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Thread Statistics | Show CCP posts - 1 post(s) |

DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:22:00 -
[1]
* Title: Ship scanning solution
* Category: Scanning
* Description: Instead of using the exploration mechanism one needs to manually pinpoint the direction of the target ship(s) (better skill allows more deviation) through the directional scanner. Once a direction has been found (say @5% angle at base skill level) you launch a probe into that direction. That probe will warp to target as long as it stays within the deviation range (warp speed of probe skill based). Once the probe finds the target it targets it and keeps following it around, the probe should be destroyable. Once a probe has acquired target it gives the target an agression timer (to prevent logging off). The lock prevents the target from cloaking, moving to another spot makes has limited use (use is still that you need to warp to the target and it can keep running) since the probe will follow to the location.
As a result the better the player is skilled at manually finding the direction of a target the faster he/she will be able to scan someone down.
The deeper a safespot, the safer it will be for it will take longer for a probe to actually arrive.
* Goal: Make the ship scanning work even when someone is moving between safes, prevent people logging off, prevent people from cloaking once found whilst adding skill to the process of finding them. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:31:00 -
[2]
* Title: User friendly exploration
* Category: Exploration scanning
* Description: Instead of the POS widget let us draw a matrix on the map where each corner represents a probe, show the scan results within that matrix (the better the result the smaller the bulb). Each probe can be moved picked up and dragged in or out to extent the matrix or to narrow it.
* Goal: Create a user friendly interface that doesn't interfere with the map and works both in large areas as well as pinpointing small areas whilst maintaining the triangulation mechanics but without the clutter the current widget causes. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.12 20:54:00 -
[3]
Title: Introducing wormhole probing without wrecking current exploration/pvp scanning balance
Category: Exploration probing
Description: Label all wormholes as scantype wormhole and use the currently unused structure scangroup for them. Add a group of probes for wormhole scanning (wh specific multi through sift) with low entry scanning skill requirements and scan to result to fit design goals of it being fast.
Goal: Create an accessible probing mechanism without hurting pvp scanning and with a -insert explicit- pos -insert explicit- widget, whilst introducing players to the site exploration mechanics used without turning the exploration system into yet another mission grinding method.
Reason: The new exploration and shipscanning UI is taking us back to the old much dreaded probing mechanism but instead of the ship warping around you now don't have to warp around yourself since your probes are doing it for you. All targets are now aware of propper use of safespots where before safes were actually considered safe, players will not do away with their logoff/cloaks, i.e. the public is now educated where as the old system relied completly on players trusting their safes/lack of knowledge about being able to be found. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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