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GeeShizzle MacCloud
Caldari
Posted - 2010.12.08 22:49:00 - [61]
 

Originally by: Corina Jarr
The only problem I see for this is it means near death for anyone caught missioning in low sec.

In your system, it doesn't matter if they are aligned and moving, they still take the same time to warp. So someone doing a mission in low sec who gets scanned down might as well self destruct.



you would be an invunerable target, so long as you were alligned and up to speed when u get jumped you'd activate warp and they wouldnt be able to target, much like when someone starts warping in the current system.

PhoenixDawn
Gallente
Forge Regional Security
United Corporations Of Modern Eve
Posted - 2010.12.08 22:54:00 - [62]
 

IMO warp visual dynamic needs a change, yes.

I watched that... )uhhm... Prophecy or whatever the other MMO was?) trailer and it had a relatively simple but spectacular warp emergence: The ship 'appeared', at it's full velocity, and slowed dramatically to where it was going to 'land' out of warp (the point at which it could be engaged). A small 'pulse' radiated outward from the point were it appeared followed by a dwindling wake as the vessel slowed.

That would be quite spectacular and could be replicated with a few alpha shaded 'shapes' (rather than particle effects). Smart-bomb like pulse for emergency, and an expanding 'cone' to replicate the velocity falloff wake.

Ships have disengaged themselves from the sidereal universe, after all! Going into and out of the warp envelope should be more spectacular than 'ship accelerates away and gone' or 'ship comes onto grid and slows'.

Capital cynos need to have an even more spectacular effect... everyone on the grid should be able to see a capital arriving or departing. There's a *LOT* of energy involved there, it should be unmistakable. Even covert jumps should be 'visible' to anyone who might be near it.
Heck, cynos should be visible from AUs away as a flicker if someone should be looking in that direction, even covert ones... though perhaps on a time delay of minutes, hours, or even days.

Turix
Interstellar eXodus
BricK sQuAD.
Posted - 2010.12.09 03:04:00 - [63]
 

The warp effect is currently so underwhelming (Actually thinking of it, most effects are now (*cough* Cyno *cough*) ) - Defiantly support an update to the graphical effect.

Possibly support a change to the warp mechanics, depending on the specifics.

GeeShizzle MacCloud
Caldari
Posted - 2010.12.09 08:36:00 - [64]
 

Edited by: GeeShizzle MacCloud on 09/12/2010 08:36:56
heyy phoenix! been searching through soo many vids of the new black prophecy MMO bt cant find that warp effect you're talking about! could u post a link maybe?

ohh and another thing... im not sure if its possible to do or not bt i thought bout the punching warp effect and the current system and thought, itd be cool and actually quite logical if we could have both! the punching in warp effect for ships deemed combat vessels, and the ramp up ramp down for commercial/industrial ships! i havent a clue if its possible bt itd make sense if military ships have a more powerfull warp system installed than non-combat role ships :)

what do u guys think?

Nikita Alterana
Kumiho's Smile
Posted - 2010.12.09 08:46:00 - [65]
 

couple things that'd be cool:

1. When a ship charges to enter warp, from the perspective of the ship, a huge distortion forms in the backdrop, like someone uses the pinch effect in photoshop, then when warp is engaged, the ship is flung down into that pinch and straight into the warp effect. Which should be way cooler then it is now. Other ships can't see this, but they can see a characteristic "warp drive glow" on the ship's bow, like its moving through steam, when it jumps to warp, that "steam" is left behind, quickly fading away to nothing.

2. In warp, the ship should not be "oriented up" in space, it should slowly roll over and over, corkscrewing through warp and finally righting itself as it comes out. And when it warps through a planet, a ship, or a station there is a huge lighting storm type effect that engulfs the ship and that it sheds off again as it leaves, this would be representative of the warp drive tunnelling straight through normal matter.

Mielono
Caldari
SWARTA
Posted - 2010.12.09 08:58:00 - [66]
 

I also like the last posters suggestions

Commander Kennedy
Caldari
Firebird Squadron
Terra-Incognita
Posted - 2010.12.18 01:07:00 - [67]
 

Bump.

Tres Farmer
Gallente Federation Intelligence Service
Posted - 2010.12.18 03:22:00 - [68]
 

Originally by: Commander Kennedy
Changes to warp mechanics:
1. Ship velocity no longer factors into entering warp. This means you can enter warp at 0m/s or 600m/s.
2. Ship is still required to be aligned to the warp target.
3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity.
4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance.
5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning. Issuing a move command after using "Align To", including aligning to a different target, but not including the current align target,
will cause the warp core to discharge and it will have to be charged again.
6. Changing the ship's velocity will NOT have an impact on the warp core charging.

Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.

This proposal reads like it will break how webifiers are currently affecting the warp-sequence >> slingshot a freighter.

Any thoughts?

