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Kogh Ayon
SUNDERING Goonswarm Federation
77
|
Posted - 2013.02.05 20:47:00 -
[1] - Quote
Always, new plays would find some weird rules that veterans have adapted to, and this is what bring the topic up.
When I talked to a newbie about fleet fight: GÇ£When you get to the field, you will anchor up on the FC....GÇ£, GÇ£What do you mean by 'anchor up'?GÇ£ GÇ£Just orbit at 5000mGÇ£ GÇ£Why don't you turn your head to the enemy to reduce the target size?GÇ£ What? Target size? No, there is no target size in EVE, only signature radius.
Ships in EVE are recognized as GÇ£ballsGÇ£ with (signature) radius, which make the game easier, and less server loads. However, the fleet fights now have too few interaction to base fleet members, and what worse is this brings up the funny GÇ£anchor upGÇ£ tactic, which makes the fleet looks like GÇ£a lot of little moths floating around in a tubGÇ£. It's a rather ugly and strange scene that no reasonable Si-Fi fiction would describe for a fleet fight.
This figure below shows what caused this problem: Signature radius Yes, that's the signature radius. More exactly, the problem is using signature radius as the only reference of target size, and treat every ship as a GÇ£ballGÇ£.
Regardless how would people interpret the GÇ£signature radiusGÇ£, it is quite unreasonable to say GÇ£A static ship has an equal chance to get hit from either front or sideGÇ£ (unless the chance is 100% of course): The actual area As the figure above, the real area of hit.
I would not say GÇ£every spaceship in EVE should have its own area of hitGÇ£. It could be costly and cause many problems,one regards to ship balance. But it should be very beneficial to make players feel that they are flying spaceships (or GÇ£space-cuboidsGÇ£ at least) than GÇ£space-ballsGÇ£.
A plan that bring ship position into the play while cause least server load.
Assuming every spaceship in EVE has its direction vector(or whatever) that indicates the ship's 3D direction and alignment. This would be one factor that judges the target ship's position. Also, assuming every spaceship in EVE has a 3D-coordinate of its location, then we can find the trajectory vector by using: GÇ£Trajectory vectorGÇ£=GÇ£Target's coordinateGÇ£-GÇ£Shooter's coordinateGÇ£. When we get two vectors, we can figure out the angle between the alignment of the target ship and the direction of the shooter. The figure below shows how it will work: Calculate the angle
Once the angle is found, we can then decide how to modify the chance of hit: Chance of hit modifier
Above is an example. When the angle is between +15 and +345 (or between +165 and +195 on the other side), a 50% chance of hit modifier will be applied. When the angle is between +45 and +135 , the ship is being shoot from the side then we will use the 100% chance of hit modifier. It is possible to use an equation to generate more flexible modifiers, but in this case I just use 50%, 75% and 100% to make it easier to understand.
Where to apply the modifier To make things easy we can just stick it in the current chanceToHit function, this is the original CTH: Original equation Add the modifier After modifier So simple:) This is just an example as CCP would have a better idea than me about the place to apply the modifier.
Bonus: Shoot the engine Yes as you may have noticed, it will also make the engine hit feature become possible. The shield in EVE is not the egg-shell like stuff in many Si-Fi. In EVE the shield works like a membrane right above the armor, so it is reasonable for the engine part of the spaceship to have weaker resistance. I didn't mention armor tank because you know how difficult it is to mount much armor on the engine jet :P Engine hit As the figure above, when the angle calculated locates between +165 to +195, the turrets will cause 10%(for example) damage.
Pros and Cons
More interactions and involvements By introducing the position/damage modifier, the fleet fights will then require more attention from every individual. One thing currently disappointing people in EVE is that you have few things to do in large fleet fights as an ordinary fleet member, such as a DPS. Anchor up-> Look broadcast GåÆ Lock GåÆ F1, and there is no reason/benefit for you to do anything more interactive. But if we introduce this feature that position/alignment of the spaceship can affect the damage received, many people will pay more attention to the spread of the fleets and adjust the alignment. More interactions will be brought, and people will find that they can do something useful besides just shooting.
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.
|

