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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
133
|
Posted - 2013.04.26 22:40:00 -
[1] - Quote
This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic? |
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CCP Sisyphus
C C P C C P Alliance
287
|
Posted - 2013.04.26 22:43:00 -
[2] - Quote
/me prepares to take notes. CCP Sisyphus | Team PE | Team Klang | @CCP_Sisyphus |
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Skeln Thargensen
Filthy Carebear Tax Avoidance Shell Corp
108
|
Posted - 2013.04.26 22:43:00 -
[3] - Quote
blue danube plz freelance space bum |
Octoven
Phoenix Productions Headshot Gaming
79
|
Posted - 2013.04.26 22:43:00 -
[4] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
Mostly its not really the question of would it be an annoyance...if a person is docked and someone calls for help, thats time that could have been spent in route...just saying. |
Karsa Egivand
Sebiestor Tribe Minmatar Republic
105
|
Posted - 2013.04.26 22:44:00 -
[5] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
Easy remedy:
Make it optional.
If you choose not to have it, you'll undock the old way. If you choose the animation, the animation will start before the actual undocking begins and at the appropriate time of the anmiation, the actual undocking-mechanics start (you need a certain amount of flexibility on how long the animation lasts... i suggest a lock for the final part).
(With the animation undocking would take longer, but if you want to...)
I still wouldn't commit devtime for this over other stuff... |
J3ssica Alba
Federal Navy Academy Gallente Federation
662
|
Posted - 2013.04.26 22:46:00 -
[6] - Quote
manual docking like back in Elite I think it was where you had to match the rotation of the station first then fire engines and dock
or .. having to follow station traffic control orders and find your docking bay in a massive station interior
yes the instant gratification crowd would like that /sarcasm This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
133
|
Posted - 2013.04.26 22:46:00 -
[7] - Quote
Karsa Egivand wrote:
I still wouldn't commit devtime for this over other stuff...
Jumping through stargates and docking/undocking are one of the most common things done in EVE that -EVERYONE- does [okay, barring the W-space guys, but even they have to go to K-space at some point]
Id say making the most common things in EVE more immersive is a great way to spend Devtime. |
Octoven
Phoenix Productions Headshot Gaming
79
|
Posted - 2013.04.26 22:47:00 -
[8] - Quote
Karsa Egivand wrote:KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic? Easy remedy: Make it optional. If you choose not to have it, you'll undock the old way. If you choose the animation, the animation will start before the actual undocking begins and at the appropriate time of the anmiation, the actual undocking-mechanics start (you need a certain amount of flexibility on how long the animation lasts... i suggest a lock for the final part). (With the animation undocking would take longer, but if you want to...) I still wouldn't commit devtime for this over other stuff...
Optional is certainly something everyone would agree to, idk you could have a slight animation. I mean there was a video not too long ago that showcased ships and it had the ships fly in to the parking position, sit a few seconds turn and fly out. So you could do that. At least in Caldari stations anyway, the ship is already facing the way back out...just do like a 10 second clip of the ship flying toward the exitway. |
March rabbit
epTa Team Inc.
653
|
Posted - 2013.04.26 22:47:00 -
[9] - Quote
not sure why but for me docking/undocking is already long procedure. Internet? Maybe something other?
What do i say here: time i need to wait for undock is enough for good movie already. So i'm up to getting something better than progress-bar. |
Vincent Athena
V.I.C.E.
1780
|
Posted - 2013.04.26 22:47:00 -
[10] - Quote
Will it take more time? Or is the animation just a substitute for the progress bar? If it takes the same time, then all is well.
What is seen if you got CQ turned on? Ive always proposed the animation should be you walk over to the pod and it closes up. Also: Move the pod to where the undock button (on the balcony) is, making the pod itself be the undock button. http://vincentoneve.wordpress.com/ |
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Zenos Ebeth
People Who Don't Like People
85
|
Posted - 2013.04.26 22:48:00 -
[11] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
It doesn't need to last longer , just make the ship start moving toward the exit and have the screen fade to black when the loading is done , i think it would be good enough. |
Octoven
Phoenix Productions Headshot Gaming
79
|
Posted - 2013.04.26 22:50:00 -
[12] - Quote
Also, id like to know if the jumping effect observed in the odyssey demo will apply to jumping through wormholes too? If not, its not that hard to implement, I mean the mechanics are in place and the cam would fly through the hole and exit the others side lol |
Makoto Priano
Priano Trans-Stellar State Services
299
|
Posted - 2013.04.26 22:53:00 -
[13] - Quote
I'd love a docking sequence? Seeing as there's already a delay for session change when docking, making that delay actually have some style instead of a, "poof! Progress bar. In!" sequence...
So. If it takes the same amount of time as before, so totally cool with it. More than a second or two of difference-- not as cool with it. |
Sobach
Fourth Circle
122
|
Posted - 2013.04.26 22:54:00 -
[14] - Quote
KuroVolt wrote:And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
I think this would be the best way to go, perhaps simply have your ship start flying towards the exit/station traffic area when you hit undock would suffice. |
Heinel Coventina
University of Caille Gallente Federation
6
|
Posted - 2013.04.26 22:58:00 -
[15] - Quote
I think it's important that it takes the same amount of time for everyone to undock for balance reasons.
The animation should be optional, but it should still take the same time regardless of which option you chose to undock. |
Makoto Priano
Priano Trans-Stellar State Services
299
|
Posted - 2013.04.26 22:58:00 -
[16] - Quote
Or -- more like than it flying -- would be for a couple of tug drones to fly up and tractor it to the exit path, where they release it into traffic. |
Karsa Egivand
Sebiestor Tribe Minmatar Republic
105
|
Posted - 2013.04.26 22:59:00 -
[17] - Quote
Sobach wrote:KuroVolt wrote:And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic? I think this would be the best way to go, perhaps simply have your ship start flying towards the exit/station traffic area when you hit undock would suffice.
I would only ever use it if it didnt add time. (then it would be a nifty)
But as it doesn't take very long to undock... i don't see a really useful animation to slot in here. |
okst666
Uncharted Skies Cerberus Unleashed
220
|
Posted - 2013.04.26 23:00:00 -
[18] - Quote
CCP Sisyphus wrote:/me prepares to take notes.
can we have it like it was in wing commander...alarm sounds...panic in peoples faces... same people in boots and uniforms running to their ships and all...then a cool sequence when the station squeezes the ship out..
make it last 40 sec minimum..
oh boy....dockinggames-people will puke blood....I would love it!
#1 make it so! [X] < Nail here for new monitor |
Kadl
Imperial Academy Amarr Empire
17
|
Posted - 2013.04.26 23:01:00 -
[19] - Quote
I hope CCP chooses to either 1) make it the same length of time, or 2) make it optional.
What can you do for the length of time? Show the ship traveling down an internal corridor. |
Riyal
Fluffles Inc.
70
|
Posted - 2013.04.26 23:04:00 -
[20] - Quote
It would be a nice addition as long as the animation didn't delay the docking sequence. The station hud could appear before the animation is finished to help. |
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Makoto Priano
Priano Trans-Stellar State Services
299
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Posted - 2013.04.26 23:06:00 -
[21] - Quote
+1 on Riyal's idea. The docking animation could be stretched out by having the station interface appear once session change is complete. |
Logan LaMort
Screaming Hayabusa
1301
|
Posted - 2013.04.26 23:13:00 -
[22] - Quote
I was just thinking about this.
- Animation time dynamically linked to the undock timer, so basically the animation only plays for as long as it would take for you to undock right now. This would work exactly like the new stargate jump effect, so there's no fluff that makes you undock longer than you normally would.
- Have the front of the ship in the hanger view pointing towards the exit which has the background ships passing by.
- When you press undock, the engines start to light up, possibly flicker as though the ship is going through pre flight checks.
- The ship then slowly drifts towards the exit, engines blazing.
- The camera does a fancy graphical transition from the interior of the station to the outside of the station, maybe everything gets pixelated and the camera 'reboots' back up again outside (This could also alleviate the second or two gap of graphical objects of popping in to existence when you undock.).
- With CQ active, you'd just have the fancy camera change, since you're out of pod.
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Noriko Mai
789
|
Posted - 2013.04.26 23:16:00 -
[23] - Quote
Undocking takes 5-8 seconds and has !two! progress bars... Thats more than enough to let the ship float in the direction of exit. Then simply load the outside in a smooth transition. |
Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
227
|
Posted - 2013.04.26 23:18:00 -
[24] - Quote
What about when you warp to the part of the station where there is no entrance? For instance Amarr stations, if you warp from the side, to play an animation you would have to fly to the bottom of the station.
I would certainly be happy to spend a few extra seconds if there was a docking animation, but may be difficult to implement for the reasons given above, |
Solstice Project
Sebiestor Tribe Minmatar Republic
3302
|
Posted - 2013.04.26 23:20:00 -
[25] - Quote
Clear Skies.
/thread |
Logan LaMort
Screaming Hayabusa
1301
|
Posted - 2013.04.26 23:27:00 -
[26] - Quote
A docking animation could easily be two docking drones coming out of nowhere and locking the ship in a tractor beam just as the camera transitions from space to the station. |
Throktar
Deep Core Mining Inc.
11
|
Posted - 2013.04.26 23:45:00 -
[27] - Quote
I really love the new station environments. They feel alive with ships moving in the background. I also thought the new undocking sound and lights flashing was pretty cool. At least its something more than just a loading bar.
As far as docking animations, I'm not to sure about this. It just seems that any animation worth a damn would take longer than it does to dock up. Maybe, like others have suggested above make it an optional setting.
The new star gate animation is just amazing! I yelled a few tasteful expletives of joy and actually clapped when I saw that, and yes I was sitting at home alone...
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Sentamon
860
|
Posted - 2013.04.26 23:49:00 -
[28] - Quote
Hate to hijack the thread but you should also consider much LESS docking.
Some things like talking to agents, offloading, recharging your shield/cap could be done outside the station. If this is done, making a longer docking animation would be more tolerable and it would bring life to the area outside the station with parked ships and little drones flying around to move cargo, repair, guide ships into place etc. The need to dock could be limited to hiding from combat or changing ships.
I think it would be an improvement to stations that outside of places like Jita feel like this dead thing in space. ~ Professional Forum Alt -á~ |
Valeska Vasile
Salvag. INC FEDERATION SOLARIS
0
|
Posted - 2013.04.26 23:54:00 -
[29] - Quote
A less "middle of the screen" loading and canceling button ( i love these circles menus). For the animation , show some kind of docking beam shutting down, and your ship starting going ahead. |
Ruskarn Andedare
Lion Investments
149
|
Posted - 2013.04.27 00:10:00 -
[30] - Quote
Even if it added a couple of seconds a brief animation of your ship moving from its hangar to the outbound feed would really help immersion
As would MUCH larger station models to justify how we're all in there |
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Noriko Mai
789
|
Posted - 2013.04.27 00:34:00 -
[31] - Quote
Throktar wrote:The new star gate animation is just amazing! I yelled a few tasteful expletives of joy and actually clapped when I saw that, and yes I was sitting at home alone... Same here
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Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
684
|
Posted - 2013.04.27 02:33:00 -
[32] - Quote
If you can do a stargate loading screen with a transition between the stargates, you can do a seamless transition to undock with the ship moving a little bit towards the exit.
Please do this for odyssey. Simply having flashing lights does not really constitute an undocking animation.
Also, do some sort of transition when i'm logging in. Can't stand having the game freeze for like 5 seconds as it figures out what it needs for me to log in. I can't alt-tab out of the game when this happens or anything, i'm stuck waiting for it to stop freezing. No matter how many caches get deleted this still happens for at least a small length of time... |
Lost True
Paradise project
2119
|
Posted - 2013.04.27 03:32:00 -
[33] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic? Well...
