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Thread Statistics | Show CCP posts - 10 post(s) |

Ruric Thyase
Star Frontiers Test Alliance Please Ignore
30
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Posted - 2014.06.27 13:53:00 -
[1] - Quote
I've spent some time reading the various post-Fanfest threads on here and I noticed a very peculiar trend. I noticed that virtually every thread was asking for ccp to do more work. Whether they were asking for compatibility with various control systems, different flight configurations, and especially the non-VR version. In all of this, saw something that we as a player community forgot to do. We do it all the time for EVE, we do it for Dust, but it hasn't happened yet for Valkyrie (granted because it is such an infant at this stage)
CCP Karkur, how can we help? |

Ruric Thyase
Star Frontiers Test Alliance Please Ignore
89
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Posted - 2014.06.27 13:53:24 -
[2] - Quote
I've spent some time reading the various post-Fanfest threads on here and I noticed a very peculiar trend. I noticed that virtually every thread was asking for ccp to do more work. Whether they were asking for compatibility with various control systems, different flight configurations, and especially the non-VR version. In all of this, saw something that we as a player community forgot to do. We do it all the time for EVE, we do it for Dust, but it hasn't happened yet for Valkyrie (granted because it is such an infant at this stage)
CCP Karuck, how can we help?
*EDIT* Sorry Karuck =) |
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CCP Karuck
C C P C C P Alliance
258

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Posted - 2014.06.28 22:17:00 -
[3] - Quote
I'm CCP Karuck, Karkur is a UI programmer working on EVE Online ;) Yeah I know, they are quite similar hah.
Once we release more information and when you've tried the game we'd love your feedback and ideas! Right now the only way to play the game is to do so at Fanfest or various trade shows we've gone to, but it's not that long until you all can get to play it on your own ("soon" tm).
So based on what you've seen so far, tell us what you think! Where would you love to see the game heading.. what kind of ships, weapon systems, abilities and such would you like to have. What kind of flight model do you expect, what kinds of maps and game modes, do you want fittings.. if so, what should they do?.. bring it all! :)
- Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
274

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Posted - 2014.06.28 22:17:53 -
[4] - Quote
I'm CCP Karuck, Karkur is a UI programmer working on EVE Online ;) Yeah I know, they are quite similar hah.
Once we release more information and when you've tried the game we'd love your feedback and ideas! Right now the only way to play the game is to do so at Fanfest or various trade shows we've gone to, but it's not that long until you all can get to play it on your own ("soon" tm).
So based on what you've seen so far, tell us what you think! Where would you love to see the game heading.. what kind of ships, weapon systems, abilities and such would you like to have. What kind of flight model do you expect, what kinds of maps and game modes, do you want fittings.. if so, what should they do?.. bring it all! :)
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Hona Chaginai
Bangkok Body Snatchers Galactic Skyfleet Empire
23
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Posted - 2014.07.03 12:07:00 -
[5] - Quote
One thing that I would not like to see the game become is just Rock Paper Scissors. I heard in fan-fest that you were planning to have 3 kinds of ships that would counter eachother but I hope you don't make the advantage too large and good piloting is still able to prevail over an advantage. |

Sinooko
Gespenster Kompanie Circle-Of-Two
62
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Posted - 2014.07.04 10:50:00 -
[6] - Quote
World of warplanes style weak points. Nothing is more exhilarating than getting into it with a worthy opponent and coming out the victor with half a fighter barely capable of flight! Long Live Eve Online! |

Sinooko
Tharumec
63
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Posted - 2014.07.04 10:50:36 -
[7] - Quote
World of warplanes style weak points. Nothing is more exhilarating than getting into it with a worthy opponent and coming out the victor with half a fighter barely capable of flight!
Long Live Eve Online!
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Debora Tsung
The Investment Bankers Guild
1164
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Posted - 2014.07.04 12:42:00 -
[8] - Quote
Sinooko wrote:World of warplanes style weak points. Nothing is more exhilarating than getting into it with a worthy opponent and coming out the victor with half a fighter barely capable of flight! World of Warplanes is ****.
If anything follow the example of WarThunder minus the pay to win shite Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance. |

