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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Wrangler
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Posted - 2007.09.24 10:57:00 -
[1]
In the future you will be able to plan your wars, or just get an overview of your empire, in person with the coming Tactical Map feature. This will be in Ambulation, but you can already have your say in what kind of features the Tactical Map will have.
In her Dev Blog, Ambulation - Tactical Map functions, Eris Discordia presents the Tactical Map and asks you for feedback on how you'd like the design to be.
Wrangler Community Manager EVE Online
Contact Support - Contact Moderators - Report Bug - Submit News Leads - Knowledge Base Player Guide - Policies - Join ISD - Fan Submissions - DevFinder LiteÖ |
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Rawr Cristina
Caldari
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Posted - 2007.09.24 11:03:00 -
[2]
Edited by: Rawr Cristina on 24/09/2007 11:06:19 FINALLY
yes, it could be v. useful, but it needs to be quick/fast/easy to use so that it can be used for things like Intercepting that small gang passing through your alliance space by directing someone in an Interdictor to block them off somewhere with it- not that this cant be done anyway but it makes things easier :P
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Non Zero
Solipsism Syndrome Consulting
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Posted - 2007.09.24 11:09:00 -
[3]
Edited by: Non Zero on 24/09/2007 11:11:27 We would like to use this map for our trading operations. Have functions so we can mark and track POS's (Point of Sales !!!), get warnings when sales/buy orders are running low or are outbid/underbid. Other logistic functions for both production and to organize/mark shipments could also been useful. ----------------------------- Solipsism Syndrome Consulting Got Audacious Goals or Ideas? - please contact us for career opportunities or contracting. |
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2007.09.24 11:10:00 -
[4]
Did you find Chribba's LoveCan? |
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Brodde Dim
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Posted - 2007.09.24 11:13:00 -
[5]
I would like to see markers of some kind. The possibility to mark which system to avoid, and with at label describing why.
Also make an option for the autopilot to avoid marked systems when calculating route. No more passing through Jita...
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Asuo
The Wild Hunt FATAL Alliance
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Posted - 2007.09.24 11:19:00 -
[6]
Much wub to CCP for this. -----------------------------------------------
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Knossos
Gallente Occam's Razor Combine
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Posted - 2007.09.24 11:21:00 -
[7]
I think it would be handy to have a similar kind of view to the eve maps that are in circulation. Much like the influence map.
Ref: http://go-dl1.eve-files.com/media/corp/UNL/influence.png
Hardware instanced spheres for each faction, scaled according to sovereignty level etc.
Well, just an idea, the current map showing factions isnt particularly useful to quickly work out where enemies installations are, and how much territory they have.
Hell, you could even add more work for the player to make it a bit less powerful if thats a problem. By introducing a new probe for scanning tactical assets which would automatically be displayed on the tactical map. Though, that would probably eat the database...
Anyway, thats my ramblings on the subject ;) - These words are my own, and are not affiliated with any corporation, alliance or any other organisation
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El Mauru
Amarr A Black Knight Corp FREGE Alliance
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Posted - 2007.09.24 11:24:00 -
[8]
What I'd really like to see is the choice to highlight/grey out selected systems from the map to make it easier to view selected areas.
Also (and that would give the map some real functionality)-
1. Give the map an option to show local count filterable by standings in the systems (i.e. show the number of wartargets, alliance members, etc.) If that seems to powerful, require an alliance pilot with some made-up skill to be present in the system and add a time delay.
2. Give the ability to add beacons viewable to all alliance/corp pilots in space like "move here" etc.
3. Add a function to view all alliance/corp POSes, their stront & fuel timers and reinforced status
4. Give recons/scouts in space the option to highlight ships/targets on the map (Add some nifty module/skill for that) -
Recruiting! Convo ingame for details |
4rc4ng3L
Finite Horizon Synchr0nicity
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Posted - 2007.09.24 11:28:00 -
[9]
Originally by: El Mauru
4. Give recons/scouts in space the option to highlight ships/targets on the map (Add some nifty module/skill for that)
I really like this, and then have the option to track that player throughout the region for a limited time.
Another side affect of this is that it would be the first step in making bounty hunting possible.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
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ForceM
Gallente POS Builder Inc.
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Posted - 2007.09.24 11:30:00 -
[10]
What i would like to see is an interface where you can select types of Astroids (veld / scordite / etc).
This way you would be able to select what kind of astroids you would like to mine and what systems with them are closest.
It doesn't mean that the information is freely available from the start. It could be done by either standard info or by personal/corp/alliance/etc entered information.
