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Freyya
Advanced Planetary Exports
Intergalactic Exports Group
Posted - 2011.02.18 08:41:00 - [391]
 

Finally some information to get exited with!!
After reading the blog i can honestly say my dwindled expectations have been boosted again by the quality of effort that has gone into the first stage of Incarna.
It's good to see the rooms are bigger than i first anticipated and i look forward to testing them on sisi. Will there be any reinforcements for sisi as to the number of people hooking up to see the new quarters, given the chance that it might require a boost in server performance?

Oh and will the stations be resized for massiveness again or will it be in the everlasting words of the Doctor "Strange little box?Ohhh... It's just slightly bigger on the inside, that's all really."

I'd love to see stations being BIIIIIIIG with multiple exits where people are randomly ejected when undocking...but i guess that's not going to happen soonČ is it?

paracidic
High Venture Team
Red Alliance
Posted - 2011.02.18 08:47:00 - [392]
 

Edited by: paracidic on 18/02/2011 08:49:56
I cannot wait to look out of my quarters and gaze up at my Erebus. Majestically floating .......

wait what?


Anyway I guess the basic premise of capsulers is going to change unless there is time delays while you get back into your capsule and have it loaded into the ship for undocking.

I love it. I bid 50b to own the first capsuler casino in jita 4-4

Also it would be really cool if, when you wake up in your clone, you pop out of the fridge and into your captains quarters.

Iam Widdershins
Project Nemesis
Moar Tears
Posted - 2011.02.18 08:53:00 - [393]
 

ITT we witness the beginning of the end of the most used feature in the entire game:

NO MORE SHIP SPINNING?



How dire.

Sealiah
Minmatar
Coffee Lovers Brewing Club
Care Factor
Posted - 2011.02.18 09:02:00 - [394]
 

AWESOME!

Omea
Posted - 2011.02.18 09:04:00 - [395]
 

Edited by: Omea on 18/02/2011 09:04:11
It sounds exciting, but honestly, it doesn't jive with the idea of capsuleer-piloted ships.

These ships, regardless of size, have a crew of one. That implies hyper-automation and integration to the extent that the pilot is necessarily hooked up 24x7 to ship sensorium and controls in the womb of her capsule. In a universe like that, no reason to have a conventional bridge or 'captain's quarters'. The capsule is all. Sustenence supplied intravenously; in situ sleeping at the pilot station snug in the high-g compression field, etc.

So now suddenly these virtually crewless ships have superfluous, pressurized office accomodations. How far is it from the capsule, and if you're entertaining guests in it, do you get a combat penalty to reflect the fact that you have to take a turbolift back? Rolling Eyes

Ah well.

Hyperforce99
Gallente
The Scope
Posted - 2011.02.18 09:09:00 - [396]
 

can we still spin our ship from the hangar platform? Wink

Reza Najafi
UK Corp
-Mostly Harmless-
Posted - 2011.02.18 09:15:00 - [397]
 

Did you fix lag yet and make the game playable?

Vorkesh
Posted - 2011.02.18 09:16:00 - [398]
 

hi

what ive seen so far looks really good. However i would like to see some invilvement with the game in general if possible.

I would also like to see the ability to personalise our quarters and clothing for our characters which would give us a sense of individuality which has been missing in the game so far ie we are either in a standardised ship or not.

if handeled well i think this could be a sure fired winner

DarkProphet Kalos
Posted - 2011.02.18 09:19:00 - [399]
 

Looks great CCP, keep up the great work.

Alain Kinsella
Minmatar
Posted - 2011.02.18 09:24:00 - [400]
 

As a true SL 'Oldbie,' I'll reserve judgment until I see it on Sisi. But for now it looks pretty good - on par with my beloved Uru.

Never heard Aura (joined after Apoc release) so that should be interesting.

Staged release is also a good sign, thanks. With a feature like this though I expect bugs anyway, so make sure you're adding some pretty decent fixes/balancing along with it. Wink

I think one core issue you're going to run into very soon (if not already) is the bandwith-crushing size of your release. Uru (both original and Myst Online) had this same problem, to extremes - I think by the end my install folder was close to 5 gigs in size. Adding much more intelligence into your installer and updater will be key, and should be considered a priority.

PTang
Posted - 2011.02.18 09:26:00 - [401]
 

Originally by: Omea
Edited by: Omea on 18/02/2011 09:04:11
It sounds exciting, but honestly, it doesn't jive with the idea of capsuleer-piloted ships.

These ships, regardless of size, have a crew of one. That implies hyper-automation and integration to the extent that the pilot is necessarily hooked up 24x7 to ship sensorium and controls in the womb of her capsule. In a universe like that, no reason to have a conventional bridge or 'captain's quarters'. The capsule is all. Sustenence supplied intravenously; in situ sleeping at the pilot station snug in the high-g compression field, etc.