Debora Tsung
The Investment Bankers Guild
1317
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Posted - 2014.07.04 12:42:49 -
[9] - Quote
Sinooko wrote:World of warplanes style weak points. Nothing is more exhilarating than getting into it with a worthy opponent and coming out the victor with half a fighter barely capable of flight! World of Warplanes is ****.
If anything follow the example of WarThunder minus the pay to win shite
Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance.
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Baneken
Arctic Light Inc. Arctic Light
292
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Posted - 2014.07.07 06:51:00 -
[10] - Quote
Yes weak parts in the models would be awesome and pilot should be included though if you get hit by a blast of antimatter I doubt you could survive. Just read a story of WW2 pilot who saved barely with only a "scrape" to hit temple hasn't he been bent on side while checking the gauges he would had taken that bullet straight through the back of his head but he managed to land his plane on a field and passed out right after and wakened in the hospital 3 days later.
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Baneken
Arctic Light Inc. Arctic Light
341
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Posted - 2014.07.07 06:51:43 -
[11] - Quote
Yes weak parts in the models would be awesome and pilot should be included though if you get hit by a blast of antimatter I doubt you could survive. Just read a story of WW2 pilot who saved barely with only a "scrape" to hit temple hasn't he been bent on side while checking the gauges he would had taken that bullet straight through the back of his head but he managed to land his plane on a field and passed out right after and wakened in the hospital 3 days later.
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CCP Karuck
C C P C C P Alliance
262

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Posted - 2014.07.08 23:20:00 -
[12] - Quote
Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :) - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
274

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Posted - 2014.07.08 23:20:27 -
[13] - Quote
Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :)
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Destoya
Sniggerdly Pandemic Legion
301
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Posted - 2014.07.08 23:31:00 -
[14] - Quote
One of my favorite things about War Thunder is the damage modeling present in the game. It makes winning a close dogfight that much more exciting when your plane can barely fly because it has half of the control surfaces missing and oil spewing from the engine onto the cockpit glass. Also rewards skilled gameplay in that you can target especially weak areas of the plane, as opposed to a purely HP based system as it is with Eve and other mmos (not that the eve way is bad in any way for a MMO).
In short, yes, I consider granular destructibility of ships to be a key feature that should absolutely be included. |

Destoya
Sniggerdly Pandemic Legion
331
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Posted - 2014.07.08 23:31:37 -
[15] - Quote
One of my favorite things about War Thunder is the damage modeling present in the game. It makes winning a close dogfight that much more exciting when your plane can barely fly because it has half of the control surfaces missing and oil spewing from the engine onto the cockpit glass. Also rewards skilled gameplay in that you can target especially weak areas of the plane, as opposed to a purely HP based system as it is with Eve and other mmos (not that the eve way is bad in any way for a MMO).
In short, yes, I consider granular destructibility of ships to be a key feature that should absolutely be included. |

Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
340
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Posted - 2014.07.09 09:03:00 -
[16] - Quote
CCP Karuck wrote:Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :)
As long as the chance to one shot an enemy pilot via their canopy exists, and they get a few seconds of cinematic as they eat hard vaccum for their troubles, then I think it should be worth it - after all, it will be cool to see bits of wing/engine/fuselage flying off a enemy ship as it spirals about the void.
Asteroids should be destructable (to a point at least) and any space stations strafeable - even if the effect is only cosmetic it would still be cool to gun down a few Rebel Matari whilst they cower in their stations  Blessed are those that carry the Empress' Light; with it they destroy the shadows |

Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
417
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Posted - 2014.07.09 09:03:31 -
[17] - Quote
CCP Karuck wrote:Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :)
As long as the chance to one shot an enemy pilot via their canopy exists, and they get a few seconds of cinematic as they eat hard vaccum for their troubles, then I think it should be worth it - after all, it will be cool to see bits of wing/engine/fuselage flying off a enemy ship as it spirals about the void.
Asteroids should be destructable (to a point at least) and any space stations strafeable - even if the effect is only cosmetic it would still be cool to gun down a few Rebel Matari whilst they cower in their stations 
Blessed are those that carry the Empress' Light; with it they destroy the shadows
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Hona Chaginai
Bangkok Body Snatchers Galactic Skyfleet Empire
27
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Posted - 2014.07.10 11:44:00 -
[18] - Quote
Make us be able to use staions/asteroids/ships/planents as Gravitational slingshots! |

Hona Chaginai
Bangkok Body Snatchers
115
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Posted - 2014.07.10 11:44:27 -
[19] - Quote
Make us be able to use staions/asteroids/ships/planents as Gravitational slingshots! |

