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SyntaxPD
PowerDucks PowerDucks Alliance
0
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Posted - 2011.11.30 00:55:00 -
[1] - Quote
At least i 'd like to look at it on test server on a mass test. maybe it'll looks weird. Press "Like" if you also want to see it |

Duchess Starbuckington
Starbuckington Manor
30
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Posted - 2011.11.30 01:29:00 -
[2] - Quote
Should probably also have a seperate graphical option to turn off the missile trails. |

Corina Jarr
Spazzoid Enterprises Purpose Built
59
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Posted - 2011.11.30 02:30:00 -
[3] - Quote
Smoke trail would be better. Instead of the silly puff of smoke when we fire missiles. |

Jesus Rambo
Friendship is Magic The Laughing Men
3
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Posted - 2011.11.30 03:19:00 -
[4] - Quote
Corina Jarr wrote:Smoke trail would be better. Instead of the silly puff of smoke when we fire missiles.
/signed |

Jazz Styles
Sileo In Pacis
27
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Posted - 2011.11.30 04:08:00 -
[5] - Quote
I was thinking they could also modify the missile models so that they animate around the axis of the missile object itself. If you've ever seen fighter drones, you'll understand what I'm referring to. This way missiles could do a little bit of a 'snaking' effect as they travel, and smoke trail effects would be icing on the cake  |

SyntaxPD
PowerDucks PowerDucks Alliance
5
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Posted - 2011.12.04 04:32:00 -
[6] - Quote
I'd personally like to see any sort of trails here. It's hard to predict how good or bad it will be with massive missiles spam. |

m3talc0re X
SandStorm. The Babylon Consortium
33
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Posted - 2011.12.07 04:10:00 -
[7] - Quote
I've been asking for smoke trails, too. It'd be nice. They should stagger the launch animation like they do turrets, also.
Edit: This is something I posted a few months back:
See, this is what kinda ****es me off. CCP makes such a big deal out of giving us better animations and effects for missiles, but they keep upgrading turrets. With the new turret animations, it makes it even easier now to implement better launcher effects.
On missile ships, the launcher works just like turrets. Instead of a door opening to reveal a turret coming out, the doors open and maybe either just a "barrel" comes out just a little or the doors slide open and reveal a black hole with a ring inside that would look like a launcher inside the ship. If need be, I can draw a pic or maybe even edit a screenshot of a drake or something to show what I mean.
Now for the missile animation itself, something like this could work: http://www.youtube.com/watch?v=DTOUtXW6hV8
That effect coming from each launcher located in different positions on the ship. They all launch outward, away from the ship, then fly into a group towards their intended target. Keeping in mind that this animation would have to happen fast enough not to create a flight time issue. And the smoke trails on the missiles should stay for a little bit before dispersing.
This would not be THAT damn hard to implement... |

leviticus ander
The Scope Gallente Federation
16
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Posted - 2011.12.07 04:15:00 -
[8] - Quote
only if they remove all designated missile boats in the game. otherwise the servers would just go nuclear as soon as a fleet fight started. |

m3talc0re X
SandStorm. The Babylon Consortium
33
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Posted - 2011.12.07 04:37:00 -
[9] - Quote
leviticus ander wrote:only if they remove all designated missile boats in the game. otherwise the servers would just go nuclear as soon as a fleet fight started.
How you figure? |

leviticus ander
The Scope Gallente Federation
16
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Posted - 2011.12.07 04:47:00 -
[10] - Quote
clearly you've never been in a larger fleet fight. in about 2 minutes there would be so many smoke trails on the grid that you couldn't see anything. and the server trying to keep track of all these trails would instantly make it cry. |
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m3talc0re X
SandStorm. The Babylon Consortium
34
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Posted - 2011.12.07 05:11:00 -
[11] - Quote
leviticus ander wrote:clearly you've never been in a larger fleet fight. in about 2 minutes there would be so many smoke trails on the grid that you couldn't see anything. and the server trying to keep track of all these trails would instantly make it cry.
You've clearly never learned how to read. You also assume too much.
Trails disappear. Not just stay there till everyone has left. |