Kogh Ayon
SUNDERING Goonswarm Federation
77
|
Posted - 2013.02.05 20:48:00 -
[2] - Quote
More tactics for fleet fights Fleets now The effect will be most significant on the battleship scale, as smaller ships will still care more about the transversal. Currently, bring a new fleet into the field is barely a math game, that adds x amount of dps. After this change, a new fleet attacking from side means better accuracy(chance of hit), and more damage if attack from the back. And it will encourage split fleet organize rather than GÇ£put everyone in a fleetGÇ£. For example in a 200 vs 200 fight, the one with 170 on the front and 30 snipers shoot from the back would be more likely to defeat the one that put 200 men altogether. And many many other fight tactics will be introduced as well. Fleets after the change
More distinct difference between missiles and turrets Some people may argue that is it a stealth buff to missiles, but it actually can be easily balanced by increasing all missile's explosion radius for example. The real effect of this change is the different play styles for missile and turret get enhanced. Missiles will still do a stable damage, while the turrets will have a greater variety on damage. And note that a greater variety does not mean a lower damage, just in case .
Stealth capital nerf If ccp are going to implement the GÇ£Engine hitGÇ£ feature, the biggest losers will be the capitalships as subcaps can easily move to the back of the capitalship and shoot the engine.
Not realistic for all ship models As the reasons stated above, if we consider applying different hit areas for different ships, there will be a lot of ship balance issue(for example the catalyst will be overpowered, Gallente design the best design!) and add much more loads to the server than this plan. But also people will complain that this change is unrealistic for some ships, again the catalyst will the example, that it has a smaller area on the side than its front. However, it is still more realistic anyway than considering spaceships are GÇ£ballsGÇ£.
tl;dr Introducing the feature that affect turret damage by turning the ship around may not that difficult and costly. And it will bring many realistic fleet tactics and make the fights more entertaining/looking nicer for the fans of Si-Fi. Look at the nice figures I draw, align your rokh to the maelstroms so they will miss you more! And never sell your back to the enemies! |

Regkar Koskanaiken
Uitraan Diversified Holdings Incorporated
0
|
Posted - 2013.02.05 21:04:00 -
[3] - Quote
I just want to point out that it would be really silly to have ships moving towards the enemy fleet, going to a certain threshold, and then turning back, to minimize profile. It would just make it more tedious. If you want realism, then make it so that a full complement of weaponry can't fire in every direction; in that case you would have some naval tactics to read up on. |

Kogh Ayon
SUNDERING Goonswarm Federation
77
|
Posted - 2013.02.05 21:39:00 -
[4] - Quote
Regkar Koskanaiken wrote:I just want to point out that it would be really silly to have ships moving towards the enemy fleet, going to a certain threshold, and then turning back, to minimize profile. It would just make it more tedious. If you want realism, then make it so that a full complement of weaponry can't fire in every direction; in that case you would have some naval tactics to read up on.
Put head to enemy fleet does not mean you will have full speed. Also, if you turning back you will get deadly engine shoot, that why the thing you described will not happen.
Your suggestion is good, and I did considered that. But then I realized it will cause imbalance between different ship models, for example the hyperion got turrets on the front, which will make close range fight terrible. |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
595
|
Posted - 2013.02.05 22:08:00 -
[5] - Quote
if the profile of a ship gets factored into its chance to hit then many ship designs will become obsolete just for their model. look at the Domi compared to the apoc, or a cane compared to a harby.
ur diagram also assumes all ships are oblong shaped with a bow roughly half the area of its port or starboard. u've somehow failed to notice that this is very untrue for many ships. just a handful ontop of the ones mentioned above are the scorpion, moa, raven, incursus, tristan, prophecy, catalyst etc etc and all their faction and T2 variants
it opens a whole world of balancing issues beyond the cons u've already stated and CCP will be tweaking ship models for years trying to balance them against all the other stats.
terrible idea is terrible |

