| Author |
Topic |
 Amy Kei |
Posted - 2009.09.26 01:24:00 - [ 1]
Is there any reason why ships don't have physical launchers on the ships but they have turrets all over? It seems odd when you shoot, say 3 missiles and they all seem to come out of the same launcher. Or 7 on a drake and it looks like one launcher firing 7 missiles together rather than 7 separate ones considering how large each launcher is supposed to be. Although its quite minor, I think it would look a lot cooler if missiles fired from separate launchers from different parts of the hull on the ship.. I think all the ships that utilize missiles have the room for missile mounts on them, or at least firing from different points on the ship using hidden launchers like a F-22 Raptor's underbelly and side bays. The drake sure looks like it could open up 7 or more bay doors when missiles fire. A blob of missiles is so much less appealing than different firing patterns unique to each ship.  Most likely asked before, but I couldn't find an answer.. |
 Professor Tarantula Hedion University |
Posted - 2009.09.26 01:27:00 - [ 2]
Yeah, seeing them fire from different areas would be pretty sweet.
But I'm sure someone will chime in with an arpee explaination shortly. |
 Blane Xero Amarr The Firestorm Cartel
|
Posted - 2009.09.26 01:33:00 - [ 3]
Edited by: Blane Xero on 26/09/2009 01:33:26 Missiles are spawned at the center point of your ship, they are ALSO actual objects unlike "bullets". Because of this, it would take much more calculations if every missile had to see check which launcher it was fired from...what position on the ship to spawn it from... etc. Unlike turrets which only show an animation when you fire. |
 Professor Tarantula Hedion University |
Posted - 2009.09.26 01:35:00 - [ 4]
Or a technical explanation. |
 Taedrin Gallente Kushan Industrial
|
Posted - 2009.09.26 01:52:00 - [ 5]
Originally by: Blane Xero Edited by: Blane Xero on 26/09/2009 01:33:26 Missiles are spawned at the center point of your ship, they are ALSO actual objects unlike "bullets". Because of this, it would take much more calculations if every missile had to see check which launcher it was fired from...what position on the ship to spawn it from... etc. Unlike turrets which only show an animation when you fire.
Not a proper justification. Missiles don't participate in collision detection, so their actual position when rendered in the scene is unimportant. As such, this task could be easily delegated to the client, which has plenty of spare CPU power to crunch said computations. |
 Amy Kei |
Posted - 2009.09.26 01:59:00 - [ 6]
Edited by: Amy Kei on 26/09/2009 01:59:42 Originally by: Taedrin
Originally by: Blane Xero Edited by: Blane Xero on 26/09/2009 01:33:26 Missiles are spawned at the center point of your ship, they are ALSO actual objects unlike "bullets". Because of this, it would take much more calculations if every missile had to see check which launcher it was fired from...what position on the ship to spawn it from... etc. Unlike turrets which only show an animation when you fire.
Not a proper justification. Missiles don't participate in collision detection, so their actual position when rendered in the scene is unimportant. As such, this task could be easily delegated to the client, which has plenty of spare CPU power to crunch said computations.
Aren't those computations the same as turrets? Like.. If I activate turret 1, then these two turrets should fire depending on how the ship is angled.. Wouldn't the principle be the same with missile launchers? Except that there is only 1 physical launcher on the ship rather than 2 turrets? Infact, missiles never miss, they just can do no damage. In the end, the missile goes from Point A, to Point B. |
 Intense Thinker Minmatar |
Posted - 2009.09.26 02:16:00 - [ 7]
Launchers are internal because the Caldari ships need to be smooth |
 Blane Xero Amarr The Firestorm Cartel
|
Posted - 2009.09.26 02:21:00 - [ 8]
Originally by: Amy Kei Infact, missiles never miss, they just can do no damage. In the end, the missile goes from Point A, to Point B.
