open All Channels
seplocked Features and Ideas Discussion
blankseplocked Updated hardpoints for Tractors and Salvagers
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

LordElfa
Gallente
Golden Lyon Warriors
Posted - 2010.10.10 17:03:00 - [1]
 

Right now tractors and salvagers simply come out of the space around the ship instead of the actual high slot hardpoints like weapon turrets. My suggestion would be to create actual salvage and tractor terrets that use the same hardpoints as weapon turrets and have the beams come out of them for the sake of realism.

Xeross155
Minmatar
NED-Clan
Goonswarm Federation
Posted - 2010.10.10 19:44:00 - [2]
 

How would we handle cases were people have more tractors/salvagers than hardpoints.

LordElfa
Gallente
Golden Lyon Warriors
Posted - 2010.10.11 05:40:00 - [3]
 

Add more hardpoints. I mean whats the point of going for realism when tractor and salvage beams are coming out of thin air.

Mara Rinn
Posted - 2010.10.11 06:44:00 - [4]
 

What about salvagers and tractor beams fitted to missile boats?

LordElfa
Gallente
Golden Lyon Warriors
Posted - 2010.10.11 16:36:00 - [5]
 

Well, perhaps 2 dedicated hardpoints are needed on every ship for both tractor beam and salvager hardpoints.

iKill Giants
Eternal Phoenix Rises
Posted - 2010.10.11 17:00:00 - [6]
 

The tractor field does not require a hardpoint to be viable.
Off the top of my head, I imagine an IC explanation of it being a modification to the shield system that dedicates a small section of the shield, not even a single hitpoint, to attraction rather than repulsion. This attractive force creates a spike in the shield and, being calibrated to stop at a certain point, hits the wreck/can and begins to pull it in. This does not work on ships or anything larger than a wreck because of mass issues.

Salvagers are more difficult, as they actually show a turret-like object in their icon. For practical purposes, this isn't visualized on the ship, but instead perhaps they are very small and fit onto utility hardpoints, which are much smaller than turret hardpoints and thus effectively invisible. There may be many such utility hardpoints, which are not used as an actual number displayed on the ship because there is no situation in which you will run out of them, due to slot limitations.

You don't need to change the whole dynamic of every ship so it has eight hardpoints or a limited number of salvagers\tractors to be realistic. More imagination, please.

LordElfa
Gallente
Golden Lyon Warriors
Posted - 2010.10.11 17:06:00 - [7]
 

Ok, how about this. I agree with your explanation of tractors, but salvagers do need hardpoints for the sake of realism. Perhaps they should just have hardpoints for all 8 high slots no mater if they're turrets or not. That would also benefit missile users as at the moment missiles seem to come from the same mystic field as the tractors and salvagers do. Why don't you use your imagination and explain that one Sherlock.

William Cooly
Sol Enterprises
Posted - 2010.10.11 17:52:00 - [8]
 

The Drake actually has visible missile bays along the sides, the missiles just don't come out of them. Same for Kestrel, Raven has that rounded arc thing on the one side... I'm not familiar with Caldari ships, but there's usually something on them that can be passed off as a missile bay I'd guess. Either way, they come out of the centerpoint of the ship for function reasons. It might be fun to watch your missiles come out of actual bays, but it also could **** your face with lag to have multiple reference points on a ship model.
That and it would screw with missile flight times to not have them all calculated from the same point. If my ship is 1km long and the bay is on the far end from the ship I'm shooting at, which is right at the edge of my range, and I fire only to watch the missiles disappear 1km before hitting him, I'm not going to be happy.

tl;dr: Missiles aren't launched from visible bays for functional reasons.
And Giants is right, salvagers don't need visible hardpoints. It might be pretty but there's no point to it.

Aglais
Caldari
Posted - 2010.10.11 18:37:00 - [9]
 

Missiles do the same thing and it irks me.

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2010.10.11 20:36:00 - [10]
 

I'd like to see all high-slot modules represented by something on the model.

As they're updating the artwork on all the ships anyway, now would be a good time to do this.

Would make balancing easier too, as there wouldn't be the restriction of "we can't change the model" that plagued the Naglfar threads a while back.

LordElfa
Gallente
Golden Lyon Warriors
Posted - 2010.10.11 21:57:00 - [11]
 

Originally by: Glyken Touchon
I'd like to see all high-slot modules represented by something on the model.

As they're updating the artwork on all the ships anyway, now would be a good time to do this.

Would make balancing easier too, as there wouldn't be the restriction of "we can't change the model" that plagued the Naglfar threads a while back.


Indeed and well said.


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only