So yes this is a carebear function :)
-----
Quote:
Dun kill me eris
coming to fanfest by any chance? eris
*GULP*
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CCP Wrangler
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Posted - 2007.09.24 11:47:00 -
[11]
Originally by: Chribba
Yes, you can request some sort of mining related feature if you want to.
Wrangler Community Manager EVE Online
Contact Support - Contact Moderators - Report Bug - Submit News Leads - Knowledge Base Player Guide - Policies - Join ISD - Fan Submissions - DevFinder LiteÖ |
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Redbad
Minmatar Mean Corp
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Posted - 2007.09.24 11:52:00 -
[12]
1. Need to know details on assault or defence plans. It would be nice that it is possible to assign certain information available to certain groups. Like if you plan a big operation and want to give the first assaultwing certain information, you dont want to compromise the plans to the entire fleet. It has to be "need to know" for certain fleets and wings. (look also my point 3)
2. Recon information tool. Also some good detailed information should be easily be added by information gatherers so it could function as a tool to inform Strategic Command of the situation in the field and put some timetags on that info. Recon Info older then a certain date should be deleted or listes as out of date, so recon can keep track of updating the info.
3. Focus area's of operations and its details with rewards. There should be a sound database for player defined operations that can be displayed. It should contain a operations masterplan and should be divided in smaller subplans or operations.
The operations should detail the actions and objectives to be made. These objective, be it war-like or trading like or even miningstuff (a bit like contracts). I'm sure we all can think up of some generic objective like "Destroy enemy POS at MM-03K, planet V, moon 3" or "Mine 20.000 m3 veldspar at Abudban, Heimatar". When these objectives get completed the set rewards for this operation should automatically go to the group/wing/individual that completed it.
If you implement some stuff like that you give command a very good tool to direct large groups of people without making it a daytime job. It will also give the grunts on the battlefield a feeling that there was thought about the plans and there are objectives to complete, instead of mindlessly do what is to be asked.
RB
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Ogul
Caldari ZiTek Deepspace Explorations Interstellar Alcohol Conglomerate
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Posted - 2007.09.24 11:52:00 -
[13]
Make it a separate window.
Seriously, EVE takes his own damn time to switch to functions like the F10 map and others (multiple seconds and more, depending on lag). My Windows can switch between different windows instantly, let it shine where it shines.
--- This is a war declaration, issued from your alt corp. It is used to gank people in high sec. |
Umbriele
Gallente Natural Inventions
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Posted - 2007.09.24 12:00:00 -
[14]
I would like to see marked system where the corp have deliveries to pick up so the CEO give instructions to his pick up boys
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Dvyne
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Posted - 2007.09.24 12:00:00 -
[15]
The same at corp level and with the possibility to put marks of some kind (station, tooltips, travel route, transport hub, etc...) everything saved and available for all the members (for reading) of the corporation in the corporation meeting room. :)
Think about the Minority Report movie, moving stuff with your hand (cursor) like Tom Cruise's doing ? :)
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Maelphaedor
Caldari The New Eve Order
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Posted - 2007.09.24 12:02:00 -
[16]
Adding on the recon/scouts idea:
While the scout it present in system, tactical map shows exactly who is in system and scout has a right-click option to "transmit position to commander" making the unit/person appear in the tactical map.
Scan Probes automatically transmit to tactical map!
For more carebear applications, mining scanners transmit belt contents to tactical map, hell, all types of scanners transmit data to tactical map! :)
The ability to warp to the current grid of tactical map targets, with accuracy based on some sort of tactical map leadership or navigation skill. Targets can be assigned to single players, squads, wings, fleets, etc.
Ability for each player to set their own available assets on the tactical map so the leader doesn't have to manually input every single thing. He can just check the assets list for the tactical map and see what he has to work with.
An interface for fleet management while docked showing leadership bonuses and all for current configurations of the fleet and the ability to move people around for maximum effect, be it pvp, pve, mining, whatever.
This is a potentially a great feature, wtg CCP!
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Shmekla
Gallente Plieno Vilkai
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Posted - 2007.09.24 12:05:00 -
[17]
An ability to make strategic intercepting route and automatically transfer information to for force groups in region. View allied force positions and numbers.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2007.09.24 12:08:00 -
[18]
Originally by: CCP Wrangler
Originally by: Chribba
Yes, you can request some sort of mining related feature if you want to.
Sweeet! Most popped Veldspar roids in the last hour should be present - but the option to hide that information if the pop'eer is myself so I don't get targetted by anti-carebear corporations war maps
... or maybe you can make a new BPO for me...