Ruric Thyase
Star Frontiers Test Alliance Please Ignore
30
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Posted - 2014.07.10 18:43:00 -
[20] - Quote
As a suggestion for a turf:
Have a mining barge or hulk engaging an asteroid (Chribba's Veldnaught maybe?) and include in the animation the effect the mining lasers have on the asteroid as it is depleted of its ore Different ore types will allow for different asteroid designs
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Ruric Thyase
Star Frontiers Test Alliance Please Ignore
89
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Posted - 2014.07.10 18:43:12 -
[21] - Quote
As a suggestion for a turf:
Have a mining barge or hulk engaging an asteroid (Chribba's Veldnaught maybe?) and include in the animation the effect the mining lasers have on the asteroid as it is depleted of its ore Different ore types will allow for different asteroid designs
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Bob B'ob
Hedion University Amarr Empire
0
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Posted - 2014.07.12 05:39:00 -
[22] - Quote
I thought the idea of environmental damage was a cool idea in EVE, but one I rarely see in-game. Space can be a boring battlefield at times, so the idea of molding arenas using fields of damage is interesting. Something like environmental damage like venting flames from a damaged space station or debris fields. Maybe avoidable damage that's a constant consideration of the game, like damage from exploding enemy ships/structures.
That'd be like, cool, and stuff. |

Renier Gaden
Immortal Guides
203
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Posted - 2014.09.10 19:32:07 -
[23] - Quote
Attacking pirate bases in hollowed out asteroids? Fly through an asteroid field to find the big asteroid, find one of the several tunnels (access points), fly through a tunnel network to a large central chamber where the base and clandestine shipyard are located, wreck havoc.
Dogfights in 3D space while in large winding tunnels could be quite interesting.
Also, could do fun stuff with visual perspective of up and down, as the gravity would be virtually non-existent, so there would be no GÇ£right side upGÇ¥, yet various structures might give the visual impression of flying up-side-down.
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Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
199
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Posted - 2014.10.26 11:23:11 -
[24] - Quote
Personally I'd like to see the following. I'm aware some of the ideas might be pretty demanding and/or difficult, but would be awesome to have. Pared-down versions would also be nice.
- Newtonian flight, at least make it toggleable. That means you can fire your rockets for a moment, turn them off and keep going on that direction unless further rocket firing/gravity etc. With such mode you could turn your ship around and face even an enemy on your back without changing your speed or direction. Yes, I know it's somehow difficult to get used to it, but opens a wide variety of tactics for creative pilots. I remember a great space simulation game I had years ago, Homeplanet. It was also a dogfightning game, and there you could toggle between 2 flight modes: cruise and inertial. On cruise mode your ship would automatically fire its rockets if you changed direction, so that you'll keep your speed and be always moving towards your fighter was pointed to (similar to aircraft). On inertial, such corrections would not happen, so you could go in on direction while facing another one, and create complex combat tactics (with enough training, you could probably keep facing an enemy while orbiting it). Also, when in space, players should be able to strafe left-right and up-down without having to aim on that direction. It would feel pretty lacking not being able to do that in space.
- It would be cool if fighter systems could receive damage independently, affecting your piloting. Maybe you lose one of youe main rockets and your fighter starts turning because of thrust assymetry. Or perhaps one of your weapons is hit and rendered useless. It would offer much more depth than just "your total hitpoints reached zero, boom" and "until hitpoints=zero you can shoot and fly as if nothing happened". And would be awesome if you could get back to your mothership/station, get some quick repairs (or from a logistics ship) and get back to combat again.
- I'd love to be able to pilot EVE Online's Fighters and Fighter-Bombers. For now seems Valkyrie will have its own ships; that's awesome, but it would feel strange not to have access to the original, EVE fightercraft. Dropships for carrying DUST mercs would be cool too. And, having bombers and dropships be crewed by more than 1 player (pilot, gunner(s)...).
That's what I'm imagining so far ^_^ |

Kitt JT
League of xX420BLAZEITSWAGGOTXx. Nulli Secunda
197
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Posted - 2014.11.23 11:46:09 -
[25] - Quote
The Newtonian flight mode is awesome, and I can think of no good reason of why it shouldn't be in any modern space flight sim.
The way Diaspora (free BSG mod, look it up) did it was great, by having a toggle. |
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CCP Karuck
C C P C C P Alliance
277