Kogh Ayon
SUNDERING Goonswarm Federation
77
|
Posted - 2013.02.05 22:17:00 -
[6] - Quote
Daichi Yamato wrote:if the profile of a ship gets factored into its chance to hit then many ship designs will become obsolete just for their model. look at the Domi compared to the apoc, or a cane compared to a harby.
ur diagram also assumes all ships are oblong shaped with a bow roughly half the area of its port or starboard. u've somehow failed to notice that this is very untrue for many ships. just a handful ontop of the ones mentioned above are the scorpion, moa, raven, incursus, tristan, prophecy, catalyst etc etc and all their faction and T2 variants
it opens a whole world of balancing issues beyond the cons u've already stated and CCP will be tweaking ship models for years trying to balance them against all the other stats.
terrible idea is terrible
As I said before, I will not say "every ship should has its own hit area". Of course ccp can do it if they want some wot challenges, but it is not what I would issue here.
Scorpion, Raven, Tristan and Catalyst are the case that have larger side area than front I agree. But Moa, Incursus, Prophency and most of the ships in EVE are possible to use the rule, even though the ratio of side/front area are not all the same, they still have larger side area than front. |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
595
|
Posted - 2013.02.05 22:22:00 -
[7] - Quote
Kogh Ayon wrote:Daichi Yamato wrote:if the profile of a ship gets factored into its chance to hit then many ship designs will become obsolete just for their model. look at the Domi compared to the apoc, or a cane compared to a harby.
ur diagram also assumes all ships are oblong shaped with a bow roughly half the area of its port or starboard. u've somehow failed to notice that this is very untrue for many ships. just a handful ontop of the ones mentioned above are the scorpion, moa, raven, incursus, tristan, prophecy, catalyst etc etc and all their faction and T2 variants
it opens a whole world of balancing issues beyond the cons u've already stated and CCP will be tweaking ship models for years trying to balance them against all the other stats.
terrible idea is terrible As I said before, I will not say "every ship should has its own hit area". Of course ccp can do it if they want some wot challenges, but it is not what I would issue here. Scorpion, Raven, Tristan and Catalyst are the case that have larger side area than front I agree. But Moa, Incursus, Prophency and most of the ships in EVE are possible to use the rule, even though the ratio of side/front area are not all the same, they still have larger side area than front.
any ship that doesnt use the rule would be obsolete, as those that do use the rule will be exploited. this creates an imbalance. |

Kogh Ayon
SUNDERING Goonswarm Federation
77
|
Posted - 2013.02.05 22:29:00 -
[8] - Quote
Daichi Yamato wrote: any ship that doesnt use the rule would be obsolete, as those that do use the rule will be exploited. this creates an imbalance.
You assume separated rules are going to be used. but actually I would suggest just to apply one rule to every ship, even if it will make 10% of the cases unrealistic.
Edit* I just realized that no ship will be unrealistic actually. Look from the top of Catalyst, it still has a larger side area than the front. |

Nariya Kentaya
Tartarus Ventures Surely You're Joking
322
|
Posted - 2013.02.05 23:01:00 -
[9] - Quote
Your in goonswarm, how can you possibly come up with this and call it a good idea?
i swear, usually the goons i see are at least able to criticaly think long enough to know when an idea is so inconceivably broken that it would make only a handful of ships viable. |

Vrykolakasis
Trinity Operations Aurora Irae
79
|
Posted - 2013.02.05 23:17:00 -
[10] - Quote
Basically this is a step towards collision detection instead of the current system. Collision detection doesn't really work for EVE-style gameplay. Not to mention this really reduces a lot of tactical battlefield options. If you have a higher chance of getting hurt while running away, kiting becomes very much less viable, ruining a huge number of hulls. Getting high transversal velocity would be reduced by the fact that some ships suddenly have much higher profiles when trying to avoid being hit. And manual piloting already gives you an advantage in mobile situations, controlling transversal velocity for defense and offense is already much better than orbiting.
Besides, I think there are bigger issues with game balance than what we look like when we're anchored. |

