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Kujo Minowara
Solitary Ground
1
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Posted - 2011.12.20 21:45:00 -
[1] - Quote
Probably this is not the first discussion of this kind, but my research turned no results, so I'll tell it all the same.
There is some inaccuracy in how stargates' animations work. Two inaccuracies, precisely.
Inaccuracy number 1: when the stargate flashes for someone that is arriving, the animation is the same as the one when someone leave a system with the stargate: the flux of energy and particles is "charged" into the stargate and then it is fired away. It would be difficult to actually turn this animation head-to-tail? I mean, if the stargates is "recieving" someone from outside... It should show a RECEIVING flux, shouldn't it? =P A ray of energy arrives, the stargate receives it and "charges" the traveller.
Inaccuracy-modification number 2: this isn't exacly an inaccuracy, but a detail that in my opinion would make the stargates animations look a lot better. Actually, I'll "show" you an example that CCP already did of what I'm proposing. In the EVE Dominion trailer (the one with the 2 fleets fighting for the control of a system), when the Talent fleet is sitting on the stargate waiting for the enemy fleet to come, the stargate is activated by multiple people at the same time, and it flashes four or five times consecutively. I think that that effect would be awesome in game. I hate when I'm jumping to another system when someone arrives, jumps too and he/her interrupts my jumping animation. This is even more true now that stargates point to ACTUAL stars. Is kinda funny looking the stream of energy of the stargate "shoot" me (or someone else) towards a real star, that I can identify. Then, what if a new jumping instance doesn't reset the ones already occurring? If I'm jumping out, and the stargate has just finished "charging" me and is preparing to launch me as an energy ray, and someone clicks on jump in that exact moment, the stargate could start another animation, charging the second guy, but without stopping my "firing out". Imagine a fleet jumping all together: it would look like a "machine gun stargate" instead of a jammed pistol with the hiccup.
I hope I've been exhaustive and clear =)
What do you think about it? =)
EDIT - - - - - -
You can see the what I was talking about on this video at 2:16
http://www.youtube.com/watch?v=zDVEHE10nHc&list=PLF614A7A6461E61E1&index=9&feature=plpp_video |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
21
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Posted - 2011.12.20 21:58:00 -
[2] - Quote
Awesome post, that would be a great improvement!
If the camera turns toward the direction you are going would be awesome too... |

Kujo Minowara
Solitary Ground
1
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Posted - 2011.12.20 22:00:00 -
[3] - Quote
That could be implemented too, not a bad idea at all =) I would make it optional, for the "jumping lovers" as me =P |

Bienator II
madmen of the skies
374
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Posted - 2011.12.20 22:49:00 -
[4] - Quote
first fix conflicting animations. If two ships jump right after each other one animation is cut of. it would be also quite cool if the flash size would be somewhat related to the ships mass a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Jask Avan
Republic Military School Minmatar Republic
6
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Posted - 2011.12.20 23:10:00 -
[5] - Quote
Current stargate animations are very meh. Please upgrade them. |

Ethereal 3600
665 Almost Evil Serenity.
1
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Posted - 2011.12.20 23:11:00 -
[6] - Quote
great idea on all points |

Sobaan Tali
Caldari Quick Reaction Force
10
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Posted - 2011.12.20 23:21:00 -
[7] - Quote
+1 Supported. The same animation for both outbound and inbound jumps doesn't make sense (at least I never thought it did, good to see others agree). As far as the "machinegun gate" idea, could be cool to see although I wonder how this will be affected by the fact that Eve works in 1 sec intervals rather than responding instantly. I could be wrong and it may have little to no impact. Regardless, both ideas make better sense than the current system. |

leviticus ander
The Scope Gallente Federation
19
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Posted - 2011.12.21 06:50:00 -
[8] - Quote
Bienator II wrote: it would be also quite cool if the flash size would be somewhat related to the ships mass
that would be cool but would need to be simplified a bit. so maybe have classes of mass to trigger what animation it uses. or to make it even easier have 4 one for frig, one for cruiser/BC, one for BS, and one for what capitals can jump. industrials are mixed in accordingly based on initial mass and given a tag to make them function properly. |