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Posted - 2014.11.27 13:49:41 -
[26] - Quote
Kitt JT wrote:The Newtonian flight mode is awesome, and I can think of no good reason of why it shouldn't be in any modern space flight sim.
The way Diaspora (free BSG mod, look it up) did it was great, by having a toggle.
I'm a big fan of it as well, but it's quite hard for new players to "get it" and at least get to the level of navigating without crashing your ship. We're still figuring out the balance between "arcade on-rails" and full-on Newtonian, and I'm going for a balance of feeling, being fun and also practical :)
I know SC and Elite both have toggles for this, and it's something we're considering as well.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Omega Tron
Amarr Mining Inc
41
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Posted - 2014.11.27 15:34:13 -
[27] - Quote
CCP Karuck wrote:Kitt JT wrote:The Newtonian flight mode is awesome, and I can think of no good reason of why it shouldn't be in any modern space flight sim.
The way Diaspora (free BSG mod, look it up) did it was great, by having a toggle. I'm a big fan of it as well, but it's quite hard for new players to "get it" and at least get to the level of navigating without crashing your ship. We're still figuring out the balance between "arcade on-rails" and full-on Newtonian, and I'm going for a balance of feeling, being fun and also practical :) I know SC and Elite both have toggles for this, and it's something we're considering as well.
Just a suggestion to think on from a long time flight simulator player -- go with the full-on Newtonian as default and give the option to down grade to the "arcade". Just remember that everyone can learn and most will stick with the default settings until they have mastered them.
EVE Online is CCP's sand box. -áThe sand is owned by CCP. -áWe just get to pay them a monthly fee to throw the sand at each other.-á-á
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Rain6637
GoonWaffe Goonswarm Federation
25695
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Posted - 2014.11.28 04:34:09 -
[28] - Quote
I'm looking for dogfighting that requires proper rolling. This would be an issue of speed and agility, and it is possible to make ships incapable of pursuing themselves. I'd consider that broken.
A starting point to check maneuverability would be http://en.wikipedia.org/wiki/Basic_fighter_maneuvers the section on displacement rolls. The basic situation is two ships dogfighting, with one giving chase. When the defending ship rolls left, the amateur reaction is following it in a left roll. However, an opposite roll places the attacker into the "control zone", which is a cone-shaped area behind the defending ship where it is vulnerable to guns.
Following the defending ship in a left roll would result in excessive speed and overshooting the control zone. I'm looking for ships that are balanced for agility sufficiently that they can successfully maneuver with proper displacement rolls, and also fail horribly by flying like a n00b.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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CCP Karuck
C C P C C P Alliance
283

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Posted - 2014.11.28 16:34:39 -
[29] - Quote
Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Rain6637
GoonWaffe Goonswarm Federation
25712
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Posted - 2014.11.28 16:49:36 -
[30] - Quote
left stick... up and down for pitch, left and right for roll, right stick... right and left for yaw.
so a coordinated right turn would be: left stick back and to the right, right stick to the right.
I'll call Commissar Kate in here, she's hardcore into flight sims. she had a point to make about zero gravity flight and how it makes conventional flight rules irrelevant.. Of course that type of thing has to be put in for the sake of fun, though.
There's still inertia and (hopefully) forward-facing guns, so some conventional maneuvering would apply.
There's another maneuver that I hope will make it in... it's basically an extreme air brake, where you use the underside of your plane/ship and face it into direction of travel. It turns into a compressed barrel roll, and would send a pursuing ship flying past. It's the maneuver Maverick uses famously in Top Gun. In space, I suppose it would require rotating to face thrusters forward and then accelerating.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Commissar Kate
GoonWaffe Goonswarm Federation
96885
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Posted - 2014.11.28 18:18:05 -
[31] - Quote
CCP Karuck wrote:Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
How bad is the yawing in VR? does it cause as much sickness as rolling?
Also your laser based weapons, are they instant hit as in you just point and shoot or do they act like slow projectiles like what we see in star wars?
I personally think it would be a pretty novel idea to have have lasers as instant hit weapons, rail guns somewhere in between and autocannons slower. Of course this might make balancing a bit more difficult but its a good way in my opinion to differentiate the weapon systems.
I'm not really sure on how to reply to Rain yet other than I really like what Elite has done with controls but I'm not sure how well that would work on a gamepad. And also that full Newtonian physics can be a trigger of tourettes if you are not used to it.
Unlock all the clothes || My Fanclub
Harmless - Penniless - Aimless
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Rain6637
GoonWaffe Goonswarm Federation
25718
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Posted - 2014.11.28 18:21:51 -
[32] - Quote
when I hear full newtonian I think of ship speeds without an upper limit--it just accumulates with thrust.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Omega Tron
Amarr Mining Inc
41
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Posted - 2014.11.28 21:32:05 -
[33] - Quote
Ah... Well ... It appears to me that I have over stated my view on the Newtonian movement.
Rain6637 you are correct on the no upper limit of velocity due to continuous thrust.
Therefore a capping of the velocity would need to be setup for each ship and it's structural, physical shape, and engine function. What was foremost in my mind at the time was that of maneuvering abilities that would emulate the "Colonial Viper" in the "Battlestar Galactica" series.
EVE Online is CCP's sand box. -áThe sand is owned by CCP. -áWe just get to pay them a monthly fee to throw the sand at each other.-á-á
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Rain6637
GoonWaffe Goonswarm Federation
25732
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Posted - 2014.11.29 05:46:10 -
[34] - Quote
Yeah, I recall seeing bits of that show. In one dogfight, Starbuck turned the ship completely around to keep shooting.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Debora Tsung
The Investment Bankers Guild
1346
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Posted - 2014.11.30 15:29:10 -
[35] - Quote
CCP Karuck wrote:Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :) That would be totally awesome! :)
Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance.
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Commissar Kate
GoonWaffe Goonswarm Federation
97417
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Posted - 2014.12.01 01:50:23 -
[36] - Quote
Please let there be ramming =P
Unlock all the clothes || My Fanclub
Harmless - Penniless - Aimless
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Rain6637
GoonWaffe Goonswarm Federation
26141
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Posted - 2014.12.01 05:51:53 -
[37] - Quote
phrasing!
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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ERIS LUCAN
School of Applied Knowledge Caldari State
0
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Posted - 2014.12.06 11:55:04 -
[38] - Quote
Hell0 ther
Nice knowing U.
CYA& H.F. |
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CCP Karuck
C C P C C P Alliance
284