I like to things quickly - dock-unload-undock...
BUT i don't mind, i support any reasonable ideas for immersion - animations, avatars...
Because if you will do the game exactly how "most" of the players "wants", it'll be a game with poor graphics, no immersion, and WC3/LoL type of gameplay... in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much? [-á-Ś-Ś-Ç-â-é-+-+-Ś] -Ł-Ś-Ś-+-+-+-Ś -Ś-+-Ç-+-+-Ç-Ś-ĺ-+-Ĺ Transtellar |
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CCP Sisyphus
C C P C C P Alliance
305
|
Posted - 2013.04.27 06:19:00 -
[34] - Quote
Whatever is done - I will say that our aim when killing all these loading progress bars is simple:
No Extra Time.
The client has to unload the scene, ask for new location, get information from server, load assets, confirm to server its all there. There are hard limits on this time which will happen no matter how fast your computer is. We want to use this time for something more immersive that "loading bar popup". CCP Sisyphus | Team PE | Team Klang | @CCP_Sisyphus |
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Lors Dornick
Kallisti Industries Solar Assault Fleet
463
|
Posted - 2013.04.27 08:09:00 -
[35] - Quote
CCP Sisyphus wrote:Whatever is done - I will say that our aim when killing all these loading progress bars is simple:
No Extra Time.
This is what most of us (I guess) wanted to hear.
Btw, I hope you're not in Iceland or one would wonder how you can post here at 6 am during fanfest ...
CCP Eterne: Silly player, ALL devs are evil. CCP (aka Judge) Peligro: I will find your main.
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Eugene Kerner
TunDraGon Drunk 'n' Disorderly
668
|
Posted - 2013.04.27 08:19:00 -
[36] - Quote
It has to be optional. SOmetimes whole fleets need to undock on short notice and jump to an open cyno. If eve freezes on some clients because of the animation (not everybody plays on high end equipment) whole ops were in danger. There would be a lot of petitions....
"Also, your boobs " -á CCP Eterne, 2012
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Deneth Vakorum
Aliastra Gallente Federation
3
|
Posted - 2013.04.27 08:25:00 -
[37] - Quote
Even just moving the ship slowly toward the exit with all the new flashing lights would be fine. You could even swing the camera to an extreme high or low position that would hide the ship in the "exit tube" thing if the client/server communication took longer than usual. |
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CCP Sisyphus
C C P C C P Alliance
313
|
Posted - 2013.04.27 08:30:00 -
[38] - Quote
Lors Dornick wrote:CCP Sisyphus wrote:Whatever is done - I will say that our aim when killing all these loading progress bars is simple:
No Extra Time.
This is what most of us (I guess) wanted to hear. Btw, I hope you're not in Iceland or one would wonder how you can post here at 6 am during fanfest ...
its already 6am??! CCP Sisyphus | Team PE | Team Klang | @CCP_Sisyphus |
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Flamespar
Woof Club
556
|
Posted - 2013.04.27 08:48:00 -
[39] - Quote
It would be cool if players un-docking from the captains quarters view got an animation of their avatar climbing into the pod. I can post on a forum, therefore I represent everyone. |
Lors Dornick
Kallisti Industries Solar Assault Fleet
465
|
Posted - 2013.04.27 08:54:00 -
[40] - Quote
CCP Sisyphus wrote:Lors Dornick wrote:CCP Sisyphus wrote:Whatever is done - I will say that our aim when killing all these loading progress bars is simple:
No Extra Time.
This is what most of us (I guess) wanted to hear. Btw, I hope you're not in Iceland or one would wonder how you can post here at 6 am during fanfest ... its already 6am??! No, 8:30 GMT according to your post.
Now, there's Blue Badges stationed on odd places on the globe as Shanghai and Atlanta.
But a dev on iceland, early morning saturday during fanfast, who's both awake and sober enough to log in ...
Sounds a bit unexpected ;)
CCP Eterne: Silly player, ALL devs are evil. CCP (aka Judge) Peligro: I will find your main.
|
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Heinel Coventina
University of Caille Gallente Federation
8
|
Posted - 2013.04.27 08:54:00 -
[41] - Quote
Flamespar wrote:It would be cool if players un-docking from the captains quarters view got an animation of their avatar climbing into the pod.
That might take long...
It'd be better if climbing into the pod is a separate action people can do if they wanted to. |
Kult Altol
THE BOARD OF EDUCATION
229
|
Posted - 2013.04.27 10:32:00 -
[42] - Quote
My idea of undocking animation would be this. Every station has a disk the ship appears to "float" on. The disk under the ship opens up like an aperture of a camera. The ship would descend down.
Docking into the station would be the same as it is now. An open mind is like a fortress with its gates unbarred and unguarded. A narrow mind is a focused mind.
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CruxArc
Black Souls Industries
2
|
Posted - 2013.04.27 11:02:00 -
[43] - Quote
CCP could give different undock times for different ship classes. Light ships like frigates should undock faster than the larger ones. Small units could be ejected like fighters from aircraft carriers
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Urban Trucker
Pator Tech School Minmatar Republic
0
|
Posted - 2013.04.27 11:17:00 -
[44] - Quote
CruxArc wrote:CCP could give different undock times for different ship classes. Light ships like frigates should undock faster than the larger ones. Small units could be ejected like fighters from aircraft carriers
The argument, Immersion Vs Speed.
Right now it takes.. oh 3 to 5 seconds to undock (depending on PC, maybe mines uber who knows). If you manage to keep the undock animation within that timebound, your fine.
(How you'd be able to do that, no clue, there are some slow ships).
Though I guess if you create tugboat drones that act as boosters to fly the ship out.. might work.
A second is a very big balancing issue, cause people don't want to be.. Slow..... |
thorgil
Salvag. INC FEDERATION SOLARIS
0
|
Posted - 2013.04.27 14:07:00 -
[45] - Quote
Just make shut down the stuff that keep your ship immobile. I bet it will make steam and some blue lazors. |
Marcus Druallis
Excessum Cartel
0
|
Posted - 2013.04.27 18:33:00 -
[46] - Quote
Does anyone have a link to the new dock/undock animation? |
Judge Magister Zeiram
EVE University Ivy League
0
|
Posted - 2013.04.27 18:47:00 -
[47] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
I don't see why such an animation would need to be mandatory. Couldn't it just be toggled?
I'd be happy if the engines purred and lite up when you hit undock.
|
KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
145
|
Posted - 2013.04.27 19:17:00 -
[48] - Quote
Marcus Druallis wrote:Does anyone have a link to the new dock/undock animation? There isnt any yet, they have merely anounced that they might add an animation in the future as part of their *battle on loadingbars*.
Ive now read rumors that undocking will be a simple fade to black. To me this would be a huge missed opportunity on CCPs behalf.
I for one would LOVE to see more internal parts of the hangars, the coolest stations right now are the ones with forcefields that you can look inside of. Same goes for ships that have visible drone bays.
So little just adds so much to the experience. |
Equto
Imperium Technologies Get Off My Lawn
19
|
Posted - 2013.04.28 08:27:00 -
[49] - Quote
Lors Dornick wrote:CCP Sisyphus wrote:Lors Dornick wrote:CCP Sisyphus wrote:Whatever is done - I will say that our aim when killing all these loading progress bars is simple:
No Extra Time.
This is what most of us (I guess) wanted to hear. Btw, I hope you're not in Iceland or one would wonder how you can post here at 6 am during fanfest ... its already 6am??! No, 8:30 GMT according to your post. Now, there's Blue Badges stationed on odd places on the globe as Shanghai and Atlanta. But a dev on iceland, early morning saturday during fanfast, who's both awake and sober enough to log in ... Sounds a bit unexpected ;) I will say that he was both in iceland and mostly sober while I was there. CCP seem to have this odd ability to down large amounts of alcohol without any outward signs. |
Octoven
Phoenix Productions Headshot Gaming
92
|
Posted - 2013.04.28 08:30:00 -
[50] - Quote
KuroVolt wrote:Marcus Druallis wrote:Does anyone have a link to the new dock/undock animation? There isnt any yet, they have merely anounced that they might add an animation in the future as part of their *battle on loadingbars*. Ive now read rumors that undocking will be a simple fade to black. To me this would be a huge missed opportunity on CCPs behalf. I for one would LOVE to see more internal parts of the hangars, the coolest stations right now are the ones with forcefields that you can look inside of. Same goes for ships that have visible drone bays. So little just adds so much to the experience.
Possible force fields on the exits of all stations? |
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Atlantis Fuanan
Uncharted Skies Cerberus Unleashed
0
|
Posted - 2013.04.28 08:34:00 -
[51] - Quote
It's interesting that all of you seem to have the "same" time on undocking. For me and some of my corp buddies, undocking time is varying on personal ressources uses (multi-clients, other tools running) or simply server load is high. I think the animation will only that long like everyones current loading bar takes. So if you have a super fast connection and pc, you could probably never see that "undock animation" since it will just happen to fast for you, while slow connections/bad computers will need more time to load the "space" and so it will just play the animations instead of a boring loading bar. |
Derdrom Utida
Brave Newbies Inc.
35
|
Posted - 2013.04.28 08:37:00 -
[52] - Quote
Keep the new flashing lights, but also make the platform that the ship is on lower and a fade-to-black will transition from station interior to space.
EDIT: The fade-to-black will hide the progress bar. Only concern with this setup is if you want to abort the undock. May have to take the bullet and keep an "abort" button somewhere. |
Teven Noziroh
Imperial Academy Amarr Empire
1
|
Posted - 2013.04.28 08:44:00 -
[53] - Quote
Have a few tubes and cords attached to the ships when they are docked.
An undock animation could simply be these disconnecting; steam and vapor clouds, engines roaring; then fade to black as the ship starts to move in any which way fits the station layout. |
Vertisce Soritenshi
The Scope Gallente Federation
2137
|
Posted - 2013.04.28 08:45:00 -
[54] - Quote
God...read all of the first page and people are seriously over thinking this.
This is extremely simple. Make the animation something that begins and actively ends as soon as the background loading procedure is completed. For example, once the load procedure reaches a set percentage say, 90%, start the end of the video.
There's about 3 or 4 ways I can think of doing this going through my head right now.
I am sure CCP is on it. Even still...making it optional is the right thing to do. If someone would rather see a loading screen then that should be the players decision. Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821 |
Galega Ori
Universal Mining And Manufactoring
48
|
Posted - 2013.04.28 08:50:00 -
[55] - Quote
Kadl wrote:I hope CCP chooses to either 1) make it the same length of time, or 2) make it optional.
What can you do for the length of time? Show the ship traveling down an internal corridor.
I say do it, as I love anything that increases my immersion with the game. But for any option they may put in, I say that if you choose not to watch the animation you still take the same amount of time to undock/dock as with the animation. Of course this would negate the need for the option anyway.
With that said I think they should implement it in as short an animation as reasonably possible.
Cry all you want about losing a few seconds but in the end this would improve the game experience more than anything else.
DEATH TO LOADING BARS/BLACK SCREENS \o/
CCP Eterne: Silly Player, ALL devs are evil. |
Arduemont
Rotten Legion Ops
1351
|
Posted - 2013.04.28 09:00:00 -
[56] - Quote
I wouldn't mind taking a few more seconds to undock to get a proper animation. I know some people migt be pissed but I really don't care. It would make Eve more realistic.
I am sure however (if needs must), that it could be done to fit within the current undock time. "In the age of information, ignorance is a choice." |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3295
|
Posted - 2013.04.28 09:29:00 -
[57] - Quote
Docking on autopilot should 100% trigger Blue Danube, and the autopilot should warp you to 15km in front of the hangar doors (where "in front" might actually be "above" or "below" for certain stations).