Veldspar Blueprint Building reqs: 1500 Tritanium, output 333 units Veldspar Production time (you): omgwtf weeks Production time (me): 5 seconds
... I'll get back to you about the additonal things needed for the map though, you can deal with this meanwhile
Did you find Chribba's LoveCan? |
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Ather Ialeas
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.09.24 12:10:00 -
[19]
These are generally about the F10 map but I guess these still do apply...
- Trash Revelations map. Just face it, it's crap and was a waste of your developing resources. Bring back the RMR one with the jump drive distance fix.
- Add ability to save routes and share 'em with others.
- Add feature which calculates equally long routes From A to B. So if there's three ways to get from A to B, it chooses one based on the in-system warp distances and highlights the two other with dotted lines on map to show variation.
- Allow dragging and creating of the jump route nodes in map itself. Let me elaborate a bit on this by using an imaginary example:
Lets imagine I'm going from A to B and to do that I have to go through some unnerving areas and for RL reasons/something I'm forced to use autopilot. So, I set the autopilot destination to B, click and drag (not click, then wait for activation, click and drag) the highlighted line at the point of the system I do NOT want to go through creating a new link to the route in process and drag that link a few jumps to another direction so that I now have a detour route which I can easily use. And if I want to get back to original route, all I have to do is to delete this node. This would work perfectly with the highlight alternate routes feature I just asked for a few lines up.
- Personal/Corporation/Alliance level preferred/avoided systems list for making sure none of your allymates accidentally go to the local lowsec that's camped by hostile motherships 23/7 or something equal.
- Separate "planned route" from "autopilot route" and in collaboration mode give each user ability to plot 2-3 "planned routes" to share their thoughts and ideas with others.
- Make all line widths, star/jump/bg colors, opacity and sizes customizable. This is important for us who use huge resolutions and are color blind. Don't forget labels.
- For cynosural networks, make it possible to link active cynosural fields so that one can plot the course from A to B through several cynos and easily pilot through the network automatically, within the limits of capacitor and jump drive of the capital ship of course.
- For carebears, add feature which shows market activity/volume for items on the map itself on a system level so that if the 3D map is laid on relative floor there would be vertical bars showing the volumes of for example megacyte sales in the Universe.
- Consider adding automatically synchronizable steps to the routes so that one can make a "Autopilot group 1 to A and group 2 to B, then wait for alliance Rorquals to undock in C, autopilot group 3 to C, wait for tackle confirmation, autopilot 1 and 2 to C" type of plan easily. Not 100% how one should do this, maybe by adding some sort of executing/standing by/waiting for orders -status thing to the fleet system? -
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Adhar Khorin
Amarr Portsmouth Defense Industries
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Posted - 2007.09.24 12:11:00 -
[20]
Another Trade-related set of features:
View by trade volumes (better dim Jita a bit, or no other systems will be visible), with the option to filter the view by market tree level (start with total, filter to ship eq, filter to turrets & bays, down to specific modules).
View accumulated traffic over a longer period of time. It will have the effect of highlighting the major travel routes (and which systems are virtually abandoned). Key for identifying potential investment areas.
I wholeheartedly agree with an earlier poster's comment about the ability to mark the map. The ability to add corp-viewable flags to systems would be useful (and perhaps copy a bookmark directly out of the map for when your explorers locate a new site).
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Kastal
British Legion The Core Collective
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Posted - 2007.09.24 12:14:00 -
[21]
This sounds great! Can't wait to see it.
A couple of ideas would be able to transmit data/intelligence to gang members. e.g Routes to take to avoid hostile gangs/peeps... or positions to take for flanking and all that. As well as forces sighted (as suggested above) and position of gang/s. This can only be transmited from stations (or motherships) but it can be sent to gang peeps in space (it could be limited to a certain light-year distance and space with sovereignty)
Also to put system warnings (like the low-sec jump warning and traffic advisories) to help peeps avoid hostile space.
Kas -------------------------------------------------- Ordinarily he was insane, but he had lucid moments when he was merely stupid. |
Dorah Hawkwing
Chosen Path FATAL Alliance
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Posted - 2007.09.24 12:23:00 -
[22]
On System level: Show Corp POS deployed, show Alliance POS depolyed, analyse deployed modules to coordinate defensive setups/guns etc.
Fleet planning: allow people to drag their ship into a fleet box, (like into the chat channel, allowing fleet commanders advanced planning about avaiable resources (and puts a stop to the constant: how many XXX do we have.)
Display Agents by Level/Faction/Corp, not only as solid green empire blob.