Kogh Ayon
SUNDERING Goonswarm Federation
79
|
Posted - 2013.02.05 23:28:00 -
[11] - Quote
Vrykolakasis wrote:If you have a higher chance of getting hurt while running away, kiting becomes very much less viable, .
I don't understand your logic, if you are running away you are not kiting, you are just running away. And running away actually made you less likely to get hit but more damage if you do get hit, due to the engine hits.
For kiting, ccp can still keep the transversal be the dominator part of CTH equation, it's the problem about where to place the modifier.
Game balance is a bigger issue but one bigger issue does not mean others are not issues anymore :) |

Akara Ito
Eternity INC. Goonswarm Federation
55
|
Posted - 2013.02.05 23:30:00 -
[12] - Quote
This idea would require hell of a lot more power since you'd actually need rather detailed ship models for the combat calculations. I dont think its even possible to do this with the current types of hard- and software. |

Kogh Ayon
SUNDERING Goonswarm Federation
79
|
Posted - 2013.02.05 23:32:00 -
[13] - Quote
Akara Ito wrote:This idea would require hell of a lot more power since you'd actually need rather detailed ship models for the combat calculations. I dont think its even possible to do this with the current types of hard- and software.
And I worry you didn't read it :) |

Vrykolakasis
Trinity Operations Aurora Irae
80
|
Posted - 2013.02.06 00:12:00 -
[14] - Quote
Kogh Ayon wrote:Vrykolakasis wrote:If you have a higher chance of getting hurt while running away, kiting becomes very much less viable, . I don't understand your logic, if you are running away you are not kiting, you are just running away. And running away actually made you less likely to get hit but more damage if you do get hit, due to the engine hits.
Sometimes, when you are kiting, you are actually turned directly away from your opponent.
I don't see the point of reducing the chance to hit while increasing the damage if hit. If you balance it evenly, nothing will change, and if you don't, it will reduce the viability of one tactic over another.
To explain my logic, I'll put it in logical form:
Premises: A. Kiting requires range control. B. Range control often requires turning your back to your opponent. C. If the changes are made as you suggest, turning your back to your opponent can increase the damage you are taking due to critical engine shots (more than it already does, since moving directly away from someone seriously reduces your transversal)
Conclusion: Therefore, D. Kiting becomes less viable.
|

Kogh Ayon
SUNDERING Goonswarm Federation
88
|
Posted - 2013.02.06 00:21:00 -
[15] - Quote
Vrykolakasis wrote: Sometimes, when you are kiting, you are actually turned directly away from your opponent.
I don't see the point of reducing the chance to hit while increasing the damage if hit. If you balance it evenly, nothing will change, and if you don't, it will reduce the viability of one tactic over another.
To explain my logic, I'll put it in logical form:
Premises: A. Kiting requires range control. B. Range control often requires turning your back to your opponent. C. If the changes are made as you suggest, turning your back to your opponent can increase the damage you are taking due to critical engine shots (more than it already does, since moving directly away from someone seriously reduces your transversal)
Conclusion: Therefore, D. Kiting becomes less viable.
Turning back to the opponent can decrease the chance you get hit, and if the deduction is about 50%, and the extra damage receive from engine shots is only 10%, then you actually get the overall damage reduced. Of course it is not the case in large fleet, as 10% damage from many people are not 10% anymore, but you saying kiting, then it is.
Moreover, kiting ships have rather small signature radius that have rather lower chance the receive engine hit, when the modifier is being applied.
So the actual problem is the kiting ships are getting more difficult to hit when they are approaching and escaping. |

Vrykolakasis
Trinity Operations Aurora Irae
80
|
Posted - 2013.02.06 00:25:00 -
[16] - Quote
It depends on the ship. A Catalyst has a much smaller side profile, so not only does it get transversal working against it when it's controlling range, it's also easier to hit, given the suggested changes. |