There is so much wrong with this statement all i need to do is quote it to emphasise the incorrectness. But since i'm nice, Missiles Miss alot. Mostly when they fail to reach their target. |
 Xiozor THE PAROXYSM Dark Solar Empire |
Posted - 2009.09.26 03:18:00 - [ 9]
Originally by: Intense Thinker Launchers are internal because the Caldari ships need to be smooth
This is to help the Raven be more aerodynamic. |
 Arkeladin |
Posted - 2009.09.26 03:53:00 - [ 10]
Originally by: Amy Kei Edited by: Amy Kei on 26/09/2009 01:59:42
Originally by: Taedrin
Originally by: Blane Xero Edited by: Blane Xero on 26/09/2009 01:33:26 Missiles are spawned at the center point of your ship, they are ALSO actual objects unlike "bullets". Because of this, it would take much more calculations if every missile had to see check which launcher it was fired from...what position on the ship to spawn it from... etc. Unlike turrets which only show an animation when you fire.
Not a proper justification. Missiles don't participate in collision detection, so their actual position when rendered in the scene is unimportant. As such, this task could be easily delegated to the client, which has plenty of spare CPU power to crunch said computations.
Aren't those computations the same as turrets?
Like.. If I activate turret 1, then these two turrets should fire depending on how the ship is angled..
Wouldn't the principle be the same with missile launchers? Except that there is only 1 physical launcher on the ship rather than 2 turrets?
Infact, missiles never miss, they just can do no damage. In the end, the missile goes from Point A, to Point B.
No, they're not. Turrets do NOT fire a actual "shell" or "bullet" - all that happens is a firing animation on the client's end, and a calculation on the server as to whether it hits, and what damage is done. This is handwaved in the EvE lore by having all guns insta-hit. Missiles, on the other hand, have a actual object coming out of the "launcher", unlike a gun. And unlike a gun, that object can be shot down bu Defender missiles, so the calculations clientside and serverside are a bit different. If what you suggested was implemented... Let's take that example of a Drake. Remembering that the more objects the client has to keep track of, the more lag happens - ESPECIALLY since it's not just you on that particular blade... You get into the mission area, you have a bunch of NPCs doing whatever they're supposed to be doing in that mission (Let's say Blockade, level 3). That starts off with 7 ships, BCs, frigates, and a trigger dessie. You start firing - FIRST VOLLEY: Increase objects on screen by 7, followed by 7 MORE objects as your launchers go to autofire, Rinse and repeat. ALL of these objects, in your plan, would have to be tracked separately and their hit chances calculated. And the slowdown starts happening... Multiply by say 80 (decent day, mission hub) and you can imagine the lag caused on that blade. Repeat across the entire EvE cluster... That's why, when weapon grouping was introduced, instead of firing a group of onjects only ONE is fired, with it's apparent size increasing according to the number of "objects" it's supposed to have. In reality it doesn't... and if a Defender hits it, it's valuues are reduced by oen missile's worth. People use this to exploit a unintended consequence of the Defender implementation, in that the chance of a Defender firing is based onthe number of objects being fired. I think you see the point by now - EVERYONE doing that would kill the server rather quickly, depending on fits of course.  |
 CCP Applebabe

 |
Posted - 2009.09.26 04:30:00 - [ 11]
Moved to " Ships and Modules ". |
 StealthNet Gallente |
Posted - 2009.09.26 05:02:00 - [ 12]
Originally by: Blane Xero
Originally by: Amy Kei Infact, missiles never miss, they just can do no damage. In the end, the missile goes from Point A, to Point B.
There is so much wrong with this statement all i need to do is quote it to emphasise the incorrectness.
But since i'm nice, Missiles Miss alot. Mostly when they fail to reach their target.
I agree with you concerning the missile damage, effect etc., but regarding the animation involved with missiles... last time I got shot at, I had the impression that even missiles that would explode before really hitting me due to range limits showed an animation of it exploding against my armor. In fact, even looking like they were exploding and hitting me, no dmg was done (that´s when I figured out that they were out of range). |
 Blastil |
Posted - 2009.09.26 05:53:00 - [ 13]
The issue is in the nature of calculating missiles. Missiles can be interdicted by defenders and smart bombs. because of missile grouping, you have to spawn a single missile blob which has calculated HP and damage attributes. This is critical to missile mechanics.
