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blankseplocked A suggestion for targeting ship systems
 
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MightyRhinox
Minmatar
Rhinox Heavy Industries
Twilight Military Industrial Complex Alliance
Posted - 2009.10.24 04:52:00 - [1]
 

First, sorry if this is in the commonly suggested ideas category. I did check but didn't see it...

I recall the possibility of targeting specific ship systems being raised at last years fanfest, the biggest problem being how to implement it.

I got to thinking about a "Combat Control Mode" similar to the usual FPS control system as a solution.

Right now in combat you ctrl-click a target, wait for lock, hit f*.
Hits are chance calculated based on speed, distance, tracking etc.

How about we change this and make the guns player controlled by splitting the control system into navigation (the normal click and double click system we have now) and combat mode.

In combat mode, the cursor would become locked as a crosshair in the center of screen and mouse movement would move the screen around. Mouse sensitivity would be based on tracking speed of the guns.

The guns would charge and hold, you take aim at perhaps the cockpit or engines and click to fire, wait for recharge and repeat.

Maneuvering in this mode would be with the awsd keys, a and d for yaw, s and w for pitch, throttle with +- and the number keys.

Gun zoom with the mouse wheel with the max zoom level being tied to gun range.

I don't think this would be too difficult to implement, I can think of a few games of the top of my head that use multiple keymaps and switch on the fly (the Battlefield series comes to mind most prominently). And for those that found the system too difficult, auto-track and fire could still be an option.

Markus Reese
Caldari
New Eden Weekly Sentinel
Posted - 2009.10.24 06:26:00 - [2]
 

Similar proposals have come along quite a few times, but there is one flaw with it. That is simply that a direct command system with mouse analog control, or even digital keyboard commands on a realtime basis would cause astronomical amounts of server load. The large scale fleet battles, would simply become impossible with hundreds of people all sending realtime commands.

MightyRhinox
Minmatar
Rhinox Heavy Industries
Twilight Military Industrial Complex Alliance
Posted - 2009.10.24 06:51:00 - [3]
 

Well, not really, all you'd be sending to the server is changes in ship speed and direction calculated from the control input locally and the direction of the guns at the time of firing.

Iman Atheist
Gangrel Mining and Security
High Treason Alliance
Posted - 2009.10.24 22:28:00 - [4]
 

...which is waaay more data than what you are sending now.

Besides, manual fire control would cut RoF in half (because waiting for player input would be added on top of the normal module cycle time) kill accuracy, especially at speeds bigger than half a m/s (the target would be smaller than a pixel, yet move faster than you could move your camera to see where it went), which would make cruisers and smaller ships invulnerable even without an AB...

Also, if somebody used an MWD he would have a sig radius bigger than the ship model, so you could find yourself missing him completely with your croshairs, but the projectile would still "hit" the empty space next to him (his huge sig) and count as a hit. That would look plain stupid.

Oh, and local graphic lag, because not all of our PCs are WTFPWNmachines.

MightyRhinox
Minmatar
Rhinox Heavy Industries
Twilight Military Industrial Complex Alliance
Posted - 2009.10.25 10:54:00 - [5]
 

Originally by: Iman Atheist
...which is waaay more data than what you are sending now.




Not at all, right now the exact same thing happens when you double click to navigate, your local machine sends a new heading to the server. The only thing that's added is a click when you fire.

ROF becomes less relevant to damage when your aiming at a specific part of a ship.

And sig radius only exists as part of the automated tracking system, it has no relevance to a manual track and fire system.

Iman Atheist
Gangrel Mining and Security
High Treason Alliance
Posted - 2009.10.26 16:10:00 - [6]
 

...which disrupts the most basic game mechanics of EVE and thereby throws the whole game off balance.

Remember that years of item design have been made with an automated combat system in mind. Think of all those item stats, calculation algorithms, etc.

Switching completely to a manual system would have to be balanced from scratch. That would set EVE back 5 years... not to mention make entire classes of ships and modules obsolete, most notably ewar.

Washell Olivaw
Posted - 2009.10.26 16:24:00 - [7]
 

Originally by: MightyRhinox
Well, not really, all you'd be sending to the server is changes in ship speed and direction calculated from the control input locally and the direction of the guns at the time of firing.


There currently is a noticable delay between clicking guns and modules and them activating. If you click 4 guns in a row, they usually activate all 4 at once. When it comes to ship controls EVE works in (guesstimate) 200ms to 500ms (half a second!) cycles which is way too slow for your idea. If you double/triple/quadruple the amount of cycles, you increase the amount of data by the same factor. A message saying: "no changes" is still a message.


 

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