ImmaSplodeYou
Test Alliance Please Ignore
Posted - 2010.12.18 16:54:00 - [69]
 

Fully supported. We need more drama (and not just the flaming YOU SUCK NO YOU SUCK between powerblocs, but we need more of that too) in eve, would make it much more exciting

GeeShizzle MacCloud
Caldari
Posted - 2010.12.19 23:35:00 - [70]
 

Originally by: Tres Farmer
Originally by: Commander Kennedy
Changes to warp mechanics:
1. Ship velocity no longer factors into entering warp. This means you can enter warp at 0m/s or 600m/s.
2. Ship is still required to be aligned to the warp target.
3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity.
4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance.
5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning. Issuing a move command after using "Align To", including aligning to a different target, but not including the current align target,
will cause the warp core to discharge and it will have to be charged again.
6. Changing the ship's velocity will NOT have an impact on the warp core charging.

Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.

This proposal reads like it will break how webifiers are currently affecting the warp-sequence >> slingshot a freighter.

Any thoughts?



hats true... u wouldnt really be able to web slingshot freighters into warp bt if u had the skill that affects warpdrive charge up time ud be warping relatively fast on your own, though i doubt as fast as slingshotting.

you would however spend more of the time at warp then in the accel and decel curves covering exponentially more distance at a higher velocity. as well as coming out of warp very close to your destination point!

Alfony VIII
Posted - 2010.12.21 12:06:00 - [71]
 

Edited by: Alfony VIII on 21/12/2010 12:08:30
fully supported, i cant get enough of the "BOOM" effect in eve allready when you reach maximum warp speed, however HOW COOL would it be to have the Punching warp jump from the star trek movie? (or ANY scifi movie in general)
The emount of energy released in a warp jump surely should be felt, and id just endlessly warp around to enjoy the sound of it

Also it would significantly improve the feeling if the cyno animation is changed to a deceleration aswell instead of just "plopping in"
A dread falling out of trans stellar journey with a bang is just awsome (or jumping into, respectivly)

Commander Kennedy
Caldari
Firebird Squadron
Terra-Incognita
Posted - 2010.12.22 01:30:00 - [72]
 

Originally by: Tres Farmer
Originally by: Commander Kennedy
Changes to warp mechanics:
1. Ship velocity no longer factors into entering warp. This means you can enter warp at 0m/s or 600m/s.
2. Ship is still required to be aligned to the warp target.
3. Ship warp drive now has a "charge up" time. The base charge time should be based on the current time to reach 75% max velocity.
4. A new skill called "Warp Drive Calibration" should be introduced, allowing either a 2% or 5% reduction in charge up time (depending on what is most balanced). It should be either a Rank 1 or Rank 2 skill, once again depending on balance.
5. "Align To" function will now align the ship and initiate the charging sequence, but will NOT take the ship into warp. This is to allow fleet warps to continue functioning. Issuing a move command after using "Align To", including aligning to a different target, but not including the current align target,
will cause the warp core to discharge and it will have to be charged again.
6. Changing the ship's velocity will NOT have an impact on the warp core charging.

Optional: When ships undock, perhaps the warp drive will be charged to 100% for approximately 5 seconds in order to keep instawarp bookmarks functioning.

This proposal reads like it will break how webifiers are currently affecting the warp-sequence >> slingshot a freighter.

Any thoughts?



Ah, I'd completely forgotten about freighters (as I don't fly them) when I thought of that.

I see a few ways to fix this:
1. New module that decreases the charge time of a remote vessel.
1a. For other ships, a module that works on the ship it's equipped to.
2. A side effect to webifiers now is that they decrease the target's charge time.
3. Open to suggestions.

Tres Farmer
Gallente Federation Intelligence Service

Posted - 2010.12.22 05:08:00 - [73]
 

Edited by: Tres Farmer on 22/12/2010 05:16:21
Originally by: Commander Kennedy
Originally by: Tres Farmer
slingshot a freighter?
*snip*
Ah, I'd completely forgotten about freighters (as I don't fly them) when I thought of that.

I see a few ways to fix this:
1. New module that decreases the charge time of a remote vessel.
1a. For other ships, a module that works on the ship it's equipped to.
2. A side effect to webifiers now is that they decrease the target's charge time.
3. Open to suggestions.

I use it most of the time when I fly a freighter and dualbox Wink valuable cargo or want to get somewhere fast (roughly 2min per system instead of 4min, no hanging around .5 sec systems).
And it also made somewhat sense to me, as I invest coordination and more resources to get an 100% improvement above flying the freighter solo..
That's why I would like to keep this 'feature'.

I know that in other threads I'm not a big fan of WTZ and the fast travelling, sue me. If I'd have the chance to get longer travel times for all of us again I would accept the removal of the slingshot as price. Embarassed

Anyway, more off-topic.. I was reading Peter Hamiltons Night Dawns Trilogy and liked the concept there, where they calculated every jump and it took them some time (they made short jumps to get out of system and growing longer ones to cover distances and at the destination they needed smaller jumps again). Your charging the core before warping heads into this direction.

