - Quote
PhantomTrojan wrote:this would require the creation of a new collision engine witch is non existent at the moment. Those collisions engines are VERY heavy and require a lot of resources. Also the current tracking and shooting formulas would need to be completely revamped to allow this kind of behavior even if the ships are physical cubes with 6 areas of collision, the most important problem here is how resource intensive are most collision system but it would be a cool feature.
note: in most fleet fights i have been we dont orbit anyone unless its a remote repair fleet, sniper fleets in 0.0 HAVE TO MOVE or they will get trapped in a bubble and die horribly.
Collision engine seeing your words I did made a research about "collision engine". However it looks like something deals with the collision or overlaps between two 3d shapes/meshes.
I'm not sure if you read the op, but I understand that sometimes people know technology tend to make simple things complicated by introducing unnecessary techniques, just because they look fit best and then cause a disaster on the budget.
No I don't think any collision detection would be needed here. The spaceships are still treated as "balls" on the server, the only difference is now we use the "ball"'s direction and coordinates of "balls" to calculate an angle. |

Kogh Ayon
SUNDERING Goonswarm Federation
115
|
Posted - 2013.02.13 03:16:00 -
[52] - Quote
Vrykolakasis wrote:especially in sizeable fleets where micro-managing the movement of all of your members should be secondary, tertiary, or lower on your list of priorities..
And I just realized that many people actually think it will introduce "micro-management" for FCs? No it is not supposed. You can do that if you really want to as a FC, but it is really something can be done as an individual with reasonable knowledge of the game, and the actual goal of this change is: allowing you to do something as an individual in fleet in a non-maverick way. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
554
|
Posted - 2013.02.13 08:45:00 -
[53] - Quote
Watch the fanfest videos about tessellation? |

Kogh Ayon
SUNDERING Goonswarm Federation
118
|
Posted - 2013.02.14 23:55:00 -
[54] - Quote
Garviel Tarrant wrote:Watch the fanfest videos about tessellation? I think that video is just talking about Nvidia and dx11, as it says "used art work from EVE online", which does not mean the CCP is going to implement that feature. |

Tonto Auri
Vhero' Multipurpose Corp
25
|
Posted - 2013.02.15 00:15:00 -
[55] - Quote
If you want realism, go play Microsoft Flight Simulator. EVE is a global space MMO, and as such, it has to make some steps to reduce server and network load to make the game available to players. What you suggest would make the game unavailable to many, if not most, people out there. |

Infinion
My Little Pony - Friendship Force
35
|
Posted - 2013.02.15 00:47:00 -
[56] - Quote
Tonto Auri wrote:If you want realism, go play Microsoft Flight Simulator. EVE is a global space MMO, and as such, it has to make some steps to reduce server and network load to make the game available to players. What you suggest would make the game unavailable to many, if not most, people out there.
He's already made a point about it theoretically not having a huge impact on server load. Load doesn't make the game more or less available to players, it slow the game down (quite literally now that we have time dialation) and players work with whatever the server can push out.
Time dialation is no true solution to lag, but any arguments discouraging features because they could increase server load are counter-intuitive to the game's growth. CCP will always buy new hardware to improve what server nodes can handle. Now that we have TiDi, let's leave the 'load' problem to be solved by hardware improvements rather than feature-starving the game for the sake of the servers.
That being said, if a feature increased load for clients rather than servers, it would be an issue. Here, it is not.
|

Bienator II
madmen of the skies
1514
|
Posted - 2013.02.15 02:31:00 -
[57] - Quote
Kogh Ayon wrote:Bienator II wrote: once he turned it 90 degrees he doesn't have to do anything anymore. It will always point to the enemy as long he drives in perfect cirlces. The tank itself rotates already.
Hum, I understand the tracking in EVE are somewhat different from what in a really close range tank fights. As in EVE, spaceships are ranged by kms, for most of the time, the time took that rotate turret to the right direction should just take a minor proportion over the tracking process. The majority of tracking power would be spent on fine turnings that make sure the bullets/laser beam really reach the target many kms away, rather than just point the turret to a roughly correct direction. In this situation, the movement of the shooter itself should increase the difficulty of aiming. i know that eve tracking is not the same as turret turn rate. But in any case, if you do not have to turn the gun much would make fine corrections easier, the static dude in the middle will have to turn the gun really fast which would make fine tracking more difficult.
an extreme example: lets take two identical slicers, one stands still the other orbits at 20k optimal with max speed both start firering at the same time
now the question: who should win? the orbiting slicer of course
but this is currently not the case a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |
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