leviticus ander
The Scope Gallente Federation
16
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Posted - 2011.12.07 05:52:00 -
[12] - Quote
apparently you haven't looked at the video you linked as what you want. even if the trails were only there until the missile exploded. there would still be so many trails on the field that the server would just go have a hissy fit in the corner. and meanwhile, quite a few peoples computers would fry as they can barely handle the input as is. |

m3talc0re X
SandStorm. The Babylon Consortium
34
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Posted - 2011.12.07 05:56:00 -
[13] - Quote
leviticus ander wrote:apparently you haven't looked at the video you linked as what you want. even if the trails were only there until the missile exploded. there would still be so many trails on the field that the server would just go have a hissy fit in the corner. and meanwhile, quite a few peoples computers would fry as they can barely handle the input as is.
The server wouldn't be doing anything to begin with. These are client side effects.
These effects aren't very taxing on video cards either. Depends on if they're volumetric or not.
The video is an example of the trails and what not. Not how long the trails should last. Now are you done making an ass of yourself?
|

Aaron Barton
Deep Core Mining Inc. Caldari State
5
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Posted - 2011.12.07 06:39:00 -
[14] - Quote
I like this idea. Maybe even different colored smoke as a visual guide to the missile's damage type? The missile itself is kinda too small to see. Or, how about the explosion color as an indicator to the damage type?
And, not to derail the thread, but what about trails for drones as well? With the option to turn those off as well. |

Corina Jarr
Spazzoid Enterprises Purpose Built
75
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Posted - 2011.12.07 15:31:00 -
[15] - Quote
leviticus ander wrote:apparently you haven't looked at the video you linked as what you want. even if the trails were only there until the missile exploded. there would still be so many trails on the field that the server would just go have a hissy fit in the corner. and meanwhile, quite a few peoples computers would fry as they can barely handle the input as is. 1) Arkham Asylum has more smoke than 100 drakes could produce. As with any effect, it would not appear on lower settings. Those whose computers could not deal with it, wouldn't have to.
2) my graphing calculator can draw 150 lines in less than a second. I'm pretty sure a semi-state of the art server will have no trouble calculating the trails right along with the flight path of the missile like it already does. |

Meditril
Bene Gesserit ChapterHouse Sanctuary Pact
20
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Posted - 2011.12.07 16:13:00 -
[16] - Quote
Also missing are trails for drones! |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
110
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Posted - 2011.12.07 16:25:00 -
[17] - Quote
m3talc0re X wrote:leviticus ander wrote:apparently you haven't looked at the video you linked as what you want. even if the trails were only there until the missile exploded. there would still be so many trails on the field that the server would just go have a hissy fit in the corner. and meanwhile, quite a few peoples computers would fry as they can barely handle the input as is. The server wouldn't be doing anything to begin with. These are client side effects. These effects aren't very taxing on video cards either. Depends on if they're volumetric or not. The video is an example of the trails and what not. Not how long the trails should last. Now are you done making an ass of yourself? Edit: Just thought about this, but it'd also be pretty cool to see some kind of smoke trail left behind by turrets too. Dissipating fairly quickly though.
Here's the thing. 400 drakes spitting out missiles will melt graphics cards, and slow fights down to utterly unplayable levels. Why do you think this is a good idea?
400 drakes isn't exactly uncommon either. |