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Posted - 2014.12.06 13:06:14 -
[39] - Quote
Commissar Kate wrote:CCP Karuck wrote:Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
How bad is the yawing in VR? does it cause as much sickness as rolling? Also your laser based weapons, are they instant hit as in you just point and shoot or do they act like slow projectiles like what we see in star wars?
Yaw is actually fine :)
We're not ready to talk about the weapons yet, but we've shown the projectile weapons so far.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
284

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Posted - 2014.12.06 13:07:33 -
[40] - Quote
Omega Tron wrote:Ah... Well ... It appears to me that I have over stated my view on the Newtonian movement.
Rain6637 you are correct on the no upper limit of velocity due to continuous thrust.
Therefore a capping of the velocity would need to be setup for each ship and it's structural, physical shape, and engine function. What was foremost in my mind at the time was that of maneuvering abilities that would emulate the "Colonial Viper" in the "Battlestar Galactica" series.
We model a drag force so you don't accelerate into infinity :) that comes into balance with the thrust to set the maximum speed. (I know there's no drag in space.. you could call it space dust! ;) )
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Abramul
StarFleet Enterprises Almost Awesome.
28
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Posted - 2014.12.06 13:34:55 -
[41] - Quote
CCP Karuck wrote: We model a drag force so you don't accelerate into infinity :) that comes into balance with the thrust to set the maximum speed. (I know there's no drag in space.. you could call it space dust! ;) )
So, no fuel reserves or exhaust velocity? Advantage to having futuristic propulsion, I suppose. |

Omega Tron
Amarr Mining Inc
44
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Posted - 2014.12.06 16:28:49 -
[42] - Quote
CCP Karuck wrote:Omega Tron wrote:Ah... Well ... It appears to me that I have over stated my view on the Newtonian movement.
Rain6637 you are correct on the no upper limit of velocity due to continuous thrust.
Therefore a capping of the velocity would need to be setup for each ship and it's structural, physical shape, and engine function. What was foremost in my mind at the time was that of maneuvering abilities that would emulate the "Colonial Viper" in the "Battlestar Galactica" series. We model a drag force so you don't accelerate into infinity :) that comes into balance with the thrust to set the maximum speed. (I know there's no drag in space.. you could call it space dust! ;) )
-- Space dust drag --
Yeah, sounds great to me. 
CCP's sand box is EVE Online. The sand is owned by CCP. We pay them a monthly fee to throw the sand at each other. That is all that is here, so move along. Nothing more to be seen.
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Rain6637
GoonWaffe Goonswarm Federation
28464
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Posted - 2014.12.24 20:06:00 -
[43] - Quote
Watching some ED gameplay of k8's was great aside from the constant stop-rotate-burn that fighting devolves into. I don't know how to solve it without locking ships into atmospheric flight, and I'm hoping valkyrie does a better job of handling dogfighting. If either pilot has the option to stop and rotate to cause the other ship to overshoot, it turns into that and doesn't stop. constantly sitting with the other ship off-screen is gameplay-breaking for me.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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DaReaper
Net 7
1567
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Posted - 2014.12.24 20:34:33 -
[44] - Quote
Rain6637 wrote:Watching some ED gameplay of k8's was great aside from the constant stop-rotate-burn that fighting devolves into. I don't know how to solve it without locking ships into atmospheric flight, and I'm hoping valkyrie does a better job of handling dogfighting. If either pilot has the option to stop and rotate to cause the other ship to overshoot, it turns into that and doesn't stop. constantly sitting with the other ship off-screen is gameplay-breaking for me.
the 5 min I played at vegas was not too bad. I just kinda sucked ad lining up. but I did not notice a lot of stop and rotate, just several u turns
OMG Comet Mining idea!!! Comet Mining!
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Rain6637
GoonWaffe Goonswarm Federation
29155
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Posted - 2014.12.31 16:09:31 -
[45] - Quote
Karuck, is there a chance yaw will be as effective as the ailerons? I spent some time thinking about the stop-turn-burn loop (that I dislike), and I think the best way to avoid the repetitive pulling is having the option of yaw, to aim my guns L and R without having to roll then pull first. I'd like to see stop-turn-burn be as ineffective as possible.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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CCP Karuck
C C P C C P Alliance
296