Docking and undocking "progress bar replacement" animations could include, for example, the ship entering/leaving the landing pad area: thus you can dock from any angle onto a station and you don't have to worry about discontinuity of warping in to Dodixie Fed Navy from the Botane gate, seeing the "back" of the station, then suddenly seeing your ship entering through the front door.
But docking on autopilot must have Blue Danube playing, as a salute to Elite.
Day 0 advice for new players: Day 0 Advice for New Players |
Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
169
|
Posted - 2013.04.28 12:05:00 -
[58] - Quote
I really want an animation, I hate so much the time of the docking/undocking, that a nice animation would make it more bearable.
We only need a way to have a loop for the potential extra time people with lower computers than others (or lag) need. Maybe our ship has to stop at a moment, for an identification control, before leaving the station? or why not another ship just before us, that block the passage, and allow us to move only when this loading is done? xD |
Elder Ozzian
Frozen Dawn Inc Arctic Light
53
|
Posted - 2013.04.28 12:51:00 -
[59] - Quote
hmm.. How about using the hole below the ship in hangars. When undocking, the ship aligns downwards into the tunnel / hole and the camera follows . When you fall into the tunnel, you only see the tunnel lights blinking or something, and when the loading is done you'll suddenly see docking bay door opens and you'll shoot out from the tunnel outside the docking bay.
But then again - aborting undock... I disagree! |
Scaara Koraka
Dreddit Test Alliance Please Ignore
5
|
Posted - 2013.04.28 16:08:00 -
[60] - Quote
It already has the bar for when you can click to abort the undock so while that bar is doing its thing the undock animation could run that way it wont take any longer to undock but It would look much cooler and more immersive. |
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Mr Kronos
Gears of Construction Gears Confederation
2
|
Posted - 2013.04.28 16:24:00 -
[61] - Quote
I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences? |
J3ssica Alba
Federal Navy Academy Gallente Federation
671
|
Posted - 2013.04.28 17:04:00 -
[62] - Quote
Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences?
just admit it you want to see your naked char stepping into goo This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3306
|
Posted - 2013.04.28 17:05:00 -
[63] - Quote
J3ssica Alba wrote:Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences? just admit it you want to see your naked char stepping out of the goo
FTFY
Day 0 advice for new players: Day 0 Advice for New Players |
Beekeeper Bob
Beekeepers Anonymous
605
|
Posted - 2013.04.28 17:08:00 -
[64] - Quote
KuroVolt wrote:Karsa Egivand wrote:
I still wouldn't commit devtime for this over other stuff...
Jumping through stargates and docking/undocking are one of the most common things done in EVE that -EVERYONE- does [okay, barring the W-space guys, but even they have to go to K-space at some point] Id say making the most common things in EVE more immersive is a great way to spend Devtime.
Yes, the game certainly needs more useless visual crap adding even more lag to the game....
The single biggest danger to EVE is the proliferation of ALTS! Kill an alt today!
Petition for a Minimum bounty of 10 mil. Prevent useless bounties!
|
Warpshade
Warped Industries
53
|
Posted - 2013.04.28 17:09:00 -
[65] - Quote
I really don't see much of an issue, if CCP adds new animations for things such as undocking/redocking; and the animation is longer than a load timer, they need to impliment an option to have them or not in the options menu, rather than oturight forcing them on folk. It should just be a simple case of "load time transitions" tick or untick. |
J3ssica Alba
Federal Navy Academy Gallente Federation
671
|
Posted - 2013.04.28 17:16:00 -
[66] - Quote
Beekeeper Bob wrote:KuroVolt wrote:Karsa Egivand wrote:
I still wouldn't commit devtime for this over other stuff...
Jumping through stargates and docking/undocking are one of the most common things done in EVE that -EVERYONE- does [okay, barring the W-space guys, but even they have to go to K-space at some point] Id say making the most common things in EVE more immersive is a great way to spend Devtime. Yes, the game certainly needs more useless visual crap adding even more lag to the game....
an undocking/docking animation would be client side so wouldn't have any effect on lag. Now if your machine sucks so much that loading a simple animation makes it chug along .. well then buy a better one This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Onyx Nyx
Euphoria Released Verge of Collapse
351
|
Posted - 2013.04.28 18:41:00 -
[67] - Quote
I think the light effect is a good start, but I would like to see station hangar doors open slowly and see the ships engine glow with the light of thousands of suns and then begin to move slowly at first and then faster.
Something like this appearing on the screen would be nice too: http://www.youtube.com/watch?v=iU77vbZ9lrQ I kill kittens, and puppies and bunnies. I maim toddlers and teens and then more. |
Kamorain Dinard
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.04.28 19:09:00 -
[68] - Quote
I'd say an animation of the ship starting to fly down a tunnel in station and then the screen switching to it coming out of the station in space would be cool. This could just show it starting to leave the hanger and then coming out of the station in space so that the animation doesn't take long and make undocking take much longer than now.
Having it fully animated from leaving the hanger to arriving in space would mean that undocking would take an annoyingly long time. It would also mean that the internal structure of stations would have to be planned out since you'd see your ship flying around in it which I can't imagine being done that well. |
Solstice Project
Sebiestor Tribe Minmatar Republic
3324
|
Posted - 2013.04.28 19:19:00 -
[69] - Quote
What's wrong with simply having the camera behind the ship and having it move out of the stations undock area, like it actually makes sense ?
And then, just before the undock is complete, the camera smoothly moves into the position where it should be, rotating accordingly.
The Boundless Creations station in hek has this long tunnel ... (which looks a bit small, but that can be fixed) ... Jita 4-4 has this huge hole where they all undock ... ... amarrian stations have this hole facing downwards ... ... and most stations are clones of these anyway, so ...
... that would work. |
Solhild
Republic Military School Minmatar Republic
977
|
Posted - 2013.04.28 19:42:00 -
[70] - Quote
I'd like docking/un-docking to be as quick as possible with an appropriate animation while it's happening please. |
|
Solhild
Republic Military School Minmatar Republic
977
|
Posted - 2013.04.28 19:44:00 -
[71] - Quote
Solstice Project wrote:What's wrong with simply having the camera behind the ship and having it move out of the stations undock area, like it actually makes sense ?
And then, just before the undock is complete, the camera smoothly moves into the position where it should be, rotating accordingly.
The Boundless Creations station in hek has this long tunnel ... (which looks a bit small, but that can be fixed) ... Jita 4-4 has this huge hole where they all undock ... ... amarrian stations have this hole facing downwards ... ... and most stations are clones of these anyway, so ...
... that would work.
..like in the Origins trailer? |
Billatron
Black Watch Guard Amarr 7th Fleet
2
|
Posted - 2013.04.28 19:54:00 -
[72] - Quote
I would love to undock and fly past other players ships also docking/undocking. This would be incredible and for me would increase immersion 10 fold.
A simple toggle option in setting would work for "Fastest undock" or a double click of the undock button would be fast undock and single click would be fancy undock. when friends are dying nobody wants to be waiting extra time. Docking/undocking can often take awhile as is so i dont think much is lost by having the default be an awesome animation. them new players CCP are always trying to get would love it.
Kill all loding bars! |
Miilla
Hulkageddon Orphanage
484
|
Posted - 2013.04.28 19:54:00 -
[73] - Quote
Might be nice the first time, but given that most pvpers dock and undock maybe 100 times per fight, it would get tiring fast. |
Solstice Project
Sebiestor Tribe Minmatar Republic
3326
|
Posted - 2013.04.28 20:51:00 -
[74] - Quote
Solhild wrote:Solstice Project wrote:What's wrong with simply having the camera behind the ship and having it move out of the stations undock area, like it actually makes sense ?
And then, just before the undock is complete, the camera smoothly moves into the position where it should be, rotating accordingly.
The Boundless Creations station in hek has this long tunnel ... (which looks a bit small, but that can be fixed) ... Jita 4-4 has this huge hole where they all undock ... ... amarrian stations have this hole facing downwards ... ... and most stations are clones of these anyway, so ...
... that would work. ..like in the Origins trailer? I have no idea. What's that ? Personally, i thought of Clear Skies (movie). In part one or two (forgot), one can see Clear Skies (ship) moving through the Boundless Creations Stations tunnel, in Hek, during undock.
Mind you ... it was from the *inside* of the ship. |
Solstice Project
Sebiestor Tribe Minmatar Republic
3326
|
Posted - 2013.04.28 20:52:00 -
[75] - Quote
Miilla wrote:Might be nice the first time, but given that most pvpers dock and undock maybe 100 times per fight, it would get tiring fast. Which is exactly the same with the loading bars. So besides it still being boring, the animation would still be better than the loading bar. |
Fractal Muse
Sebiestor Tribe Minmatar Republic
268
|
Posted - 2013.04.28 20:56:00 -
[76] - Quote
I'd probably think it was cool the first time. Interesting the second time. And, after that, try to turn it off.
Unless I could take control of my ship and engage other ships INSIDE the station.. now that would be awesome.
|
Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
10741
|
Posted - 2013.04.28 20:58:00 -
[77] - Quote
Ok.... the ship gets loaded into a giant slingshot.... "Little ginger moron" ~David Hasselhoff-á |
J3ssica Alba
Federal Navy Academy Gallente Federation
682
|
Posted - 2013.04.28 21:06:00 -
[78] - Quote
Miilla wrote:Might be nice the first time, but given that most pvpers dock and undock maybe 100 times per fight, it would get tiring fast.
pvper tears, best tears .. bring on the animations! This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Lucy Sazas
Imperial Academy Amarr Empire
0
|
Posted - 2013.04.28 21:23:00 -
[79] - Quote
Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now. |
Lenore Leelu
Obsidian Dynamics
14
|
Posted - 2013.04.29 03:02:00 -
[80] - Quote
J3ssica Alba wrote:Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences? just admit it you want to see your naked char stepping into goo
As a consenting adult, I consent to seeing Lenore take her gear off, and jump into the goo! |
|
Gorgoth24
Sickology
3
|
Posted - 2013.04.29 03:47:00 -
[81] - Quote
+1
Where the stargate graphic improves immersion by removing an in-between system loading bar, removing the undocking loading bar in favor of a simple animation would drastically improve immersion imo.
Not to mention I always thought the camera should be facing out towards the universe you're about to explore and not back at the dingy station you're leaving. |
Makoto Priano
Priano Trans-Stellar State Services
325
|
Posted - 2013.04.29 04:10:00 -
[82] - Quote
Agreed. Focusing back on the bay shows the ship blinking into existence, and the low-poly hangar interior.
An easy transition would be to follow the ship flying toward the station traffic, a fade transition of some sort, and then showing the ship flying out of the station -- from behind the ship, showing what's forward.
Depending on length of transition, merging with station traffic... |
Ranger 1
Ranger Corp
4081
|
Posted - 2013.04.29 04:22:00 -
[83] - Quote
I agree.
Optional is preferred, especially if a sequence longer than a normal undock is considered.
If they need it to keep it no longer than the sequence normally takes then I think it would suffice if your camera view shifted to be opposite the opening where the ship traffic in the back ground will be visible... the engines flare to life and the ship begins to move forward slightly while swinging it's nose towards that opening as it gains speed... then fade to a view from behind the ship as it exits the station.
Perhaps this could include a slightly longer sequence at the end with your ship traveling towards the main hanger opening with space in front of you. In this way you could possibly see the other ships around you that are just about to exit into space for a few moments until you exit... instead of how it currently is where your ship appears after it has already exited. This would provide a more realistic change from station environment into a space environment.