m3talc0re X
SandStorm. The Babylon Consortium
35
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Posted - 2011.12.07 16:44:00 -
[18] - Quote
Danika Princip wrote:m3talc0re X wrote:leviticus ander wrote:apparently you haven't looked at the video you linked as what you want. even if the trails were only there until the missile exploded. there would still be so many trails on the field that the server would just go have a hissy fit in the corner. and meanwhile, quite a few peoples computers would fry as they can barely handle the input as is. The server wouldn't be doing anything to begin with. These are client side effects. These effects aren't very taxing on video cards either. Depends on if they're volumetric or not. The video is an example of the trails and what not. Not how long the trails should last. Now are you done making an ass of yourself? Edit: Just thought about this, but it'd also be pretty cool to see some kind of smoke trail left behind by turrets too. Dissipating fairly quickly though. Here's the thing. 400 drakes spitting out missiles will melt graphics cards, and slow fights down to utterly unplayable levels. Why do you think this is a good idea? 400 drakes isn't exactly uncommon either.
God you people are dense...
Again, to reiterate this: -Smoke trails are client side. Creates no lag on servers. -There will/should be an option to disable them. Just like other effects. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
110
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Posted - 2011.12.07 17:48:00 -
[19] - Quote
m3talc0re X wrote:Danika Princip wrote:m3talc0re X wrote:leviticus ander wrote:apparently you haven't looked at the video you linked as what you want. even if the trails were only there until the missile exploded. there would still be so many trails on the field that the server would just go have a hissy fit in the corner. and meanwhile, quite a few peoples computers would fry as they can barely handle the input as is. The server wouldn't be doing anything to begin with. These are client side effects. These effects aren't very taxing on video cards either. Depends on if they're volumetric or not. The video is an example of the trails and what not. Not how long the trails should last. Now are you done making an ass of yourself? Edit: Just thought about this, but it'd also be pretty cool to see some kind of smoke trail left behind by turrets too. Dissipating fairly quickly though. Here's the thing. 400 drakes spitting out missiles will melt graphics cards, and slow fights down to utterly unplayable levels. Why do you think this is a good idea? 400 drakes isn't exactly uncommon either. God you people are dense... Again, to reiterate this: - Smoke trails are client side. Creates no lag on servers.- There will/should be an option to disable them. Just like other effects.
Where did I say anything about server side lag? Learn to read before you call me dense. If they're just going to be disabled all the time, why even bother making them? Waste of dev time. |

Aleena Cormack
United Abominations Mercenary Management
0
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Posted - 2011.12.07 18:01:00 -
[20] - Quote
Would be nice to see a missile launch similar to this: http://www.youtube.com/watch?v=iRyOWawaT_U
except the launch isn't necessarily vertical but ejected from a tube.
or maybe some itano circus: http://www.youtube.com/watch?v=BzXfVgYCxWI |
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Duchess Starbuckington
Starbuckington Manor
38
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Posted - 2011.12.07 18:24:00 -
[21] - Quote
Quote:Where did I say anything about server side lag? Learn to read before you call me dense. If they're just going to be disabled all the time, why even bother making them? Waste of dev time.
And people tend to zoom out a lot in fleet fights, so according to you ship models are also a waste of dev time?
Not all of us spend all our time fighting Drake blobs, you know. |

m3talc0re X
SandStorm. The Babylon Consortium
35
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Posted - 2011.12.07 19:56:00 -
[22] - Quote
Again, your density shines through... Server side part is directed at someone else. Effects disabling is directed at you. And your question is stupid.
Duchess answers you nicely. Also, Drones can be disabled. Turrets can. Almost all effects can, all in the sake of making it more playing in extreme cases of large fleet battles. How are missile trails any kind of exception to this?
Aleena, that launch would take way too long XD But the second video kinda goes along with the one I posted. With much faster missiles though, which I would def like. |

Duchess Starbuckington
Starbuckington Manor
38
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Posted - 2011.12.07 20:31:00 -
[23] - Quote
Even ship targeting icons can be disabled, for that matter. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
110
|
Posted - 2011.12.07 22:46:00 -
[24] - Quote
Duchess Starbuckington wrote:Quote:Where did I say anything about server side lag? Learn to read before you call me dense. If they're just going to be disabled all the time, why even bother making them? Waste of dev time. And people tend to zoom out a lot in fleet fights, so according to you ship models are also a waste of dev time? Not all of us spend all our time fighting Drake blobs, you know.
Alright then. How much missile spam is there in a Guristas sanctum? Now, all of those missiles have trails. Now, how many people just ratting have to disable their effects just because of this trail BS?
Covering the screen with missile trails is kind of dumb :V |