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Posted - 2015.01.06 12:00:54 -
[46] - Quote
Rain6637 wrote:Karuck, is there a chance yaw will be as effective as the ailerons? I spent some time thinking about the stop-turn-burn loop (that I dislike), and I think the best way to avoid the repetitive pulling is having the option of yaw, to aim my guns L and R without having to roll then pull first. I'd like to see stop-turn-burn be as ineffective as possible.
Currently you can yaw directly in Valkyrie without rolling yes :) We're still tweaking the how fast you rotate on each axis.
I understand why ED did it this way, and in some ways I'm a fan of it (makes other ships look way cooler when they are flying around for one). You are right it does contribute to the constant "jousting around in circles" problem and we're working hard to make that less of a problem.
One of the problems with having fast roll on all axis is it takes away some of the feeling of flying a spaceship, and makes it look more like a FPS game.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
476
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Posted - 2015.01.06 15:47:58 -
[47] - Quote
CCP Karuck wrote:We're not ready to talk about the weapons yet, but we've shown the projectile weapons so far.
And missiles! With their head-twisty action :P
Blessed are those that carry the Empress' Light; with it they destroy the shadows
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Katsu Kho
Kho Incorporated
8953
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Posted - 2015.01.06 16:34:40 -
[48] - Quote
I'm thinking all kinds of awesome stuff for Valkyrie... building components or ships in EVE Online and then flying them in Valkyrie. That would be so epic. It would bring the thrill of EVE pvp to a more twitch action game which sounds amazing to me. EVE pvp already gets my heart racing every time, and then in VR... damn... I'd love to see something like that.
I really want to see concequences being tied to death, is what I'm trying to say, I know the focus right now is not yet merging the games together. It would just make the game that much more thrilling and exciting to play.
Katsu Kho
Ambassador of the Jin-Mei Interstellar Space Bushid+ì council
Find me on YouTube - Latest video: EVE Online - 100 subs & killmail API discussion
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hollywood118921
Sebiestor Tribe Minmatar Republic
0
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Posted - 2015.02.17 18:59:59 -
[49] - Quote
I think it'd be really cool to fly the fighters/fighterbombers and maybe try to incorporate yourself into the large-scale battles like launching from a carrier into a battle. Also i think being able to combine the 3 games and going from space to strafing dust players would be awesome eve if it involved taking off from land instead of space. |

Arkady Vachon
Aliastra Gallente Federation
996
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Posted - 2015.03.24 05:06:05 -
[50] - Quote
CCP Karuck wrote:Rain6637 wrote:Karuck, is there a chance yaw will be as effective as the ailerons? I spent some time thinking about the stop-turn-burn loop (that I dislike), and I think the best way to avoid the repetitive pulling is having the option of yaw, to aim my guns L and R without having to roll then pull first. I'd like to see stop-turn-burn be as ineffective as possible. Currently you can yaw directly in Valkyrie without rolling yes :) We're still tweaking the how fast you rotate on each axis. I understand why ED did it this way, and in some ways I'm a fan of it (makes other ships look way cooler when they are flying around for one). You are right it does contribute to the constant "jousting around in circles" problem and we're working hard to make that less of a problem. One of the problems with having fast roll on all axis is it takes away some of the feeling of flying a spaceship, and makes it look more like a FPS game.
casting a bit of thread necromancy here *shakes a bucket of KFC since using chickens for voodoo would make people nauseous*
Since a lot of fighters in Valkyrie are packing missiles as standard, would not that also be a deterrant to pulling a constant stop-turn-burn maneuver? since it is a multiplayer environment you or one of your teammates may be a juicy opportunity to toss missiles at what is essentially a stationary target, which would not have enough speed built up (or thrust acceleration available) to have a hope of evasive action in time to avoid the incoming?
Nothing Personal - Just Business...
Chaos Creates Content
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CCP Karuck
C C P C C P Alliance
331

