
Floozie
Minmatar Sebiestor tribe
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Posted - 2007.04.19 22:49:00 -
[1]
I know from a story point of view, you can saywhen you warp you are not in the real universe anymore, so in sub-space you can go straight through matter, blah blah. But what I'm thinking about has been brought about by a combination of things.
1. Warping through plants/stations looks poor i.e: as soon as you do it the feel of scale / space disappears, plus the inside of stations are hollow!
2. It just doesn't feel right, it cheepen the game and you loose the immersion effect
What I would like to see is a development that would check if a celestial object is in the path of a requested warp and warn that it can not fly through through things, so do you want to warp as far as possible in stead? (i.e. warp to the planet) maybe even colour code the objects in overview as valid warp to objects, but that may be lag inducing for the program to keep working out.
In addition to this two warp beacons would be added to every system, say 30au up and 30au down from the sun/orbital plane.
Anyway, from a PvP point of view it makes thing a little more interesting, in low sec 0.4 - 0.1 even if these "transit beacons" have sentry guns, there is no gate to pop out of, so realigning speed becomes a major issue. Obviously people have a choice of transit points... or warp to a planet etc and hope the target gate is visible from there etc etc.
In 0.0, well, warping to and from POS, makes tactics important if the 'target' (Station/Gate/POS) is obscured by a moon or planet. It will introduce more tactical considerations when looking at the system a battle will take place in. so far terrain considerations are near zero in Eve, introducing celestial objects blocking flight paths would be a step in the right direction imo.
For autopilot it could say, enter a system, if you are "below" the gate then warps to the below beacon, if "above" the gate then to the above beacon (above/below are in reference to the orbital plane). As soon as it gets to the 'transit beacon' it reactivates the drive to the target gate.
Bookmarks. People may start making "safe" transit points in systems where the gates are not visible from the entry gate, but in the vast majority of gates are visible from the entry gate anyway. So I believe the number of BM'ing will not start making the servers fall over again, as in some ways this is no different from the number of 'safe-spot BMs" kept for common routes.
More... well stations are the same, in that imo (yeah I know, my opinion doesn't matter, but hay I'm still gonna say it) warping through station both looks and feels cr_p. *imagines people throwing their arms in the air "my god, think about Jita 4/4"
Yeah, I have, and in some ways this suggestion may actually help. how? Under current rules: imagine you are exiting 4/4 in your industrial/transport what ever, and hit that mass of ships, but you want to go to New Caldari which is behind you, so you have to get some distance from the station (so you can hit warp before you hit the station) so you move away, then turn around into the exiting traffic. if you don't warp and hit the station, you have to do it all again! causing pile ups all the way. Now if 90% of those people exiting the station were heading up or down (towards the transit beacons) no-one would be turning around into the traffic and those who can see there exit gate from the ramps would have more room.
I feel that the changes proposed would make you feel more immersed - as at the moment, when my friends start playing and say wow, look at the planets! but I just say, yeah ignore them ...you can fly straight through them. And more importantly add some terrain consideration to combat.
I'm sure such a suggestion must have been made before, so I'm interested what reason/objections were made. |