Kujo Minowara
Solitary Ground
6
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Posted - 2011.12.21 17:52:00 -
[9] - Quote
leviticus ander wrote:Bienator II wrote: it would be also quite cool if the flash size would be somewhat related to the ships mass
that would be cool but would need to be simplified a bit. so maybe have classes of mass to trigger what animation it uses. or to make it even easier have 4 one for frig, one for cruiser/BC, one for BS, and one for what capitals can jump. industrials are mixed in accordingly based on initial mass and given a tag to make them function properly.
This depends on what is best for the game code: 5 or 6 different animations triggered or a script that sizes the animation for the actual mass of the ship. Maybe such a script could be less heavy than different animations (even if it is not probable), who knows. I taught of this many times but I didn't remember of this when I wrote the initial post. |

leviticus ander
The Scope Gallente Federation
23
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Posted - 2011.12.21 19:00:00 -
[10] - Quote
the method that I was talking about would mean that the server just has to check a tag like small, med, large, extra large. the method you are describing would make the server have to do some calculations, and as it is now, getting the server to do more work is generally frowned upon. |
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Kujo Minowara
Solitary Ground
7
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Posted - 2011.12.21 19:06:00 -
[11] - Quote
leviticus ander wrote:the method that I was talking about would mean that the server just has to check a tag like small, med, large, extra large. the method you are describing would make the server have to do some calculations, and as it is now, getting the server to do more work is generally frowned upon.
But maybe this thing could be done all Client-side. The flashes informations (the animation and so on) are contained in the Client, aren't them? So is the client that refers to animations that are installed in the pc. Maybe instead of having to install more animations the client files can have a script that "describes" the animation to play to the game, and it is reproduced. No server work, all in our PCs =) |

Simc0m
Dreddit Test Alliance Please Ignore
7
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Posted - 2011.12.21 20:21:00 -
[12] - Quote
+1 agree on all points. |

Velicitia
Open Designs
227
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Posted - 2011.12.21 20:57:00 -
[13] - Quote
Kujo Minowara wrote:... In the EVE Dominion trailer (the one with the 2 fleets fighting for the control of a system), when the TalentTalon fleet ....
Yeah, this would be pretty fun to watch... though on low settings just work like it is now...
FYP too 
The Blackhawk Alliance had "Rogue" (FC), "Gulf" (Tengu) , "Austin" (I guess the light support fleet that bailed), "Saint" (the Chimera), "Talon" (heavy support fleet), and "Promethius" (Nyx) named.
Flameburst Coalition had "Cypress" (FC), "Hammer" (Damnataion) named
The Russians had "Dragon Fleet". |

Kujo Minowara
Solitary Ground
7
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Posted - 2011.12.21 21:10:00 -
[14] - Quote
Velicitia wrote:Kujo Minowara wrote:... In the EVE Dominion trailer (the one with the 2 fleets fighting for the control of a system), when the TalentTalon fleet .... Yeah, this would be pretty fun to watch... though on low settings just work like it is now... FYP too  The Blackhawk Alliance had "Rogue" (FC), "Gulf" (Tengu) , "Austin" (I guess the light support fleet that bailed), "Saint" (the Chimera), "Talon" (heavy support fleet), and "Promethius" (Nyx) named. Flameburst Coalition had "Cypress" (FC), "Hammer" (Damnataion) named The Russians had "Dragon Fleet".
LoL, thanks for the infos XD I'm a damned fan of that trailer, but what they say is not that easy to guess =P |

leviticus ander
The Scope Gallente Federation
23
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Posted - 2011.12.21 21:39:00 -
[15] - Quote
Kujo Minowara wrote:leviticus ander wrote:the method that I was talking about would mean that the server just has to check a tag like small, med, large, extra large. the method you are describing would make the server have to do some calculations, and as it is now, getting the server to do more work is generally frowned upon. But maybe this thing could be done all Client-side. The flashes informations (the animation and so on) are contained in the Client, aren't them? So is the client that refers to animations that are installed in the pc. Maybe instead of having to install more animations the client files can have a script that "describes" the animation to play to the game, and it is reproduced. No server work, all in our PCs =) no that would be bad and while it would ease the workload on the server the use of clients to do the work could enable people to manipulate the data to their advantage. put a sniffer in that grabs all the info being sent to your client, then you could tell exactly what ship is jumping through. if it were based off current mass, you would probably get a list of things effecting it meaning you also have a list of a lot of modules on their ship and possible some skills. |
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