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Posted - 2015.03.24 11:28:02 -
[51] - Quote
Yep, going slow makes you more prone :) Btw only one ship we've announced so far has missiles, it's just been very visible in all our videos since we only revealed the Spectre (Heavy) last week
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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1Robert McNamara1
The Graduates Forged of Fire
78
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Posted - 2015.03.24 22:19:31 -
[52] - Quote
Game mode:
Death Race. Linear or intersecting tracks could make for game-play that stresses piloting and shooting in a different way. Could have larger vehicles do more damage when colliding with smaller ones along with the usual awesome weapons platforms.
Map ideas:
Gravity well. A wounded Super carrier is alone in space, immobile due to a giant rupture in the reactor. Due to the exposure to space gravity is poring out of the ship at an alarming rate. The Valkyries must fight to defend the hard points keeping this beast aloft until help arrives. All ships are gently pulled towards the well. Direct contact is fatal.
Station Games. The Valkyries go raiding through the interior of one of the new XL structures. basically a fight inside a huge structure, maybe there's destructible walls leading hidden passage ways where the radar doesn't work. |

MidnightWyvern
Night Theifs
80
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Posted - 2015.03.25 02:08:15 -
[53] - Quote
CCP Karuck wrote:Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :) I love that idea, and it actually relates to something else I was thinking about.
The current death animation you guys have is ******* excellent, but what about the possibility of one or two more that you get based on context?
Imagine having your engines shot out and having a split second to see a chunk of ship coming at your face before the cockpit crumples inward and the screen goes black.
One or two alternates mean that a player can't get fully used to the death animation and it still startles them each time and brings them more into the experience.
http://www.youtube.com/watch?feature=player_detailpage&v=eaUaJUhTZfw#t=148s
An excellent example of why pod killmails are the best feature to be implemented in EVE Online since warping at zero.
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Fzhal
Anoikis Vergence The Last Chancers.
1
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Posted - 2015.03.25 04:05:24 -
[54] - Quote
CCP Karuck wrote:Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
I've read that a large contributor to in flight motion sickness is due to a lack of reference to a horizon. I know this is not something that you want to hear when you were building a space simulator, but it may be worth considering. For instance, in the battle with the debris and fog you could have a more pronounced or thicker plane of fog in order to trick the person's brain into proceeding a horizon. that horizon may not have to be obviously noticeable. if you are above or below that horizon plane, you might could use a lower level of detail for the fog that is further away.
Another thing that I would suggest is to have the control settings for new users scale up as me tutorials progress. Air Force pilots go through training to become acclimated to these maneuvers in order to decrease the incidence of air sickness.
I'm afraid that one of the better suggestions would be to suggest that people in with their bodies into the turns to stimulate their sense of balance in the way that it would in real life.
on a lighter note, I'd love to see Newtonian physics. But, thinking realistically about new players, it would have to be an option that users would enable after becoming acclimated to the system. I am kind of torn as to whether the Newtonian physics would be speed capped or not. And if it were not speed capped I would think there would have to be some kind of mechanic that would penalize a player for trying to turn while going too fast, like causing damage to the craft. |

1Robert McNamara1
The Graduates Forged of Fire
78
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Posted - 2015.03.25 15:22:04 -
[55] - Quote
I'm fine with speed capped Newtonian physics. The cap allows them to manage map sizes better and avoid weird things like artificial boundaries. Maybe when a ship is hitting the cap there's little front thrusters that fire. Lore can go to work justifying the cap as a the shields/hull can't protect the pilot from micro debris at speeds above the cap. Something something shield refresh rates...
I think managing systems in a simulator can be a lot of fun, and really separate casuals from veterans. I don't think the controls give a lot of flexibility to make that happen though... maybe the other joystick can be used to shift power from engines to shields or EMS, but options are limited because you don't have tons of buttons laid out in an optimal way.
I do like the idea of area specific damage causing problems to the ship... run head first into lots of things? maybe a gun starts firing slower. Getting hit in the engines a lot? boosts take more cap. The down side is manipulation. In the Battletech VR pods i used to play it was common practice to lead a guy away from the main fight, gimp a leg so he's limping, and run back to the fight. Some of those maps were quite large and it would cost the pilot several minutes. The fix was to allow for self destruct whenever gimped or all guns were stripped off. |