Zoom down to Region/Constellation/System levels, allowing eg. a tactician sit in station for system defense coordination.
Display fleet/contact/enemy sightings on system/constellation/Region level. (maybe a Sov feature, advantage to defender due to abundance of fixed sensors?)
... more when I have thought more.
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Valeo Galaem
New Eden Advanced Reconnaissance Unit
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Posted - 2007.09.24 12:26:00 -
[23]
Edited by: Valeo Galaem on 24/09/2007 12:31:43
Originally by: Ather Ialeas
- Allow dragging and creating of the jump route nodes in map itself. Let me elaborate a bit on this by using an imaginary example:
Lets imagine I'm going from A to B and to do that I have to go through some unnerving areas and for RL reasons/something I'm forced to use autopilot. So, I set the autopilot destination to B, click and drag (not click, then wait for activation, click and drag) the highlighted line at the point of the system I do NOT want to go through creating a new link to the route in process and drag that link a few jumps to another direction so that I now have a detour route which I can easily use. And if I want to get back to original route, all I have to do is to delete this node. This would work perfectly with the highlight alternate routes feature I just asked for a few lines up.
Yes Please! I just found that Google Maps (Drag the middle waypoints and wait for it to reload to see what I mean) has this feature. For a game where navigation is so critical, why doesn't EVE have anything like it?
Thar be Pirates
You are not authorised to hack into CONCORD's mainframe Your Wallet has been emptied!
CONCORD Encryption Methods |
Falcyon
Senate and People of Rome Momentum Alliance
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Posted - 2007.09.24 12:36:00 -
[24]
A tactician should be able to use the map to set up specific routes that are downloadable by either the entire corp or by specific players (secret carrier routes and such). Also, allow that tactician to "tag" or "flag" systems with warnings or other notes so that a player isn't left asking in the corp chat "Where's that bad gate camp?", etc.
They should also be able to actively add or remove different icons representing different aspects of the system, such as "Enemy Gang Sighted" or "Heavy Traffic System".
Finally, and most importantly, I think a mini-map should be added to the core interface. I know this goes along with the UI changes that are not slated for quite some time, but I think it would be worthwhile if, say, a small box were added just above the overview that shows the current system and all surrounding systems within 2 jumps. This mini-map would display all the flags and icons that the tactician places there, allowing the player to see in realtime what's happening in nearby systems. It also allows all players to get a better sense of their surroundings: sometimes it can be difficult to make sense of where you are in the universe, and too often, I think, people rely on the auto-pilot waypoint system rather than their own knowledge. I believe it would be very beneficial to have this mini-map included. ---------------------------------------------
Thread on idea for Ship/Module Customization, Depreciation, and Towing |
Elise Masutra
The Department of Justice
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Posted - 2007.09.24 12:45:00 -
[25]
in addition to the already mentioned market stuff: 1) show your orders on the map and maybe some statistics along with them, like how fast they sell/have been sold 2) average price for items in system/region (buy and/or sell) 3) systems where a pos of yours is, maybe even indicate fuel status?
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Xeovar Stoner
Pink Bunnies C0VEN
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Posted - 2007.09.24 12:45:00 -
[26]
Tactical Combat Visualisation - the FC perspective:
Let's sum up what a today's FC has to do to run a reasonable (say 100+ people) fleet.
1. Gather people 2. Know fleet composition (ship types, fits, numbers) 3. Organize people into squads/wings 4. Assign scouts and place at initial position
ok here we can start moving and:
5. manage scouts to see hostiles in systems surrounding current/along the flight path 6. monitor fleet spread 7. issue navigation orders (fly to, burn to, scout to, etc)
and fight
8. more scout management to have warp in points 9. try to get fleet in right position (preferably varying orders per shiptype/fitting (as in, intended use - tackler/ewar/logistics etc) 10. manage targeting for more than one type of units 11. monitor surrounding systems to see if more hostiles are coming 12. relocate fleet to improve tactical position 13. win/warp out in organized manner.
(I probably left something out, but the outline still sticks :) )
What is supported in game atm: ? 1. yes 2. not really 3. yes, but hard to know what ship types, means a lot of gang/voice chatter 4. doable, still reliant on voice comms and separate intel channel, no direct ingame support 5. nope 6. nope 7. not really (minimal support as in travel to, jump to, warp to broadcasts) 8. nope 9. nope 10. nope 11. nope 12. nope 13. nope
Now, take a look at all this items and reach your inner gamer nerd... rings a bell... yes, its all like in RTS !