Because of this and other reasons, changing missiles would cause massive work for a superficial graphical change...
As much as I'd like to see it. |
 Amy Kei |
Posted - 2009.09.26 06:07:00 - [ 14]
Edited by: Amy Kei on 26/09/2009 06:13:28Edited by: Amy Kei on 26/09/2009 06:12:41Edited by: Amy Kei on 26/09/2009 06:08:31 Originally by: Arkeladin
Originally by: Amy Kei Edited by: Amy Kei on 26/09/2009 01:59:42
Originally by: Taedrin
Originally by: Blane Xero Edited by: Blane Xero on 26/09/2009 01:33:26 Missiles are spawned at the center point of your ship, they are ALSO actual objects unlike "bullets". Because of this, it would take much more calculations if every missile had to see check which launcher it was fired from...what position on the ship to spawn it from... etc. Unlike turrets which only show an animation when you fire.
Not a proper justification. Missiles don't participate in collision detection, so their actual position when rendered in the scene is unimportant. As such, this task could be easily delegated to the client, which has plenty of spare CPU power to crunch said computations.
Aren't those computations the same as turrets?
Like.. If I activate turret 1, then these two turrets should fire depending on how the ship is angled..
Wouldn't the principle be the same with missile launchers? Except that there is only 1 physical launcher on the ship rather than 2 turrets?
Infact, missiles never miss, they just can do no damage. In the end, the missile goes from Point A, to Point B.
No, they're not. Turrets do NOT fire a actual "shell" or "bullet" - all that happens is a firing animation on the client's end, and a calculation on the server as to whether it hits, and what damage is done. This is handwaved in the EvE lore by having all guns insta-hit.
Missiles, on the other hand, have a actual object coming out of the "launcher", unlike a gun. And unlike a gun, that object can be shot down bu Defender missiles, so the calculations clientside and serverside are a bit different. If what you suggested was implemented...
Let's take that example of a Drake. Remembering that the more objects the client has to keep track of, the more lag happens - ESPECIALLY since it's not just you on that particular blade...
You get into the mission area, you have a bunch of NPCs doing whatever they're supposed to be doing in that mission (Let's say Blockade, level 3). That starts off with 7 ships, BCs, frigates, and a trigger dessie. You start firing - FIRST VOLLEY: Increase objects on screen by 7, followed by 7 MORE objects as your launchers go to autofire, Rinse and repeat. ALL of these objects, in your plan, would have to be tracked separately and their hit chances calculated. And the slowdown starts happening... Multiply by say 80 (decent day, mission hub) and you can imagine the lag caused on that blade. Repeat across the entire EvE cluster...
That's why, when weapon grouping was introduced, instead of firing a group of onjects only ONE is fired, with it's apparent size increasing according to the number of "objects" it's supposed to have. In reality it doesn't... and if a Defender hits it, it's valuues are reduced by oen missile's worth. People use this to exploit a unintended consequence of the Defender implementation, in that the chance of a Defender firing is based onthe number of objects being fired.
I think you see the point by now - EVERYONE doing that would kill the server rather quickly, depending on fits of course. 
I'm only really suggesting a visual change, I wouldn't even mind a single launcher, at least it wouldn't randomly spawn at the center of the ship. I'll just think of it as each launcher enabling another tube on the "main" launcher, each ship with a maximum tube amount corresponding to its launcher capable slots. Either a 360 mounted launcher(s) (Top and bottom of ship) or something like a turret that turns really fast, something visually appealing while also wouldn't change the calculations. As it is, It looks really weird having missiles fly through a ship, rather than above or below it cause they have to spawn at the ship's center. Or even from its sides.... |
 Mistress Templar |
Posted - 2009.09.26 07:36:00 - [ 15]
 Or we can have ONE massive launcher that shoots off missiles like a gatling gun. It shoot one off, rotates to another barrel and fire off that one or just launch one massive volley from all the tubes in ripples or a large cicle shaped blob of death.  |
 WhiteWarp Amarr Viziam |
Posted - 2009.09.26 07:46:00 - [ 16]
If it aint broke, don't fix it (or it will soon be broken.)