While it would be very, very cool to see your pod dock with it if you had CQ turned on as part of the sequence, and it would be nice to see the ship move all the way to the station exit under any circumstances, this would take too long and only the most die hard RPers would leave it turned on for any length of time. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Ranger 1
Ranger Corp
4081
|
Posted - 2013.04.29 04:27:00 -
[84] - Quote
Eugene Kerner wrote:It has to be optional. SOmetimes whole fleets need to undock on short notice and jump to an open cyno. If eve freezes on some clients because of the animation (not everybody plays on high end equipment) whole ops were in danger. There would be a lot of petitions.... Well, the new jump gate animations actually allowed some streamlining that actually reduce load. Hopefully the same could be done with this. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Hazzard
Imperial Guardians Tribal Band
38
|
Posted - 2013.04.29 04:29:00 -
[85] - Quote
I would love a more realistic docking, even if it did mean waiting longer to dock. (yes undocking too)
As previously mentioned I would also love it if you had to approach a hangar instead of just any direction on the station. So if you warp in behind the station you need to go around to dock.
|
Dersen Lowery
Laurentson INC StructureDamage
485
|
Posted - 2013.04.29 04:52:00 -
[86] - Quote
For now I don't mind that the animation is only as long as necessary to cover the transition. It's still immersion-shattering to have your ship go from a huge dock deep in a station to outside the station in a few seconds, but the alternative, verisimilitude, would be a huge drag, because the game automatically puts you either deep in a station dock, or in your clothes in your CQ.
If CCP wants to make the process both cool and flexible, they should flesh out stations. Imagine docking, and winding up in a gigantic hangar with a lot of other ships. This is the outer dock: Very fast indeed, but with lighter services (basically, reps and cap as if by a logistics ship) at fees that are set by the owning corp (with variables for standing, etc.), and there's nowhere to hide. Assuming that stations are headed the way of outposts, the outer dock would be destructible; once destroyed, piloted ships would be dropped into space after taking damage, and unpiloted ships would be subject to the whims of the loot fairy. You could get out of your pod, but the process would be slow and you'd be dropped into a public area, so still, nowhere to hide. You could walk to the elevators and take one up to your CQ/corp offices.
Now, imagine a standard dock: A corp-settable docking fee. Better repair services (the fees for which, again, go to the owning corp), harder to destroy, much faster egress into and out of your pod because you're docked right about where the captains' quarters are, and you land in your CQ; but it takes longer to get in and longer to get out.
Last, storage: The cheapest option by far. Excellent services. You can choose the option of docking in the public outer dock and having your ship towed to storage, or docking in the standard dock and having it towed to storage (faster). Stored ships would be as safe as the game allows, at the cost of taking a long time to pull out of storage, re-crew, and launch, but at least a simple message would allow the process to begin remotely, from essentially anywhere--for a fee, of course.
This sort of tiered system would not only allow for a number of different station customization options, new PVP options and the possibility of player corps profiting from a high-traffic station, it would also introduce terrain to the game, in the form of time. There would be advantages and disadvantages to each option. It would also introduce verisimilitude, which is never a bad thing, but it would do so in the context of deepening game play.
Sure, the current system is nice. It's also shallow and silly, and it doesn't hold up well given the incredible depth of complexity of the rest of the game, and the faithfulness of the rendering otherwise. It would be also nice to be able to teleport to Jita, right? That doesn't mean it's better for the game.
Proud founder and member of the Belligerent Desirables. |
Velicitia
Nex Exercitus
1439
|
Posted - 2013.05.01 02:26:00 -
[87] - Quote
Lucy Sazas wrote:Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now.
this would actually make a lot of sense ... kinda like in the new trailer, yeah? One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
172
|
Posted - 2013.05.01 02:53:00 -
[88] - Quote
Velicitia wrote:Lucy Sazas wrote:Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now. this would actually make a lot of sense ... kinda like in the new trailer, yeah? I second this idea. |
Merouk Baas
629
|
Posted - 2013.05.01 03:03:00 -
[89] - Quote
Options:
1. We're spinning ships in-station, but the ship is immobile with regards to the station. No reason why the ship should just float in its docking bay; anchor it with a locking mechanism, and have tubes and crap protruding from it, one tube which can be used by the pod to enter the ship.
You can then have 2 animations:
- one for undocking - release clamps, ship accelerates out of the station via a corridor. - one for switching active ships in-station - robotic arm picks up the current ship and parks it away and the new active ship is brought in and locked into the tubes and clamps.
2. According to the lore, the black screen we see is because the external cameras the ship launches aren't connected to our minds so we can't see anything yet. So, for the undock animation, black screen, some sort animated fitting screen showing status A-OK, requesting undock permission, loading external ship traffic data into cranial interface, connecting to external cameras, and voila. Aura voice narrating the whole thing.
3. When clicking the undock button >>>, it explodes into 15 pieces, some yellow some black, and you have to click on 5 yellow and 3 black pieces before they fade, to undock. Yes. Exactly.
|
Ryuu Shi
School of Applied Knowledge Caldari State
35
|
Posted - 2013.05.01 03:31:00 -
[90] - Quote
There should be two types of undocking animations. One for WiS and the other when you're in 'ship spinning' mode .How i think it should be:
WiS mode:
When you hit the undock it should look borrow some ideas off Mechwarrior Online Power up sequence showing here:Mech Power up. The idea is while you're sitting in your pod the avatar is linking up to whatever devices CCP wants through in there and at the same time AURA is speaking to you current system etc etc. The example from MWO only takes 10 seconds.
Ship Spin mode:
We can see the ship has been 'hard docked' into the station via clamps linked to the bottom of the ship so it looks like it is 'resting' on some type of plant form. We hit the undock button and lights go off, clamps starts to throw off some smoke animations while unclamping itself off the ship, engines start to power up and finally the ship starts to move slowly to the entrance. It fades from there and loads to the outside. It should only take 10 seconds as well. Ganking miners has gone too far. Ganking is wrong, and bad. There should be a new, stronger word for Ganking like badwrong or badong. Yes, Ganking is badong. From this moment, I will stand for the opposite of Ganking, gnodab. - Said no-one, ever. |
|
Jarod Garamonde
Action Bastards
72
|
Posted - 2013.05.01 03:50:00 -
[91] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
Yes..... let's give people EVEN MORE OF A REASON TO PLAY UNDOCK GAMES! Gods, you carebears are all the same... "you can identify eve players by looking at their cars. Since they don't drive what they can't afford to lose."-á --áBienator II |
Niko medes
Sonoran Shadow
27
|
Posted - 2013.05.01 04:06:00 -
[92] - Quote
Make it absolutely stunning and make it optional. Done. |
Arkady Vachon
Center for Advanced Studies Gallente Federation
255
|
Posted - 2013.05.01 06:55:00 -
[93] - Quote
What happens when the launch animation hangs up in lag... ;)
http://youtu.be/wa7zDfGVh74 Nothing Personal - Just Business...
Chaos Creates Content |
AndromacheDarkstar
Zebra Corp Gentlemen's Agreement
724
|
Posted - 2013.05.01 07:12:00 -
[94] - Quote
Providing it takes the same amount of time as the prgress bar now, or a rule is addded saying it taeks 3 seconds ect for everyone to undock then anything that makes that process more immersive is great.
I would suggest that the Station doughnut your ship is spinning on retracts its arm or the arm is retracted from it and it lowers itself down off screen while lights flash on all sides in a downward pattern. Nice and quick, dosent have to show ship leaving station but does give some indication its gonig somewhere and removes loading bar.
my two cents Join the ZC Pub chat channel today and talk about joining-áZebra corp, hands down the best PVP corp in EVE keeping CFC killboards in the green singlehandedly |
Adria Kizama
Quantum Cascade
0
|
Posted - 2013.05.01 07:34:00 -
[95] - Quote
Greetings, I think a short Animation that shows the pod been connected to the Ships Interface, while leaving the Stations Entrance, would exact the right thing for a undock Sequenze. This is exactly what we can see in the new "Origins" Trailer and that would perfectly match the loading time for undocking.
"Make it so Number One" |
KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
172
|
Posted - 2013.05.01 12:24:00 -
[96] - Quote
I wouldnt mind if it took larger ships longer to undock. I think its something everyone would learn to live with and would be prepared for eventually.
Ofcource alot of people would call *outrage* at first, but CCP could have done it that way from the start and nobody would have complained if its all they ever knew. |
Sentient Blade
Walk It Off
916
|
Posted - 2013.05.01 12:34:00 -
[97] - Quote
While station undocking is being looked into, how about giving certain ridiculously overpopulated stations like Jita 4 - 4 multiple undock ports? |
Singoth
The Scope Gallente Federation
173
|
Posted - 2013.05.01 12:48:00 -
[98] - Quote
Could be done in multiple ways:
- Fast and simple, by seeing your ship on some launch pad, then watch it get launched into space while you fly through a short/long tunnel. (for as long as you would normally get a loading bar.) (example: http://youtu.be/B2L-D6_mvEs?t=1m )
- Slow, by seeing the intricate details of grappling hooks disengaging, watching your ship hover for a bit, then watch the thrusters engage as blast doors open and you fly out of the station. Obviously this would take a couple seconds. (example: http://www.youtube.com/watch?v=m6EHt4vt_IQ )
Docking sequence... I think a simple and fast animation of the ship flying in and stopping at where you normally spin your ship, would suffice. But an intricate and detailed clip of the ship flying in a-la Mass Effect (example vid: http://youtu.be/GPIQUKJGGoY?t=22s ) would be awesome as well :P Less yappin', more zappin'! |
FluffyDice
Kronos Research
555
|
Posted - 2013.05.01 12:55:00 -
[99] - Quote
As far as undocking goes: http://www.youtube.com/watch?v=9XcBsmVgC3s
Do that. |
Samillian
Angry Mustellid
211
|
Posted - 2013.05.01 13:12:00 -
[100] - Quote
I really don't mind this with the provisos that the animations used do not adversely affect docking / undocking times and that they are optional features. NBSI shall be the whole of the Law |
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Muad 'dib
The Imperial Fedaykin Amarrian Commandos
907
|
Posted - 2013.05.01 13:13:00 -
[101] - Quote
I wouldn't mind so much about WiS if i could run out my cell, leap into my pod watch the pod dock into my ship somehow and the ship leave the hangers and out into space - in one non stop animation :D
Totally worth the extra seconds
+1 +1 Cosmic signature detected. . . . http://img299.imageshack.us/img299/4375/mynewsig2.jpg
CCP Hilmar CEO > "why am i sweating, why is the game doing this to me"
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Remiel Pollard
Aliastra Gallente Federation
1463
|
Posted - 2013.05.01 13:26:00 -
[102] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
If there's a hotkey to skip it and opt for the loading bar if it's quicker, and an on/off toggle in the game menu, I see no problem with the feature. You don't scare me. I've been to Jita. |
Mathrin
Synthetic Solution Synthetic Systems
80
|
Posted - 2013.05.01 13:46:00 -
[103] - Quote
Why not just combine the load screen and session change timer to one animation. IE load screen time is your ship moving just inside the exit on its way out. Then during that invul period you slide just out of the station exit. |
Esharan
Dissident Aggressors Mordus Angels
24
|
Posted - 2013.05.01 14:08:00 -
[104] - Quote
CCP Sisyphus wrote:/me prepares to take notes.
Here's my feedback.
1. Do not make it optional. If you are going to add a docking/undocking animation it has to be universal and you gotta just go for it full throttle, do not half arse, everyone needs to have the same undock/dock time regardless of whether they want it or not.
2. Yes, create a more immersive dock/undock animation. Loading bars are so 2003. EVE has always been an evolving game, and in every way EVE matures year after year. Part of that maturity has been improved immersion. It's time to close the loop, realistic docking/undocking is long overdue.