On the completely side note, MMOs are THE gaming genre, where not only you should bring in elements from other genres, but you really have to - the more genres you build in the more complex and challenging your MMO is gonna be.
Back on track - what we need is a RTS-like, fleet management system.
What information it needs to give to FC: - a graphical layout of a few surrounding systems (a 1-2 jumps around or constellation ? ) showing them as smaller versions of system maps, with friendlies (and visible hostiles) marked with position (if known) - ship information of your gang (leadership skills + ship type + a player selectable "function" icon - sniper, close, tackler, ewar, logistics, etc) - all hostile movements should be drawn on the map, provided you have scouts seeing those movements. Otherwise just numbers or last known status
What tools FC needs to manage fleet: - tools to easily drag and drop people into squads/wing and assign commanders (knowing what they are in, what fit they have and what their leadership skills are its easy, compared to today's 45min of gang/voice chatter) - issue orders from screen : scout patrol points, formup points, movement orders (per wing / squad as they are really useful now with ability to assign people of same purpose to same unit) - give global targeting commands (hold fire, shoot tacklers, shoot snipers) again per wing/squad - warp to commands issued by FC (as in warp to certain member, that can be easily clicked and executed by everyone in fleet) - optionally give ability to call particular target orders (may not be that good in this kind of view)
The generic approach to the interface should be geared to make sure FC can sit watching only this display and command the fleet without necessity to rely on other tools, ingame or not. Get most out of RTS genre (unit selection, intuitiveness, commands, grouping, micromanagement) -- "Learning is not compulsory... neither is survival. "
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Xeovar Stoner
Pink Bunnies C0VEN
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Posted - 2007.09.24 12:46:00 -
[27]
On the another completely side note, once this is in, it might be a great moment to do one more change, that would ultimately lead to removal of local chat - the fog of war.
At this moment, for of war is only in systems where you dont have anyone on local. Once you have them you have numbers. To know details of the fleet, you need scanner + some luck or a scout. This is a simplification that can be removed by implementing a right sensor system. - every ship would have scan range, within it they would "see" ships - ships would be able to transmit IFF signature (to people they have positive standing) - scanner could alert pilot if an unidentified/hostile ship approaches giving you time to warp out - scanner working principle would be close to radar, so you could have idea where the ship is flying if its not heading straight to you - everything would be fog of war, except what your sensors see - gangs would exchange sensor data, making the "unfogged" area visible to all gang members (which straightforwardly ties into FC tactical management screen) - if you are scared about cloakers, what about a scanner probe you could drop at any location and it would cover some space (ie gate). then you get warning on gang about hostile ship jumping and cloaking at the gate watched by probe
This idea makes it possible to remove local, while leaving defenses against pirates and reinforcing role of scouts and proper system coverage/control. It also gives more meaning to sensor strength then just resistance to jammers. Also it can be developed to have active/passive scanners (as in sonars) that would add another depth to information warfare. -- "Learning is not compulsory... neither is survival. "
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Helison
Gallente Times of Ancar Pure.
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Posted - 2007.09.24 12:50:00 -
[28]
Ok, sorry for being an ignorant bastard, but I don¦t think that the "warroom" will be used much. But I can still see a very high potential of tactical maps:
*) They have to be accessable from everywhere (for example just think about the poor supercapital pilots, who can¦t dock at stations). *) It has to be easy to get the information from one player to the others (not all have to be at the same location) *) They have to be FAST, which means, that the information has to be cached. *) Oh did I say fast? Loading a map shall not disrupt other activities! There is no problem if I have to wait a bit for a loaded map, but the client HAS to stay responsive during this time!
Needed information on the maps: *) REAL sec-status. *) Location of exploration sites (player-edited) *) Location of hostile POS (player-edited) *) Location of firendly/hostile jumpbridges / cynoarrays. etc...
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Poco Curante
Imperial Shipment
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Posted - 2007.09.24 12:52:00 -
[29]
Open up the API so players can write their own tools to implement everything listed above. Most of the carebear issues like Region trade would be taken care of, no further development costs off CCP's budget.
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Pizi
Gallente
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Posted - 2007.09.24 12:55:00 -
[30]
Originally by: Non Zero Edited by: Non Zero on 24/09/2007 11:11:27 We would like to use this map for our trading operations. Have functions so we can mark and track POS's (Point of Sales !!!), get warnings when sales/buy orders are running low or are outbid/underbid. Other logistic functions for both production and to organize/mark shipments could also been useful.
the winner whatever you do PLEASE dont forget traders _______________________________________________ EVEpedia[Deutsch/German] add
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