CobaltSixty
The Night Wardens Viro Mors Non Est
25
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Posted - 2011.12.07 22:56:00 -
[25] - Quote
Danika Princip wrote:Covering the screen with missile trails is kind of dumb :V Perhaps the missile trails won't be as long-lived as you're assuming they will be?
The best looking missiles in recent sci-fi have been those used by the Cylons in Battlestar Galactica. Admittedly, their trails (smoke, not glowing engine trails) seemed to persist for a while but with some tweaks, the same effect could be accomplished while not cluttering screens. And again, making this a toggleable effect allows each player to choose the level of graphical richness most appropriate to their experience. It shouldn't increase server load so long as the vector calculations as-it-pertains-to-graphical-rendering are done client-side. The server already distributes that info to every client on grid. Assault Ships - Retribution Fix and Balancing Proposal for Upcoming 4th Bonus |

Aglais
Liberation Army BricK sQuAD.
30
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Posted - 2011.12.07 23:48:00 -
[26] - Quote
This sounds like an irritating and unnecessary useage of CPU. Unsupported. |

Corina Jarr
Spazzoid Enterprises Purpose Built
79
|
Posted - 2011.12.07 23:52:00 -
[27] - Quote
Aglais wrote:This sounds like an irritating and unnecessary useage of CPU. Unsupported. GPU not CPU (unless of course you are odd and like to use an icore without a GPU).. And like all other effects, there would be a way to turn it of, so no waste anyway. |

Aleena Cormack
United Abominations Mercenary Management
0
|
Posted - 2011.12.08 06:56:00 -
[28] - Quote
m3talc0re X wrote:Again, your density shines through... Server side part is directed at someone else. Effects disabling is directed at you. And your question is stupid.
Duchess answers you nicely. Also, Drones can be disabled. Turrets can. Almost all effects can, all in the sake of making it more playing in extreme cases of large fleet battles. How are missile trails any kind of exception to this?
Aleena, that launch would take way too long XD But the second video kinda goes along with the one I posted. With much faster missiles though, which I would def like.
re: second vid
well, the missiles per se don't have to be individual entities in space but are rendered(client side) as a cluster. The cluster moves randomly(treated as one entity) and follows the traditional way of intercepting its target. Smoke trails are then generated as they move in space. I'd like particular change seen with rockets and maybe even heavy assault missiles.
step by step: 1. start in one point 2. spread out 3. move randomly 4. fireworks
still don't get it?
imagine particles inside a bottle moving randomly. then try moving the bottle in one direction. imagine those particles creating a trail as you move the bottle in space. |

Phobos Vortex
Todespropheten T0DESPR0PHETEN
2
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Posted - 2011.12.09 10:51:00 -
[29] - Quote
Engine trails on missiles, launcher animations and overhaul of these ugly and sometimes rediculusly large explosion animations (yes, i know i will get flamed for suggesting to remove them) are exactly what missiles need after turrets got their make up. Anyway i dont like the idea of smoke trails in space where no atmosphere could hold the smoke particles together. Why not simply implement the existing engine trails in a smaller form colored by damage type? And for the sake of GPUs health wouldnt it be possible to render them only when the camera is near enough? |

SyntaxPD
PowerDucks PowerDucks Alliance
15
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Posted - 2011.12.10 00:54:00 -
[30] - Quote
1. Missiles trails should not be same as engine trails. 2. Missile trails should not be that bright as engine ones 3. They will notlook good if spamming on single target with no movement, coz then we'll end up with laser-like effect. 4. They'll look fine if both you and targets are moving. 5. Smth that should prevent 400 drakes to make a mess of light. |
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