3. Make it as quick as possible without being corny. A typical undock takes what, 3-6 seconds? Standardize the undock time to 5 seconds, make a neat little quick animation of the ship flying out to the exit and then you are pooped into space. I'm not all that creative but you get my drift. WE WILL ADAPT to the undock times, strategies for "Station camping" WILL ADAPT...players always adapt.
Docking you have more time as far as I'm concerned, once your ship is accepted you can't be targeted anyway so do what you want with the docking animation as far as i'm concerned; however I'd still keep it 6 seconds or less.
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Benny Ohu
Chaotic Tranquility Casoff
1064
|
Posted - 2013.05.01 14:12:00 -
[105] - Quote
Muad 'dib wrote:I wouldn't mind so much about WiS if i could run out my cell, leap into my pod watch the pod dock into my ship somehow and the ship leave the hangers and out into space - in one non stop animation :D
Totally worth the extra seconds
+1 +1 actually benny ohu has a magic ring that transforms his clothes into a skintight suit when he says the codephrase and poses
i'll write it into my bio later |
Lfod Shi
Lfod's Ratting and Salvage
103
|
Posted - 2013.05.01 14:12:00 -
[106] - Quote
(Didn't read all of previous 6 pages....)
How bout a manual or auto option? Auto spits you out current way. Manual makes you fly out by yerself. GÖŹ They'll always be bloodclaws to me GÖ˝ ...end transmission... |
Sentient Blade
Walk It Off
918
|
Posted - 2013.05.01 14:17:00 -
[107] - Quote
http://www.youtube.com/watch?v=059gbfT706s
This is a video from the very first version of Air Combat / Ace Combat on the PSX and it shows what I would really like to see from a hanger / undocking experience, rather than the current "My spaceship is alone in a hanger the size of a small moon"
You'll notice you can scroll through your planes (in our case, ships) and when one is selected it taxis out.
Clearly EVE visuals would be several orders of magnitude better than the video I gave, but the 'taxi out' is something I would really like to see. |
Ranger 1
Ranger Corp
4103
|
Posted - 2013.05.01 14:24:00 -
[108] - Quote
As a side note to those mentioning watching your pod filled with goo fly over to the ship... in the new trailer the capsuleer pilot does not appear to be in a pod, or if they are it is not one filled with goo.
I believe lore is going to be updated soon concerning the mechanics of pods and how mind transference works at the point of death. I would not be surprised if pods remain, but are no longer filled with goo or a necessary part of the transference. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Logan LaMort
Screaming Hayabusa
1320
|
Posted - 2013.05.01 15:27:00 -
[109] - Quote
Ranger 1 wrote:As a side note to those mentioning watching your pod filled with goo fly over to the ship... in the new trailer the capsuleer pilot does not appear to be in a pod, or if they are it is not one filled with goo.
I believe lore is going to be updated soon concerning the mechanics of pods and how mind transference works at the point of death. I would not be surprised if pods remain, but are no longer filled with goo or a necessary part of the transference.
I kind of took the part were they died and became capsuleers as having their clones stored in a clone bay, that you'd awaken in after pod death.
The bit where she's piloting a ship however, seemed to me like how she'd experience it in her mind while in the pod, so it wasn't a literal representation of the pilot in a pod as how we'd view them from outside, but a glimpse at what they 'see' while 'unconscious' plugged into the ship. Kind of like being plugged into one of the VR training programs in the Matrix, the program in this case being the view from outside the ship with holographic controls floating around you. This would probably make it a lot more natural for non Jovian interaction with the Pod and ship functions.
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YuuKnow
Terra-Formers
722
|
Posted - 2013.05.02 00:10:00 -
[110] - Quote
KuroVolt wrote:This is the one Im really looking forward to.
But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
Doesn't have to be real-time. A sped up '1st person view" through the station ending at the mouth of the station is probably immersive enough to be accepted, cool-looking, and not contribute to docking time significantly.
yk |
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Posta Wifda Mosta
Republic Military School Minmatar Republic
76
|
Posted - 2013.05.02 00:39:00 -
[111] - Quote
I think little tug boat bots should pull your ship to the exit and then release you just as you transition to space. The larget your ship the more bots tugging you. |
Dubstepcat
Standing United Standing United.
26
|
Posted - 2013.05.02 00:41:00 -
[112] - Quote
There should be an entire skill tree for docking and undocking. Basically every level of Docking would lower the default time (of probably 60 seconds) by 5 seconds. Then you'd have some advanced skill, called some stupid name like: "RCS maneuvering" or maybe "Reaction Control Systems" which would bring it down an additional 5 seconds or a percentage per level.
Another bonus could be that you could pay with aurum if you wanted a tug to instead pull you in, which would easily cost $1 USD per docking/undocking. An even better idea, an automatic teleportation docking, at the mere cost of a plex.
EDIT: why am I giving CCP ideas with my trollpost |
Montevius Williams
Eclipse Industrial Inc
453
|
Posted - 2013.05.02 00:52:00 -
[113] - Quote
Is there a video of the new docking and undocking animation or is it still a WIP? "The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB |
Cekle Skyscales
The Scope Gallente Federation
0
|
Posted - 2013.05.02 01:42:00 -
[114] - Quote
Since the third person view of the ship is controlled by remote cameras, why not have the camera view stay anchored in the station and you watch your ship peel out of the station in 5 seconds, then have the screen fade to black, then fade back in from the rear of the ship as you exit the station?
This preserves immersion as the fade to black indicates time passing, and is less resource intensive than redoing stations to have a short journey from dock to undock. |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
181
|
Posted - 2013.05.02 03:13:00 -
[115] - Quote
Dubstepcat wrote:There should be an entire skill tree for docking and undocking. Basically every level of Docking would lower the default time (of probably 60 seconds) by 5 seconds. Then you'd have some advanced skill, called some stupid name like: "RCS maneuvering" or maybe "Reaction Control Systems" which would bring it down an additional 5 seconds or a percentage per level.
Another bonus could be that you could pay with aurum if you wanted a tug to instead pull you in, which would easily cost $1 USD per docking/undocking. An even better idea, an automatic teleportation docking, at the mere cost of a plex.
EDIT: why am I giving CCP ideas with my trollpost I disagree. CCP should make a system in which you could pay 2000 Aurum to be auto-teleported and docked in Jita no matter where you are or what you're doing. Titan about to blow up? Aurum time! 80 jumps out? Aurum time! This would make CCP money. |
Liu Ellens
Blame The Bunny The Dark Nation
84
|
Posted - 2013.05.02 07:42:00 -
[116] - Quote
As for the transitions and removal of all loading bars: When I will have uninterrupted access to my NeoCom (especially chat - no focus loss or lost keystroke), I'd be very happy. The duration of them is secondary to me. upro - an online browser application to support navigation in New Eden and beyond. |
Harry Forever
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.05.02 08:51:00 -
[117] - Quote
they could easily fit an animation instead of that loading bar for docking/undocking, they could make a 3 cut short animation, first where you enter the capsule with your avatar 1 sec, then cut, nex the capsule flies to the ship 1 sec cut, then the ship flies through the station 1,5 seconds cut, just short flashing cuts until you are in space OMG! the asteroid is depleted! |
Sable Moran
Moran Light Industries
146
|
Posted - 2013.05.02 09:06:00 -
[118] - Quote
KuroVolt wrote:Would you mind taking a few seconds longer to dock/undock in the name of immersion?
I definitely would mind.
KuroVolt wrote:And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
I'd be OK with an animation where the ship starts flying towards the exit tunnel and the animations stops the very second the game has stopped loading the environment (and what not) outside the station. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
Uzbeg Khan
Spartan Advanced Mining R O G U E
7
|
Posted - 2013.05.02 09:10:00 -
[119] - Quote
Docking/jump graphics and station interiors are very important aspects of the game. Things I hate: - Signatures - Irony - Lists |
Speedkermit Damo
Callide Vulpis Curatores Veritatis Alliance
64
|
Posted - 2013.05.02 09:46:00 -
[120] - Quote
CCP Sisyphus wrote:/me prepares to take notes.
Some windows might be nice, or some other way of knowing what's outside the station before undocking. Don't Panic.
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Demyen
Lonetrek Logistics Corp.
10
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Posted - 2013.05.02 18:51:00 -
[121] - Quote
Immersion, immersion, immersion, immersion.
Start by thinking about how docking and undocking would work if EVE were real. The technology, the processes, the communication, what's automated and what's not, how collisions are avoided, *everything.* Then distill that down to something that works for an online game, but keeps the soul of the "real thing." Heck, talk to the IP guys or ISD Mercury.
EVE is real. CCP's job is just giving us a window into New Eden, one sliver at a time. |
Kytayn
Kronos TEchnologies
144
|
Posted - 2013.05.02 19:45:00 -
[122] - Quote
Demyen wrote:Immersion, immersion, immersion, immersion.
Start by thinking about how docking and undocking would work if EVE were real. The technology, the processes, the communication, what's automated and what's not, how collisions are avoided, *everything.* Then distill that down to something that works for an online game, but keeps the soul of the "real thing." Heck, talk to the IP guys or ISD Mercury.
EVE is real. CCP's job is just giving us a window into New Eden, one sliver at a time. Bingo. I was thinking about what is supposed to be happening on undock...
Your pod interface comes up and begins to provide ship data to you. As you undock you have only the station feed, but as you exit into space, your camera parasite drones deploy and begin feeding visual data. Your overview loads as well as any info panels needed to reflect your current status.
What would that look like?
Click undock...
Station interior or docking ring view begins to overlay with module status indicators coming on-line (ship begins to move toward station exit).
As the ship moves toward the exit, shield / armor / hull display initializes.
As the ship enters space camera drone initialization messages scroll briefly and the perspective shifts quickly to the standard camera drone view as the scanner takes a pass on local space.
You've undocked, it still takes only a few seconds, but it's really the undock process visualized for you.
Somewhere on the screen you still get the Abort button. |
Mire Stoude
Antelope with Night Vision Goggles
180
|
Posted - 2013.05.02 20:12:00 -
[123] - Quote
Hit the button once and you dock/undock w/ the animation. If you hit it twice in a row you do a fast dock/undock. |
Callic Veratar
Power of the Phoenix
355
|
Posted - 2013.05.02 20:15:00 -
[124] - Quote
No matter how this is done, I think it will require one fixed length animation and one dynamic one.
For undocking, I'm imagining something similar to how acceleration gates currently work:
1) A quick 1-2s for the ship to move out of the private hangar into the undock tunnel. The ship would need to move fairly quickly, possibly assisted by the station. 2) Dynamic launcher that accelerates you up to undock speed and keeps you in a blurry tunnel until loading has finished and spits you out into loaded space. If this is done right, we could even have the undock point be 10-20km from the station to stop docking games.
The animations in the channel might need to be modified slightly to show ships moving in slowly and out rapidly (using models according to other players docking/undocking would be a bonus).
I have no idea how to work docking as we can land anywhere on a station and get pulled in the dock point, meaning either models or warp points will need to be modified for an animation to make sense.
1) Dynamic drift into the station, once the station UI is loaded, swap to: 2) The ship is pulled off into a private hangar.
The second bit happens after the UI is up, so there's no waiting.