If Eve is ever going to change how/where the actual focal points for PvP and markets develop, we'll need another way of moving between the solar systems. And a warpdrive that charges up will be a first stepping stone for that to happen.
Yeah I know.. I dream of actual local populations that will maybe only 3-4 times in their live have seen Jita and roaming gangs that at most can cover 4-5 systems a session.

I imagine a far future without stargates. A system where we can utilise the vastness of the full universe, and jump into any direction we want. If we want to go from Jita to Perimeter for instance, we'd need around 2-4 jumps, each taking around x minutes (charging jumpdrives and alignment taking the longest).
Jumping short distances within systems would be faster naturally.. the key would be to make it so, that the focal points of PvP would be those private jump-points. You'd have to wait there the further you want to jump. More people could find you on their scanners and go after you the longer you need. Would need a new intel system naturally..
Ah well, far far future.. maybe.

That being said, back on topic.. your idea got my support, as upon implementation there will be enough people coming up with ideas for slingshot/teamwork stuff regarding this.

EdFromHumanResources
Caldari
GoonWaffe
Goonswarm Federation
Posted - 2010.12.22 05:15:00 - [74]
 

Would love it if warped looked half as cool as it did in the Eve Videos.

Then again I would love it if the game played like the videos

Commander Kennedy
Caldari
Firebird Squadron
Terra-Incognita
Posted - 2010.12.23 02:03:00 - [75]
 

Originally by: EdFromHumanResources
Would love it if warped looked half as cool as it did in the Eve Videos.

Then again I would love it if the game played like the videos


Ha, then who would have a computer capable of putting out those awesome graphics?

Commander Kennedy
Caldari
Firebird Squadron
Terra-Incognita
Posted - 2011.01.08 06:36:00 - [76]
 

Bump

Stegas Tyrano
Posted - 2011.01.08 10:36:00 - [77]
 

Well thought idea thats alot better then what we have now. It'll also make the game better at lorewise.

Tykari
Gallente
Effective Deconstruction Initiative
Neon Equinox
Posted - 2011.01.08 14:07:00 - [78]
 

I would love it if there was a punch like effect to the warp in EVE. I've seen several variations and they all look awesome.

Venorati
Posted - 2011.01.08 16:15:00 - [79]
 

Faster acceleration/deacceleration? Do want.

Pj Harvey
Amarr
Ship spinners inc
Posted - 2011.01.08 16:40:00 - [80]
 

You will never see this in game because

1) It looks cool
2) the only effect changes CCP makes is to put the generic wormhole phase in / phase out effect on everything
3) they can't even fix the rubbish cyno effect after 3 years so why would they put in something like this

Terazul
Gallente
Posted - 2011.01.08 17:01:00 - [81]
 

I support this endeavor.

The current warp effect is very obviously from 2001. Needs an update badly.

Aerilis
Gallente
Quantum Cats Syndicate
Posted - 2011.01.12 02:16:00 - [82]
 

They just have to fix that gay spin ships do when they come out of warp. Make it look like this:
http://www.youtube.com/watch?v=yXWf-l71MY4#t=2m05s

Commander Kennedy
Caldari
Firebird Squadron
Terra-Incognita
Posted - 2011.01.20 05:31:00 - [83]
 

Bump.

ShadowLZ
Minmatar
Red Star Corp

Posted - 2011.01.20 08:34:00 - [84]
 

i support the yarn and have a suggestion. Why not have both drives, the old and the new. Each would have their advantages ans disadvantages, while allowing a bit of personalization. This would also help with the miner problem, force some(very few) ships into only being able to fit the old warm up engine?

You could also make the warp drives an module with its own slot(like rigs). So buy the drive you want and fit it.


On a site note, the current warp effects were implmented during trinity. The old warp effect was indeed stronger, but ccp hates strong effects they like subtle ones.

Apsidia
Very Industrial Corp.
Legion of xXDEATHXx
Posted - 2011.01.21 14:19:00 - [85]
 

I support idea, changes of warp graphic effect that it looked also as well as in an incursion trailer.
About remaining - very much it is not assured.

Daedalus II
Helios Research
Posted - 2011.01.21 14:27:00 - [86]
 

Support.

DoctorMolotov
Posted - 2011.01.27 23:55:00 - [87]
 

Bomp.

Natalia Kovac
Minmatar
Stimulus
Rote Kapelle
Posted - 2011.01.28 03:10:00 - [88]
 

Support. Maybe while they're at it they could get rid of the rubberbanding that happens when you exit warp.

Thune Vorpal
The Night Crew
Posted - 2011.01.28 08:37:00 - [89]
 

Graphic change!

Commander Kennedy
Caldari
Firebird Squadron
Terra-Incognita
Posted - 2011.02.08 09:00:00 - [90]
 

Bump.


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