Kogh Ayon
SUNDERING Goonswarm Federation
89
|
Posted - 2013.02.06 00:28:00 -
[17] - Quote
Vrykolakasis wrote:It depends on the ship. A Catalyst has a much smaller side profile, so not only does it get transversal working against it when it's controlling range, it's also easier to hit, given the suggested changes.
As said in the op, it will not consider the different ship models. All ships will use the same rule to calculate the modifier.
For catalyst, if you look down from the top ,you will see it still get larger side profile.. |

stoicfaux
2308
|
Posted - 2013.02.06 00:38:00 -
[18] - Quote
Make Every Ship a "T3" in that every ship is comprised of five overlapping spheres representing ship modules: weapons, propulsion, electronics, etc.. The closest "module sphere" gets hit and the hit module suffers damage (standard shield/hull/armor damage) and some reduced effectiveness for that module (weapons suffer RoF reduction, electronics hits reduce targeting ability, etc..)
It's a bit simplistic, but should encourage some maneuvering without overloading the server too much. In fact, if time dilation kicks in, the five spheres could be dynamically replaced with a single sphere and modules are damaged via RNG.
|

Kogh Ayon
SUNDERING Goonswarm Federation
89
|
Posted - 2013.02.06 02:03:00 -
[19] - Quote
stoicfaux wrote:Make Every Ship a "T3" in that every ship is comprised of five overlapping spheres representing ship modules: weapons, propulsion, electronics, etc.. The closest "module sphere" gets hit and the hit module suffers damage (standard shield/hull/armor damage) and some reduced effectiveness for that module (weapons suffer RoF reduction, electronics hits reduce targeting ability, etc..)
It's a bit simplistic, but should encourage some maneuvering without overloading the server too much. In fact, if time dilation kicks in, the five spheres could be dynamically replaced with a single sphere and modules are damaged via RNG.
This idea sounds good and should be able to stand by its own.
However, this may require the server to calculate five 3d locations of the mod spheres. That's why I try to simplify my idea that consider every ship as a column, and convert all 3d calculations into a single 2d angle calculation. |

Caldari 5
The Element Syndicate
24
|
Posted - 2013.02.06 02:51:00 -
[20] - Quote
Anything that introduces positional tactics, instead of Ball of Death is a step in the right direction. |

Nevyn Auscent
Broke Sauce
136
|
Posted - 2013.02.06 03:32:00 -
[21] - Quote
One huge flaw with 'critical engine hits'. It overly benefits shield ships vs armour ships. Because shield won't be taking extra damage. Also you assume the typical starship trope of 'One shot in the right place kills any ship'. Which just isn't true. Even now days ships have extra armour surrounding drive mechanisms as well as procedures in place to mitigate any hits there. You 'might' temporarily disable a mechanism, but again, this would heavily load in favour of shields if this were implimented since nothing gets actually hit on a shield hit. So for game balance you have to leave critical hits out of it.
Actual profiles and hits scattering across the entire surface of the ship, and misses skimming just past it as it flies, that would be nice though. But would require tesselation.
Shots then go in a certain cone based on the guns tracking, guns sig radius (basically the scatter of the gun shooting something stationary) & the speed of the target etc. And randomly land inside the cone. The tesselation tech then checks for an intersection between the shot & the ship, if it occurs then generates an impact on the target ship, doing visuals & damage. |

Cari Cullejen
Thukker Tribe Holdings Inc. Gathering Of Nomadic Explorers
17
|
Posted - 2013.02.06 05:33:00 -
[22] - Quote
Nevyn Auscent wrote:One huge flaw with 'critical engine hits'. It overly benefits shield ships vs armour ships. Because shield won't be taking extra damage. Also you assume the typical starship trope of 'One shot in the right place kills any ship'. Which just isn't true. Even now days ships have extra armour surrounding drive mechanisms as well as procedures in place to mitigate any hits there. You 'might' temporarily disable a mechanism, but again, this would heavily load in favour of shields if this were implimented since nothing gets actually hit on a shield hit. So for game balance you have to leave critical hits out of it.
This system would not make armor tanking better than shield, or vise versa, It is most likely that the part of the shield surrounding the engine would be powered down at the point of activation; to prevent it from burning through its own shield (or at least that makes sense) and you cant just place armored plates in front of engines! where would the flames go?
In love with CCP Sunset, and maybe-áCCP t0rfifrans :3 |