So now suddenly these virtually crewless ships have superfluous, pressurized office accomodations. How far is it from the capsule, and if you're entertaining guests in it, do you get a combat penalty to reflect the fact that you have to take a turbolift back? Rolling Eyes

Ah well.



bs sorry, ships have crews of 100s of people. This is tired and gone over 100s of times.

Iceni
Posted - 2011.02.18 09:26:00 - [402]
 

ooooOOOOooooo Looks nice. Will we have our own captains office in every station we dock in, or just where we have corp offices?

Rakshasa Taisab
Caldari
Sane Industries Inc.
Posted - 2011.02.18 09:27:00 - [403]
 

Originally by: Omea
It sounds exciting, but honestly, it doesn't jive with the idea of capsuleer-piloted ships.

These ships, regardless of size, have a crew of one. That implies hyper-automation and integration to the extent that the pilot is necessarily hooked up 24x7 to ship sensorium and controls in the womb of her capsule. In a universe like that, no reason to have a conventional bridge or 'captain's quarters'. The capsule is all. Sustenence supplied intravenously; in situ sleeping at the pilot station snug in the high-g compression field, etc.

Not been reading much backstories have you?

Devon Ardell
Posted - 2011.02.18 09:27:00 - [404]
 

Edited by: Devon Ardell on 18/02/2011 09:28:31
Edited by: Devon Ardell on 18/02/2011 09:27:42
Originally by: Omea
Edited by: Omea on 18/02/2011 09:04:11
It sounds exciting, but honestly, it doesn't jive with the idea of capsuleer-piloted ships.

These ships, regardless of size, have a crew of one.</snip>


Thats actually incorrect - there are still crews. Read the background lore, stories & novels.

Whilst it may be true of frigates etc, larger capsuleer piloted ships have large non-capsuleer crews - they are just "worker drones" however.

Edit... dam I post to slowly when i get in to work in the morning *sigh*.//

Rosalina Sarinna
Intergalactic Syndicate
Nulli Tertius
Posted - 2011.02.18 09:29:00 - [405]
 

This looks really great!

The only main suggestion I can think of off the top of my head is to enable us to pick background music in the Cabin from our own wma/mp3 collections, instead of the games. That would nicely differenciate the environments - as if you had walked into home from an adventure/business in the outside world.

Max Hardcase
The Scope
Posted - 2011.02.18 09:31:00 - [406]
 

Is there any option to change avatar height ? Gonna look strange when we're all the same height when we have full incarna.

Silverpolk
Posted - 2011.02.18 09:33:00 - [407]
 

Very impressive. I like the new idea of the docking bay view, so I've got some thoughts about this.
1) When you switch between ships, may it be possible to see from the balcony how the previous one is being towed away and the next one is towed in to replace it? You'll have to wait 30 seconds anyways to switch back, so during this time it would be cool to see the actual preparation of the ship. (P.S. inspired by the scene of Causality trailer)
2) Will it someday be possible to walk inside the ships? I mean the big ones, carriers, motherships, titans, that has their own hangar and even cloning facility. Alliance meeting on board of a flagship titan :D
3) Will all hangars and captain quarters be similliar on all stations and difference will be only between races, or there will be some kind of modular construction, allowing to make... well... Even if not every single station unique, then at least a dozen different interriors for each race?

Daedalus II
Helios Research
Posted - 2011.02.18 09:40:00 - [408]
 

14 pages of replies in 16 hours? This must be an interesting subject Wink

Anyway what I think Incarna should be when it's finished:

New player enters game for first time and ends up in the captain quarters:
"Ah nice big room, and I can refurnish it!"
* plays around *
"Oh there is a door here, wonder where it leads?"
"Holy ****, there is a large station to be explored here!"
* 10 days later, back in captains quarter *
"Oh man that was some cool stuff, oh, I didn't see this door here before, wonder where it leads?"
"Holy **** there is a large ass ship here!"
"Holy **** I can get into the ship!"
"Holy **** I can undock into space!"
"Holy **** there are like five other stations here!"
* notices star map *
"Holy **** there are 5000 other systems I can fly to as well and tens of thousands of stations!"
* dies of joy *

Mashie Saldana
Minmatar
Veto Corp
Posted - 2011.02.18 09:42:00 - [409]
 

Originally by: Omea
Edited by: Omea on 18/02/2011 09:04:11
It sounds exciting, but honestly, it doesn't jive with the idea of capsuleer-piloted ships.

These ships, regardless of size, have a crew of one. That implies hyper-automation and integration to the extent that the pilot is necessarily hooked up 24x7 to ship sensorium and controls in the womb of her capsule. In a universe like that, no reason to have a conventional bridge or 'captain's quarters'. The capsule is all. Sustenence supplied intravenously; in situ sleeping at the pilot station snug in the high-g compression field, etc.