This may be a significantly bigger discussion, but giving a player the option of what docking ramp to warp to on a station might be a really neat option. In addition, allowing you to select a different ramp to undock on. Combined with throwing you away from the station on undock would change the station games. It makes undocking players harder to catch (who knows which side they'll fly out and how far they'll go) but also makes undocking much less safe (as you could be flung out into a bubble). DirectX 11, it's not rocket appliance! |
Elder Ozzian
Frozen Dawn Inc Arctic Light
53
|
Posted - 2013.05.02 20:34:00 -
[125] - Quote
End with the station games! Give us a 2 min docking / undocking cinematic that you cannot skip. That makes me (as a wormhole dweller) happy - you don't want to hide anymore! I disagree! |
Totalrx
NA No Assholes
95
|
Posted - 2013.05.02 21:06:00 -
[126] - Quote
Skeln Thargensen wrote:blue danube plz
Ah, the days of the wire frame space station slowly rotating.
God I loved Elite (C64 version for me) |
KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
182
|
Posted - 2013.05.03 04:32:00 -
[127] - Quote
I agree that we have been spoiled by instadocking/undocking.
I wouldnt mind if it took a but longer for a nice animation, would make everything feel real.
And seeing as everyone would get this animation anyway, nobody can complain that they are disadvantaged by it. |
Flamespar
Woof Club
571
|
Posted - 2013.05.03 05:32:00 -
[128] - Quote
Can we expect to eventually get an animation that transitions between the CQ and hanger/ CQ and undock
Even just having the avatar walk down the stairs towards an opening pod and then fading to black could be good.
I can post on a forum, therefore I represent everyone. |
Proddy Scun
Renfield Inc
27
|
Posted - 2013.05.09 00:24:00 -
[129] - Quote
Demyen wrote:Immersion, immersion, immersion, immersion. Start by thinking about how docking and undocking would work if EVE were real. The technology, the processes, the communication, what's automated and what's not, how collisions are avoided, *everything.* Then distill that down to something that works for an online game, but keeps the soul of the "real thing." Heck, talk to the IP guys or ISD Mercury.
EVE is real. CCP's job is just giving us a window into New Eden, one sliver at a time.
Except CCP vision for EVE is pretty primitive compared to TODAY. There should be no break in exterior visibility. The difference between wireless connection to station exterior cameras and scans (gee yeah station has system scans) and change over to ship's camera drones should be transparent. The old loss of visibility due to disconnect of hardwires and clearing atmosphere belongs to late 1960s-early 1970s space programs.
And while guns, engines and shields may not go HOT inside station - their computers and interfaces should be full up and simply locked in docked mode. If station does not trust you not to somehow override...easy solution: launch is also bore sight of big gun (also useful for discouraging hostile boardings).
Cold launches of dead ships which then check if they can power up or have system failures from last module install...costly economics.
Cold launches are simply CCP serving that crowd that loves helpless targets. Squeakest wheel concept. Big petition from other side and CCP will reverse itself. Except of course whiney angry pirate types are noisier and more vocal than 10 times their weight in moderate ordinary players.
Thus EVE tends to be a game driven by extreme philosophies of what fun fair and realistic is. Note CCP prefers it that way because vocal EQUALS viral advertising. That is why CCP avoids bland surveys which reflect actual player population preferences. Long live the radicals in CSM and forums. |
Faulker Gath'nor
Templar Directorate Holdings Templar Command
107
|
Posted - 2013.05.09 01:46:00 -
[130] - Quote
Perhaps make it an option if you have the Captains Quarters activated. As that represents perhaps a "different playstyle", it could be a good addition.
Or just an "Express Undock" button, down there with the already existent "Undock"... whats one more button at this point? |
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Kuang Jao
Arcturus Industries
0
|
Posted - 2013.05.09 02:38:00 -
[131] - Quote
I actually find this to be a bit of a conundrum. The majority of players here enjoy Eve because of it's level of realism (relative to other games, with their hearthstones and death mechanics, etc.). The idea that I can dock my ship in a massive station, move my pod from one ship to another (which "magically" appears, btw), then undock the new ship and be back in space all in a matter of seconds is quite preposterous. Yet, remove the ability to do this and the Eve faithful will complain.
The only course is to make it optional then. However, dev hours would be committed to something that would, most likely, be watched once by most players and then disabled forever. Bit of a waste.
It seems to me that including an undocking animation at the launch of the game, back in 2003, would have been the only way to pull this off without upsetting players. And to me, with all the other "unrealism" going on regarding docking mechanics, a short clip of a ship floating down a hallway would be unnecessary fluff. |
Adunh Slavy
754
|
Posted - 2013.05.09 03:11:00 -
[132] - Quote
Docking and undocking has become pretty quick compared to days gone by. Not sure how much time there is for a scene of much impact or immersion. Same with the new jump gates, looks pretty but system change times are pretty darn quick these days.
However, just sitting around the hangar could be much more interesting. I'd like to see people walking around loading and unloading cargo, fueling ships, the sparkle and flash of some welding being done by some guy in an Anti-Grav suit. I'd like to see other ships on neighboring pads, perhaps the ships that have been docked by actual players. Would like to look down the "hall" and see the ships that are docking and undocking, not that I would know who they are of course or interact with them in anyway, just add some traffic and life to the scene.
These stations are huge, and lots and lots of people live on them,, and we never see them. |
Tsunamicom
KnightWolf Corporation
0
|
Posted - 2013.05.09 05:01:00 -
[133] - Quote
Sentamon wrote:Hate to hijack the thread but you should also consider much LESS docking.
Some things like talking to agents, offloading, recharging your shield/cap could be done outside the station. If this is done, making a longer docking animation would be more tolerable and it would bring life to the area outside the station with parked ships and little drones flying around to move cargo, repair, guide ships into place etc. The need to dock could be limited to hiding from combat or changing ships.
I think it would be an improvement to stations that outside of places like Jita feel like this dead thing in space.
I'm probably beating a dead horse here... but I would like to see something that will allow us to accept and/or complete missions with Agents from within the same Region. Maybe even make a Social skill that would increase the range you can do this, or base it on Standing. If the mission requires an item, then the player would need to come to the Agent's station to get it or drop it off of course, and any mission reward would be left at the station for the player to go get at their convenience. This would reduce the need to actually be transitioning in and out of the station, and I would assume would also be slightly server-load friendly since you don't have players loading in and out of the stations all the time (not that I'm claiming I know anything about how the server mechanics work). It would keep players out in space longer, which would mean more opportunities for profit or loss (PVP). As much as we like our Agents, we don't need to handshake on every deal. We can just text them or something. :) |
Adela Talvanen
School of Applied Knowledge Caldari State
34
|
Posted - 2013.05.09 11:42:00 -
[134] - Quote
I'd like to see traffic of other players going in either direction in the docking bay tunnel entrance, so the station doesn't feel like a ghost town.
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Muad 'dib
The Imperial Fedaykin Amarrian Commandos
943
|
Posted - 2013.05.09 12:29:00 -
[135] - Quote
Uzbeg Khan wrote:Docking/jump graphics and station interiors are very important aspects of the game.
windows?!
CCP like to avoid windows, last time they messed with windows they deleted the boot.ini
Cosmic signature detected. . . . http://img299.imageshack.us/img299/4375/mynewsig2.jpg CCP Hilmar CEO > "why am i sweating, why is the game doing this to me"
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Niddengolliah
VoodooTank Industries Games of Divinity
4
|
Posted - 2013.05.09 12:59:00 -
[136] - Quote
This is the current iteration of undocking in SiSi: YouTube link
To be honest it looks pretty good, would like to see the ship start moving towards the exit while the lights start blinking (some sirens would be nice too ).
EDIT: Nevermind, turns out you can abort by clicking undock again! |
Adela Talvanen
School of Applied Knowledge Caldari State
34
|
Posted - 2013.05.09 13:16:00 -
[137] - Quote
Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences?
I do. |
Ylariana
School of Applied Knowledge Caldari State
5
|
Posted - 2013.05.09 13:39:00 -
[138] - Quote
Personally, I think that anything that extends the time taken to transition from one game environ to another (station to space, system to system) is wasted effort. Once you have seen the animation 1,2,5,50 times it stops being immersion and becomes something to ignore while you wait to do what you play the game to do. The new Gate Jump sequence is a good example, Its pretty, my jaw dropped when i saw it the first time, but if it makes the system change take longer I dont see any use in adding it. Call it a Transitional Animation or John Smith for all I care, its just a disguise for a loading bar.
Same Length of Time for Transition or dont add it in without a Disable Animation option.
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KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
213
|
Posted - 2013.05.09 14:10:00 -
[139] - Quote
Ylariana wrote:Personally, I think that anything that extends the time taken to transition from one game environ to another (station to space, system to system) is wasted effort. Once you have seen the animation 1,2,5,50 times it stops being immersion and becomes something to ignore while you wait to do what you play the game to do. The new Gate Jump sequence is a good example, Its pretty, my jaw dropped when i saw it the first time, but if it makes the system change take longer I dont see any use in adding it. Call it a Transitional Animation or John Smith for all I care, its just a disguise for a loading bar.
Same Length of Time for Transition or dont add it in without a Disable Animation option.
The gate jump animation does one other thing you forget to mention:
The lack of seeing a loading bar makes it feel less like you just joined another instance and more like its one fluid world. |
Ruskarn Andedare
Lion Investments
171
|
Posted - 2013.05.09 14:42:00 -
[140] - Quote
I think the crucial thing is that everyone's undock takes exactly the same time regardless of their hardware, connection speed or whether or not they have the animations activated.
Though I do like the ideas of : 1. an 'emergency undock' which is quicker but can do random damage to a ship. 2. a Station Navigation skill that reduces dock/undock time by 10% a level.
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Dersen Lowery
Laurentson INC StructureDamage
487
|
Posted - 2013.05.09 14:47:00 -
[141] - Quote
Ylariana wrote:Personally, I think that anything that extends the time taken to transition from one game environ to another (station to space, system to system) is wasted effort. Once you have seen the animation 1,2,5,50 times it stops being immersion and becomes something to ignore while you wait to do what you play the game to do.
Why does this logic not apply to the warp animation? That's a simple, repetitive (but pretty!) animation that doesn't even cover up a transition--from that point of view, it's a completely artificial tax on time--but I don't see anyone complaining about it.
Ylariana wrote:Same Length of Time for Transition or dont add it in without a Disable Animation option.
If there's a tactical advantage to turning off the animation, 90% of the game will turn it off and forget about it, and the effort will be wasted, just as they have with the much slower CQ load. Proud founder and member of the Belligerent Desirables. |
Gordwin Sendare
The Scope Gallente Federation
2
|
Posted - 2013.05.09 14:58:00 -
[142] - Quote
It could be quite a short animation ; player clicks undock, camera quickly transitions from station avatar to ship, ship aligns down the exit and starts moving, flash of light and you're coming out of the undock.
Not sure how it would work for players with captain's quarters disabled, though |
Messoroz
AQUILA INC Verge of Collapse
360
|
Posted - 2013.05.09 15:13:00 -
[143] - Quote
CCP would have to finally resize stations to be realistic for capitals. Most capitals undock from stations with entrances 10 times smaller. |
Shugga Ditz
Chaos Army
8
|
Posted - 2013.05.09 15:23:00 -
[144] - Quote
Seems no one has any ideas on how to make the video a SEAMLESS transition into space yet, so I'll give it a go.
* Fade to black is stupid * got to work for every ship every station * has to be quick * has to provide a seamless view from inside the station to outside in space * When you hit the undock button, your camera can be looking at your ship at any distance, and could even conceivably be looking round the station hanger if your arsing about with the mouse.
So: Step 1 is to rotate the camera position directly in front of the ship, looking back at it (your back is to the station exit tunnel) Step 2 is to animate the ship getting ready to undock (lights, steam, pipes dropping off whatever) (step 2 can overlap step 1) Step 3 is to accelerate the camera away from the ship, still looking at it, down the exit corridor (backwards), hard left (at which point your ship drops out of view as you go round the corner) - your ship may or may not actually move in this bit of the animation it doesn't matter
The camera is now looking backwards down a standard station exit corridor, with open space behind you
Step 4 - the camera swings about 180 degrees facing forward (so you can see the space outside) Step 5 - the camera moves to the edge of the station undock Step 6 - your ship flies **through** the plane of vision into space and the camera swings to its default position.