That's a lot of hassle for no real significant gain. As explained, missiles do participate in collision detection since they're able to be shot down.
If you wanted to place even just a single visible launcher on each ship, you're talking about needing to make a different point of origin for missiles on each hull. As it works now, it's very simple and it reduces the number of things that can go wrong. It's really more work than it seems. |
 Jonas Winch State Protectorate
|
Posted - 2009.09.26 08:35:00 - [ 17]
Not sure if it's been mentioned here, but do do look closely at Drake's sides.
What do you see?
Is dat sum launchors perhaps?
*imagines missiles being launched from them*
*dies with a smile on his face* |
 Shade Millith Caldari Macabre Votum Morsus Mihi |
Posted - 2009.09.26 09:22:00 - [ 18]
Originally by: Jonas Winch Not sure if it's been mentioned here, but do do look closely at Drake's sides.
What do you see?
Is dat sum launchors perhaps?
*imagines missiles being launched from them*
*dies with a smile on his face*
As a Caldari Drake *****, I have to say, I would cream to see my drake actually fire missiles from those launchers on the side. |
 Madner Kami Gallente Durendal Ascending Gentlemen's Interstellar Nightclub |
Posted - 2009.09.26 13:08:00 - [ 19]
Edited by: Madner Kami on 26/09/2009 13:10:44 Originally by: Jonas Winch Not sure if it's been mentioned here, but do do look closely at Drake's sides.
What do you see?
Is dat sum launchors perhaps?
*imagines missiles being launched from them*
*dies with a smile on his face*
Most Calamari-ships and some Minmatar-ships have launchers or launcher-tubes integrated into their hull-textures, though the most obvious might be the Drake. Originally by: Blastil The issue is in the nature of calculating missiles. Missiles can be interdicted by defenders and smart bombs. because of missile grouping, you have to spawn a single missile blob which has calculated HP and damage attributes. This is critical to missile mechanics.
Because of this and other reasons, changing missiles would cause massive work for a superficial graphical change...
As much as I'd like to see it.
And I think, that you're wrong. If you ungroup your launchers and shoot all from one spot, it causes exactly the same cpu-power-demand both from server and client as it would with firing each missile from a different launcher. Even if it causes much "power-loss", it could be actually solved like it is with turrets: Only those are shown and used, that are on your ship and the ship you're currently "looking at". Aside from slightly different starting positions, it could be limited to a mere animation-difference on the clients-ide, while it only keeps relative track on the server-side (the difference on the exact impact-moment would be hardly noticable). I think it is actually quite possible, that no "real launchers" (similar to turrets) were introduced, because of the hull-textures (most ships do not have any obvious missile-bay on their texture, even if they have missile-slots) and extra bays on, let's say a drake, would look... rather odd. |
 BiggestT Caldari Amarrian Retribution
|
Posted - 2009.09.26 15:53:00 - [ 20]
Originally by: WhiteWarp If it aint broke, don't fix it (or it will soon be broken.)
That's a lot of hassle for no real significant gain. As explained, missiles do participate in collision detection since they're able to be shot down.
If you wanted to place even just a single visible launcher on each ship, you're talking about needing to make a different point of origin for missiles on each hull. As it works now, it's very simple and it reduces the number of things that can go wrong. It's really more work than it seems.
This is a pointless statement. Eve graphics in '03 weren't broke, what was the point of upgrading to trinity graphics when there was "no sufficient gain". It's all about aesthetics, and the fact that CCP can't somehow get over this seemingly impossible task of updating the missile graphics is pretty lame tbh. If the "object" thing is a problem, why not keep that system but change the visual effect, e.g. firing effect you see missiles come out of seperate tubes and then form into the one blob etc. etc. With all their prowess for programming at CCP, surely they can figure it out  |
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