Kogh Ayon
SUNDERING Goonswarm Federation
95
|
Posted - 2013.02.06 06:52:00 -
[23] - Quote
Nevyn Auscent wrote:One huge flaw with 'critical engine hits'. It overly benefits shield ships vs armour ships. Because shield won't be taking extra damage.
Just image what will happen when the frame come across the shield. Frame is not what you can control like bullets or missile, and you can not really stop it from burning the shield . Keep in mind the shield in EVE is rightly above the armor.
So it should be pretty reasonable for the shield near thrusters to have weaker resistance as well as armor. |

Asuka Solo
Stark Fujikawa Stark Enterprises
2267
|
Posted - 2013.02.06 07:27:00 -
[24] - Quote
If ship profiles, angles, armor thickness at different places on hulls and ship surface area come into play with damage calculations...... then why is this not extended into the context of capital ammo size meets small sub-cap hull = splat on windshield even if its a near miss? Eve is about Capital ships, WiS, Boobs, PI and Isk! |

Super spikinator
Deep Core Mining Inc. Caldari State
79
|
Posted - 2013.02.06 07:59:00 -
[25] - Quote
This is a buff Winmatar thread, isn't it? |

Kogh Ayon
SUNDERING Goonswarm Federation
95
|
Posted - 2013.02.06 08:26:00 -
[26] - Quote
Asuka Solo wrote:If ship profiles, angles, armor thickness at different places on hulls and ship surface area come into play with damage calculations...... then why is this not extended into the context of capital ammo size meets small sub-cap hull = splat on windshield even if its a near miss?
Assuming there is air in the space? |

Roime
Shiva Furnace
1907
|
Posted - 2013.02.06 08:35:00 -
[27] - Quote
These are neat ideas, I'd include Line of Sigth as well, but this would mean redesigning most hulls to minimize exposed surface area.
-á- All I really wanted was to build a castle among the stars - |

Super spikinator
Deep Core Mining Inc. Caldari State
79
|
Posted - 2013.02.06 08:39:00 -
[28] - Quote
Kogh Ayon wrote:Asuka Solo wrote:If ship profiles, angles, armor thickness at different places on hulls and ship surface area come into play with damage calculations...... then why is this not extended into the context of capital ammo size meets small sub-cap hull = splat on windshield even if its a near miss? Assuming there is air in the space?
The Dual Giga series of turrets may be able to do this, dependent on what crystals you use as any energy weapon of that size should have a heat profile. So the future will contain the smallest profile capital ships, firing beam lasers so as to cause a string of sub cap destructions on their way to killing off their target. This would also extend to Judgement obviously.
But this is a buff minmatar thread so I don't think you thought of that.
Edit: how do glancing/grazing shots factor into this? Since Capital munitions should potentially splat something that gets grazed by this. Also if something grazes, does the ammo need to have a new trajectory calculated due the possibility of the package bouncing or being deflected? Heck, shouldn't this also affect every type of munition, even LASER as depending on where you hit on a shielded hull there would be "bounced" energy? |

Kogh Ayon
SUNDERING Goonswarm Federation
95
|
Posted - 2013.02.06 09:06:00 -
[29] - Quote
Super spikinator wrote:
The Dual Giga series of turrets may be able to do this, dependent on what crystals you use as any energy weapon of that size should have a heat profile. So the future will contain the smallest profile capital ships, firing beam lasers so as to cause a string of sub cap destructions on their way to killing off their target. This would also extend to Judgement obviously.
But this is a buff minmatar thread so I don't think you thought of that.
Edit: how do glancing/grazing shots factor into this? Since Capital munitions should potentially splat something that gets grazed by this. Also if something grazes, does the ammo need to have a new trajectory calculated due the possibility of the package bouncing or being deflected? Heck, shouldn't this also affect every type of munition, even LASER as depending on where you hit on a shielded hull there would be "bounced" energy?
I would like all of these ideas to happen, but I just doubt if CCP's super computer be able to calculate all of these when the local is 1200.
Ideas are good when they are theoretically possible. |

Kogh Ayon
SUNDERING Goonswarm Federation
99
|
Posted - 2013.02.06 18:57:00 -
[30] - Quote
And I don't understand why it can be a minmatar buff thread. All ships will use the same rule that calculate the angle then use the angle to match a modifier, like how people calculate the transversal, ship model will not be counted. |

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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