Its a lot of swinging about - might be seasickness... But it could happen quickly, would be seamless and wouldn't have any crappy fade to black stuff. Importantly the (unique view) of the inside of the hanger and the unique view of the outside of the station are never 'in shot' together so the two ends of the animation can be stitched together at a common frame in the middle.
OK - I'm not sold on it, just throwing it out there as a straw-man. SK
|
KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
215
|
Posted - 2013.05.09 16:39:00 -
[145] - Quote
I personally dont like the ideas that involve cutting away at some point.
The whole idea behind the animation is to make it feel like you never really changed to another environment.
I want to see my ship coming from inside the hanger and into space, like it was just walking through a corridor. into an open room.
I want to feel like I was actually inside that station, not some parallel interior dimension. |
Draqone an'Alreigh
EVE University Ivy League
20
|
Posted - 2013.05.09 16:47:00 -
[146] - Quote
Just make something like engines heating up, and then something like a rocket take off. The longer you take to undock the longer the engines take to heat up and the ship to undock. |
arcca jeth
Dark Alliance Dark Empire Alliance
183
|
Posted - 2013.05.09 17:04:00 -
[147] - Quote
as usual, players in EVE like to have the option NOT to have something. maybe 2 variations of undock? normal (with animation) and priority (as is now)
I'd enjoy having the animation, as long as I could push out in an emergency and skip it.
you could just also have the option for them to turn it off in client settings
and/or people can hit escape to skip the animation |
Domanique Altares
Rifterlings Point Blank Alliance
16
|
Posted - 2013.05.09 17:17:00 -
[148] - Quote
Personally don't need to see my ship undock. If this is implemented, I hope it can be turned off. I'm here to watch things disappear from my overview at extreme zoom range, not watch pretty animations of mundane repetitive tasks. |
Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
424
|
Posted - 2013.05.09 18:36:00 -
[149] - Quote
The thing I remember most about undocking is the sounds; dull metallic thuncks resonating through the hull as massive clamps and hatches are secured, the boatswains whistle and static announcements about emergency disembarkation procedures, the ringing of boots on aluminum ladders, vibrations and low hum of great engines coming to life. I would almost leave the screen black and include a random assortment of mysterious sound. Use the blackness to highlight this and let the lifting of the veil upon entering space be the wow moment.
What I would most like to see is the "abort undock" radio button hot keyed to cntr-space. That would save me a bunch of undock-redock-put xyz in cargo hold-undock again moments. -áImmersion = gameplayer self worth? http://www.youtube.com/watch?v=MsEPP3YQcxQ |
Oberine Noriepa
1192
|
Posted - 2013.05.09 19:03:00 -
[150] - Quote
I'm all for a docking/undocking animation, but I think the hangars, in their current state, are not designed in the practical sense for accommodating such a thing. During the art panel, some members of the development team expressed an interest in redesigning the hangars and the experience they provide. This panel was shown. In redesigning the hangars, some exploration can be made as far as redeveloping how ships dock or undock, which can thus allow the possibility of a seamless experience that does not step back from the functionality and speed of how the process currently works. |
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Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
424
|
Posted - 2013.05.09 19:10:00 -
[151] - Quote
KuroVolt wrote: I want to feel like I was actually inside that station, not some parallel interior dimension.
The thing about being inside of an interior docking bay is that it actually does feel like some strange parallel dimension. And upon leaving that environment there is a few moments of visual shock in which ones eyes and mind are a bit out of sync. The black transition is a pretty good marker of this effect.
http://upload.wikimedia.org/wikipedia/commons/8/83/US_Navy_051017-N-1189B-017_A_Landing_Craft_Air_Cushion_%28LCAC%29_awaits_the_loading_of_vehicles_in_the_well_deck_of_the_amphibious_assault_ship_USS_Wasp_%28LHD_1%29.jpg -áImmersion = gameplayer self worth? http://www.youtube.com/watch?v=MsEPP3YQcxQ |
Unsuccessful At Everything
The Troll Bridge
3677
|
Posted - 2013.05.09 19:11:00 -
[152] - Quote
I would LOVE to see hangars redone like this. It would make the undocking animation easier. Plus it gives the perspecive of being in only one docking hangar of a much much larger complex. I also dig the docking arm/clamp.
Tha animation could simply be that docking arm and umbilicals releasing and the ship drifting out to the traffic lanes and starting its engines and joining the station traffic.
Also...the option to turn off/on docking animation for those who are resistant to the whole idea. Since the cessation of their usefulness is imminent, may I appropriate your belongings? |
Greg Valanti
Highsec Heroes Blue Sec
90
|
Posted - 2013.05.09 19:48:00 -
[153] - Quote
As a solution to not redesigning the hangars or increasing the time to undock, I propose the ship just raises vertically and exits an as-yet unseen force field (as seen on V3 capital ships) near the top of the hangar into space (completely ignoring the traffic tunnel visible now), with the camera positioning itself to the rear of the ship and following the ship (as it does in the new jump animations) up then out the force field into space as the grid loads and the player regains camera control. |
Lenda Shinhwa
New Order Logistics CODE.
5
|
Posted - 2013.05.09 19:57:00 -
[154] - Quote
The animation can't take longer than the non-animation version if made optional. If the animation is longer and it is optional, most FCs will insist on it being turned off for consistency in operations. And since undock and redock is something most of us do a lot every time we play, making it longer for the sake of an animation will likely annoy a bunch of players.
Make cool animation to give us something to watch while loading the environment. But don't make the animation take longer than loading the environment. |
BlackMan Jack
Northropp-Grumman Silent Infinity
0
|
Posted - 2013.05.09 20:09:00 -
[155] - Quote
I think it should work as that, as soon as the docking option is approved, the interface like usual pops up, HOWEVER:
The long winded animation of the docking process in still going on in the background, even when you are shopping around the market, unloading stuff into the station, etc. That way you can have all the meaningless background noise you want, while you can still perform the station needs that you have to do. Though it would be good to have a little button somewhere that will cut the animation short.
The possible cool factor to this is making it where you can actually see other players undocking and in the same "tug" phase that you are, drones would make this much more simple while the "engines warmed up for departure and protocol checks were being issued". The devs could have a field day with this or a bloody duel in the middle of the office over whos idea is better.
I for one would love to see other player ships in dock next to you over their little circles. That way people get the chance to wiggle their epeen and shout hatred at eachother. |
BlackMan Jack
Northropp-Grumman Silent Infinity
0
|
Posted - 2013.05.09 20:19:00 -
[156] - Quote
Messoroz wrote:CCP would have to finally resize stations to be realistic for capitals. Most capitals undock from stations with entrances 10 times smaller. I can see them bypassing this by simple making capitals dock on the outside of the stations. |
Northern Misfit
Blue Republic RvB - BLUE Republic
11
|
Posted - 2013.05.09 20:27:00 -
[157] - Quote
KuroVolt wrote:
Would you mind taking a few seconds longer to dock/undock in the name of immersion? And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?
A maintenance man jumping out of the way, or my ship hitting someone standing too close the the "chute"
Bad manners aside, I think the only problem I'd have with this feature would be the cry for help, and the delay in the response of people undocking. Other than that, I think it will be fun to see at least 1 time before I click the button on the Esc menu to turn the feature off (presumably there is one...) Ship Replacement Program, Medals Officer, RvB Den Mother,-ákeeper of the hand-cuffs and whip
|
Skorpynekomimi
506
|
Posted - 2013.05.09 21:11:00 -
[158] - Quote
What I want to see for docking: - Ship enters the docking tunnel - Ship grabbed by the tractor beams, and moved to personal hangar
Undocking: - Ship turns to exit tunnel - Engines fire up, and ship moves at an appropriate rate to the exit - Possibly different animation styles for each race of ships; Amarr ships should be a stately procession to the exit, being heavy gilded barges. Minmatar ships should shoot out in a blaze of fire, or at least blast engine wash everywhere as you go to full throttle and pull out. Gallente ships should be somewhere between the two; fast, but SMOOTHLY fast. Elegant, like a Jaguar moving off. Caldari ships should be efficient and smooth. Not graceful, not blasting the walls with hot plasma, but also not exactly hanging about either. **** |
Raxlaa
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.05.09 23:11:00 -
[159] - Quote
I dont really think there is an option to set the amount of time it takes.
Like the stargate jumping animation, I think it would be fundamentally tied to the length of time it takes for the client to load the grid you are transferring to.
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Domanique Altares
Rifterlings Point Blank Alliance
17
|
Posted - 2013.05.09 23:31:00 -
[160] - Quote
Raxlaa wrote:I dont really think there is an option to set the amount of time it takes.
Like the stargate jumping animation, I think it would be fundamentally tied to the length of time it takes for the client to load the grid you are transferring to.
Nah, dawg.
We need moar immersion and reality.
Undocking a frig should be like stealing you parents' car for a joyride: give it a little push to get it started out of the driveway, then hop in and haul ass quick as you like.
On the other end of the spectrum should be capitals, which take ten or eleven hours of system checks and power up cycles to get moving after being docked. You could begin this process after dinner, and by the time your coffee is finishing up in the morning, you're headed out the undock and ready to do battle. Or you could skip sleep, and watch the excellently rendered, hollywood-trailer-style video of the pathetic ant subcreatures (normal humans) that crew a ship that size go about their prelaunch duties. |
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Calathorn Virpio
Golden Construction Inc. Legacy Rising
323
|
Posted - 2013.05.10 02:19:00 -
[161] - Quote
CCP Sisyphus wrote:/me prepares to take notes.
that's a first BRING BACK THE JUKEBOX
I attended the School of Hard Nocks, the only place you will ever learn anything of value, sadly most Americans never meet the requirments to attend
|
Arne Aratur
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.05.10 02:42:00 -
[162] - Quote
I liked the undocking in Galaxy quest. But i suppise grinding the ship against the station interior would be tedious in the long run.
What about removing the pop up infotext during undock. The animation should be plenty. |
James Amril-Kesh
4S Corporation RAZOR Alliance
4917
|
Posted - 2013.05.10 02:48:00 -
[163] - Quote
BlackMan Jack wrote:Messoroz wrote:CCP would have to finally resize stations to be realistic for capitals. Most capitals undock from stations with entrances 10 times smaller. I can see them bypassing this by simply making capitals dock on the outside of the stations. Except that the number of capitals that dock at some stations would easily dwarf the station 10 times over.
There's just no way to make stations appear realistically large enough to accommodate all the ships within them without making them so large as to disrupt the game. Sometimes suspension of disbelief is required. |
Caljiav Ocanon
6
|
Posted - 2013.05.10 03:53:00 -
[164] - Quote
I imagine that in a perfect spaceship game I would have the option to pilot my ship out of the station. Barring that, I would like to at least see it animated. Make docking/undocking more meaningful rather than a chore/formality.
Would also like to see some stations where you dock to the outside. Though I fly through the valley of death, I shall fear no evil, for I am aligned to a safespot and warping out. - Me 2013 |
Veniel Roden
The Mercenaries
0
|
Posted - 2013.05.10 04:59:00 -
[165] - Quote
I would agree with the optional bit. It may get a bit tedious having to tack on time to navigate out, regardless of it being on a manual or automatic sequence, but this would in effect add to some more realism in the game. Something to potentially test out, I'd say. To tack on a personal suggestion, having different hangars altogether? I am aware of the amount of modelling and work that might have to go into additional station interiors, but hey, we used to have two/three Gallente station interiors. That was quite refreshing until Trinity took it down to one.