Rain6637
GoonWaffe Goonswarm Federation
30967
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Posted - 2015.03.25 15:26:01 -
[56] - Quote
I'm super excited about the flight characteristics I saw in the Fanfest videos. Every time I think about it.
Help, I can't download EVE
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1Robert McNamara1
The Graduates Forged of Fire
78
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Posted - 2015.03.25 15:34:45 -
[57] - Quote
Rain6637 wrote:I'm super excited about the flight characteristics I saw in the Fanfest videos. Every time I think about it.
This moment in the finals really was exciting to watch. https://youtu.be/xOPz7WydAR8?t=15m9s
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Fzhal
Anoikis Vergence The Last Chancers.
1
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Posted - 2015.03.25 22:50:38 -
[58] - Quote
My thoughts on destructible ship parts.
With the fast-paced nature and distance from your targets, you won't be able to see what part fell off. That is unless you add another thing to pay attention to in the HUD.
How often will the target die before the destroyed components have a chance to affect gameplay? (Wasted development effort)
What systems (and combinations) can be rendered inoperable without removing the pilot's ability to influence the battle?
Repair mechanic?
Maybe that is why almost all FPS games have not had this mechanic. It could be a lot of extra effort that ends up hurting overall game enjoyment... Why doesn't Eve have these mechanics, it is even slower paced? In my opinion, unless you have a brilliant plan for destructibles, leave it alone.
Bulllet holes on the ship skins, of course. The rest... |

Daksa Crendraven
Imperial Guardians Executive Outcomes
0
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Posted - 2015.04.17 08:46:52 -
[59] - Quote
In my humble opinion,
From a control and usability point of view, my personal still unmatched paradigm for controlling a flying thing that is capable to launch stuff and kill things is still the Ace Combat series when it comes to have a pad in your hands and a group of foes to kill in your radar (and especially if they are human-controlled - Arcade PvP).
Why? A pure Technical Learning Curve in a superfast game:
Example: Fly to your enemy at max speed, in order to stay in his tracking trajectory for the shortest time possible, turn into the back of your enemy with the narrowest and fastest possible angle (speedbrake + ultrafast turning), start tracking him, maintain him on the central part of the hud for the time required to have a lock, foresee his escape angle and adjust your hull and speed correctly to reduce the probabilities of loosing him, get a lock, start firing with light guns in order to scary him and push him in the right ballistic angle... have him in the right trajectory where he cant escape your missile.. .fire the missile! - Countermeasures! - you lost the lock and his trajectory and angles changes so much that you lost him, he's doing your same technique, you become targeted, you try to dodge his tracking time by flying low between the walls of a canyon, while desperately afterburning away, you try to speedbrake and turn again, he foresee that and start to do the same, you receive damage from his guns, you made the error to align on a wrong trajectory because you are under pressure, tracking locks, he fires: You lost half of the hull. You speedbrake and fast-turn and the duel continues..
All of this = less than 30 seconds.
This is why I love Ace Combat.
To be short, you can kill your enemy only if you are more skilled than him at flying your aircraft (and of course, if you have the right equipment/skill points level.. but this rule can be "escalated" by talented newbies with the right techniques applied)..
So, still a game of strategy with his dinamycs of course, but based on short-time acts, cold-blood, reflexes, and foreseeing capabilities.
Some good games that contains a lot of ispirational stuff that i would like to recommend are:
Technical
Air Combat, PlayStation Ace Combat 2, PlayStation Ace Combat 3: Electrosphere, PlayStation Ace Combat: Distant Thunder (Ace Combat 04: Shattered Skies), PlayStation 2 Ace Combat: Squadron Leader (Ace Combat 5: The Unsung War), PlayStation 2 Ace Combat: The Belkan War (Ace Combat Zero: The Belkan War), PlayStation 2 Ace Combat 6: Fires of Liberation, Xbox 360
Space Simulation / Technical
Colony Wars Vengeance (on highest difficulty level) Colony Wars RedSun (on highest difficulty level)
I would like to recommend also the Colony Wars series because... well.. get a psx emulator and give it a try.. You will discover a pure gem. ;)
p.s. The destructible hull concept is absolutely amazing, and an entire generation of space or aerial sim players are still secretly dreaming about that. This should be really amazing :) |
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