And speaking of effects: call it nitpicking if I remember from the Art (and UI) presentation there were multiple scan sweep effects present until they decided on one. Why not have four different looks for the four major factions and their respective sensor groups? |
Ylariana
School of Applied Knowledge Caldari State
6
|
Posted - 2013.05.10 10:25:00 -
[166] - Quote
My biggest issue with this is simply that all this animation and the new Jump Gate animation are, are ways to disguise the current Loading Bar, and by sticking a pretty picture over that Loading bar they INCREASE the duration of the process, which isnt what most people want. Yes there may be some people who LIKE watching the same animation over and over instead of doing the thing they undocked/gate jumped to do, but I am not one of them.
No one complains about the Warping animation because it is there to REPRESENT travel through space, not HIDE a loading bar because a DEV hates loading bars.
Like I said, if the total time taken to undock remains the same, stick in an animation if you feel its worth your effort over fixing Drone/POS/Cloud problems that have been complained about for god knows how long.
If you are increasing the time it takes to do the job by painting a pretty picture over a loading bar, it is "relatively speaking" a complete waste of effort and more than likely only being done to distract from other issues.
Eventually people will get used to it, and just take it as the norm, since I very much doubt CCP will take heed of any comments here that prompt them to trash or disable something they have invested time and money on already.
Wont stop people complaining about it in the short term though. |
Caljiav Ocanon
7
|
Posted - 2013.05.10 16:51:00 -
[167] - Quote
Ylariana wrote:
Like I said, if the total time taken to undock remains the same, stick in an animation if you feel its worth your effort over fixing Drone/POS/Cloud problems that have been complained about for god knows how long.
A) Not sure about you, but my drones seem to work fine. Sure the interface is a bit dated but it works well enough I think and most (all?) drone actions can be hot keyed.
B) The player owned stations are getting revamped
C) Cloud issues aren't an issue if you have enough GPU power. I know this because if I disable SLI I have problems with them myself but with SLI enabled the problem goes away.
Anything else you would like to add? I for one think any improvements to the game are worthwhile regardless and CCP has an art department for a reason. It's their job to make sure EVE looks nice. Though I fly through the valley of death, I shall fear no evil, for I am aligned to a safespot and warping out. - Me 2013 |
Zen Dijun
Xoth Inc Unclaimed.
16
|
Posted - 2013.05.10 17:26:00 -
[168] - Quote
CCP Sisyphus wrote:Whatever is done - I will say that our aim when killing all these loading progress bars is simple:
No Extra Time.
The client has to unload the scene, ask for new location, get information from server, load assets, confirm to server its all there. There are hard limits on this time which will happen no matter how fast your computer is. We want to use this time for something more immersive that "loading bar popup".
I agree with the thread post that suggested that some mundane things (like cap recharge/shield recharge be done in a "parking" area outside of the station. The process of docking should take time (as it would reasonably take to enter a station, find a bay, and come to a rest). It was my understanding that CCP was going to work to get rid of docking games and has already done so to some extent with the aggression timers. Why not move some features outside of station and allow docking to take it's full time with transitions?
My two cents!
-- Zen |
Christopher Caldaris
Caldaris Enterprises LLC
7
|
Posted - 2013.05.11 22:29:00 -
[169] - Quote
I think they should do away with all loading screens.
When you jump through a gate your ship travels through a warp field similar to your personal ship warp and you appear where the gate spits you out ready to continue playing, with the loading happening during the warp animation.
When you warp to a station the auto pilot spits you out right in front of the docking bay and when you hit the dock button the auto pilot flies your ship into the bay and to the platform.
When you undock your ship moves off the platform and out of the bay where you are immediately ready to take control of the ship. |
James Amril-Kesh
4S Corporation RAZOR Alliance
4959
|
Posted - 2013.05.11 22:44:00 -
[170] - Quote
Christopher Caldaris wrote:I think they should do away with all loading screens.
When you jump through a gate your ship travels through a warp field similar to your personal ship warp and you appear where the gate spits you out ready to continue playing, with the loading happening during the warp animation. This is already implemented for Odyssey.
Christopher Caldaris wrote:When you warp to a station the auto pilot spits you out right in front of the docking bay and when you hit the dock button the auto pilot flies your ship into the bay and to the platform. This would be problematic for gameplay reasons. |
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Stan'din
Incursion Squad Punkz 'n Monkeys
121
|
Posted - 2013.05.12 04:42:00 -
[171] - Quote
And yet carriers are too small to even consider holding a few cruisers and one or two battleships inside Honestly down the line i do think CCP is going to look at scaling with the models.
Stations need to be bigger and carriers need to be bigger Your about as much use as a condom dispenser in the Vatican. |
DarthNefarius
Minmatar Heavy Industries
1014
|
Posted - 2013.05.12 05:41:00 -
[172] - Quote
J3ssica Alba wrote:manual docking like back in Elite I think it was where you had to match the rotation of the station first then fire engines and dock or .. having to follow station traffic control orders and find your docking bay in a massive station interior yes the instant gratification crowd would like that /sarcasm
Trouble with Elite manual docking is that you died more often then not. Even the autopilot dock you'd often get damage going in unless you time dilated An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |
Red Teufel
eHarmony Inc. Phobia.
221
|
Posted - 2013.05.12 16:00:00 -
[173] - Quote
I'd rather have my corpses added to WIS then an undocking sequence. |
Aracimia Wolfe
The Cursed Navy
238
|
Posted - 2013.05.12 16:16:00 -
[174] - Quote
DarthNefarius wrote:J3ssica Alba wrote:manual docking like back in Elite I think it was where you had to match the rotation of the station first then fire engines and dock or .. having to follow station traffic control orders and find your docking bay in a massive station interior yes the instant gratification crowd would like that /sarcasm Trouble with Elite manual docking is that you died more often then not. Even the autopilot dock you'd often get damage going in unless you time dilated
Bite your tongue, I could park a Panther Clipper ANYWHERE Kill it with Fire! |
Bagrat Skalski
Poseidaon
182
|
Posted - 2013.05.12 18:56:00 -
[175] - Quote
Look how a real ships dock in ports. Or now in space, there are certain places in EVE where you can see Badgers docked outside structures. I am surprised, that stations are not capped at "parking space". Lets just pretent stations are like TARDIS.
Now I don't see how they could make that animations "seamless" with current stations. Maybe with "next gen" stations, where we could see everyone parked somewhere, at 2000 capped Jita 4-4. New CQ prototype |
Solhild
Republic Military School Minmatar Republic
1000
|
Posted - 2013.05.12 19:41:00 -
[176] - Quote
I've been mulling this over for a few days and have ended up here:
- stations need to be visibly busy hubs with lots going on around them, both inside and outside - there definitely need to be external berths for fitting services, shield repair etc. - stations probably need to have protection similar to a POS shield in order to protect war target ships while berthed - animations around station activities should probably take longer than they currently do to increase immersion (taxiing to berth etc.) - time lost in interacting with stations could be clawed back from warp times which can be shortened to compensate the player
- these external berth arrays can become a new variety of DUST map where players can negotiate a weightless environment (magnetic boots?) surrounded by the ships we all know and love. Even the odd super-cap could be there standing off stations in low sec etc.
In short, make it more immersive and take a few more seconds or more to get something special happening. Make warp faster so that players don't lose out.
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Dapperdrake
Red Federation RvB - RED Federation
0
|
Posted - 2013.05.12 19:44:00 -
[177] - Quote
okst666 wrote:
oh boy....dockinggames-people will puke blood....I would love it!
#1 make it so!
+1
I don't mind if the docking / undocking animation take longer than the current loading bar. Just don't make my ship appear in space before the end of the sequence, and please, make it a little bit random, nobody can watch the same video 5000 time without turning insane. |
Bagrat Skalski
Poseidaon
182
|
Posted - 2013.05.12 20:33:00 -
[178] - Quote
Microjumpdockdrive! New CQ prototype |
Inokuma Yawara
University of Caille Gallente Federation
1
|
Posted - 2013.06.10 16:41:00 -
[179] - Quote
Domanique Altares wrote:
Nah, dawg.
We need moar immersion and reality.
Undocking a frig should be like stealing you parents' car for a joyride: give it a little push to get it started out of the driveway, then hop in and haul ass quick as you like.
On the other end of the spectrum should be capitals, which take ten or eleven hours of system checks and power up cycles to get moving after being docked. You could begin this process after dinner, and by the time your coffee is finishing up in the morning, you're headed out the undock and ready to do battle. Or you could skip sleep, and watch the excellently rendered, hollywood-trailer-style video of the pathetic ant subcreatures (normal humans) that crew a ship that size go about their prelaunch duties.
LOL
|
Inokuma Yawara
University of Caille Gallente Federation
1
|
Posted - 2013.06.10 17:01:00 -
[180] - Quote
My two cents.
Cent one:
Your ship turns toward the exit and taxis towards the entrance at an appropriate speed for its size and weight. Scene fades out, and fades back in with your ship exiting the station. The navigation computer, or some other que, lets you know you can take over the ship and do - whatever. All that must be done within the normal time it takes to undock.
Cent two:
Your ship enters the docking sequence (animation takes over). Your ship enters the station. Scene fades out, and fades back in with your ship entering the docking platform and coming to a stop. The navigation computer, or some other que, lets you know you can exit the ship and enter your station quarters.
I'll add another cent:
While in your station quarters, you ship should be scaled so that a small frigate looks small in the distance, and not at the same size as larger ships, and visa versa.
O.K. Fourth cent:
While in your station quarters, you should see tiny little people floating about making repairs to your ship with welding torches and small support craft loading and unloading cargo / ore from freight / mining ships (even if you're not loading or unloading anything). |
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CompleteFailure
Polaris Rising Gentlemen's Agreement
58
|
Posted - 2013.06.10 17:42:00 -
[181] - Quote
I say the animation should just be Scotty waving at you on your way out :D |
Inokuma Yawara
University of Caille Gallente Federation
12
|
Posted - 2013.07.01 06:08:00 -
[182] - Quote
Illegal thread bump. Just because I'm a capsuleer, and I felt like it. |
Ace Uoweme
Republic Military School Minmatar Republic
335
|
Posted - 2013.07.01 06:14:00 -
[183] - Quote
CCP Sisyphus wrote:/me prepares to take notes.
https://robertsspaceindustries.com/about-the-game
Is a good start.
That's how I even envisioned a space game long before the internet as we know it. Busy just like that, and resembling an aircraft carrier in operation.
My uncle was an aviation tech (retired as a Master Chief actually) and was aboard the USS Forrestal in 1967 during the fire. That yearbook that ship published afterwards has plenty of details of the damage too (so any developer wanting details of the damage of fire and munitions there it is). "In a world of universal deceit, telling the truth is a revolutionary act." ~George Orwell
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Inokuma Yawara
University of Caille Gallente Federation
16
|
Posted - 2013.07.02 22:50:00 -
[184] - Quote
Ace Uoweme wrote:CCP Sisyphus wrote:/me prepares to take notes. https://robertsspaceindustries.com/about-the-gameIs a good start. That's how I even envisioned a space game long before the internet as we know it. Busy just like that, and resembling an aircraft carrier in operation. My uncle was an aviation tech (retired as a Master Chief actually) and was aboard the USS Forrestal in 1967 during the fire. That yearbook that ship published afterwards has plenty of details of the damage too (so any developer wanting details of the damage of fire and munitions there it is).
As I looked at the demo of the first person view of the pilot getting into the cockpit of his fighter, I thought of Oculus Rift. I wonder if Squadron 42 and Oculus Rift have a future together?
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