So now suddenly these virtually crewless ships have superfluous, pressurized office accomodations. How far is it from the capsule, and if you're entertaining guests in it, do you get a combat penalty to reflect the fact that you have to take a turbolift back? Rolling Eyes

Ah well.

Lol, read a few backstorys, a typical BS has 5-7k crew.

The captains quarters is in the station, NOT in the ship.

Rhok Relztem
Caldari
CGMA Synergist Syndicate
Posted - 2011.02.18 09:47:00 - [410]
 

This looks so friggin AWESOME!!! Shocked

My only worry is that by summer when this hits live that I won't have my new system ready. There are a LOT of players (myself included) who still cannot access the Character Creator just to create an avatar. This is going to wipe out an even larger proportion of players' systems that are more than a few years old. But on a more positive note...

I am astounded at the sheer quality these appear to be, and the ramifications for immersion and future additions to Incarna past the CQs are mind-boggling.

A few questions and a few things that I'd like to see are:
  • Market screen or ticker display.

  • News bulletins and items.

  • Will there be access to chat within the CQ?

  • Private conversations with other pilots with a full-view of them on the CQ screen.

  • Will we be able to add our own furniture, items, and modules to the CQ? In other words, will they be customizable?

  • Instead of instantly appearing on the balcony, I'd like to see our pod at a small docking alcove on that balcony. From here we would disembark and likewise return to our ship. It would just 'feel' more realistic and immersive - the tie between the 3D environment and the spaceship environment.


It's late and I'm tired so that's it for now, but I'll probably add more later.

Great blog CCP Chiliad! Very Happy

Gnulpie
Minmatar
Miner Tech
Posted - 2011.02.18 09:51:00 - [411]
 

Will we be able to customize our quarters?

Can we customize the quarters on each station individually or will we have one and the same quarter on all the stations?

Desigre
Minmatar
Posted - 2011.02.18 09:54:00 - [412]
 

Looks nice, but cant help wondering how much its going to rise resource demands of eve on computer.

Or do we get option in esc-menu to disable this captains storage unit?

Btw so far it looks like just replacement of station view we have now, Hope theres something other then just eyecandy to justify this change.

Rhedea
Rhedea Corp
Posted - 2011.02.18 10:05:00 - [413]
 

Nice, I'm glad I decided to keep playing. One thing, I would like to say, I don't like walking far. As a red neck I want a station truck. Seriously in station transport like flying taxis and rail is better than walking, I mean wow these are very large stations no one is going to walk it, Right? Wink

Sathynos
Caldari
BSX Industries
Inver Brass
Posted - 2011.02.18 10:14:00 - [414]
 

One question - can I bring exotic dancers in and do things to them? Please put that that on top of your TODO list. Tnx!

Meleric
Caldari
Verteidiger des wahren Bloedsinns
Universal Constant Alliance
Posted - 2011.02.18 10:15:00 - [415]
 

Now this is really rocking! Nice artwork and a very good idea to begin with captains quarters. Can't wait to see it !!!!

Synderq
Posted - 2011.02.18 10:18:00 - [416]
 

To be honest I have some reservations about this in that it will unnecessarily push up the system requirements for the game for what is essentially a bit of graphical fluff. The phrase "if it isn't broke, don't fix it" springs to mind. Its obvious that EVE wasn't designed with this sort of gameplay in mind (leaving your ship, walking about etc) and by trying to "bolt it on" to the game, you expose yourself to critiscism against games that were built specifically for that type of gameplay.

As things stand I can actually play this game on my laptop using an onboard graphics adapter! If you're going to do this can you include the option to turn it all off? Some people think the current interface/experience is fine. And I'm a new player.

iP0D
Posted - 2011.02.18 10:22:00 - [417]
 

Originally by: Minou Delaplante
And this:
see 2nd post by CCP Chronotis

QUOTE:
This is very much desired and the tech to allow it to happen is coming out of our incarna development as there is a huge amount of refactoring going on behind the scenes and the foundations being laid there will allow us to do things like proper DPS/tanking stats and allow you to create fits where you do not need the actual physical skills/ships or modules and can see yourself with different setups and run simulations for capacitor drain, damage analysis and module cycling to give some examples.

Not on 'near future' plans, but definitely on our want list as well :)






So basically recreating EFT and that other python based fitting web app, within the Incarna client.

Gerykos
Gallente
Dark Research Project
Posted - 2011.02.18 10:28:00 - [418]
 

SmileNice! Really Nice.

Ghorrn Kranthil
Posted - 2011.02.18 10:34:00 - [419]
 

I think the idea of incarna and the the artwork is interesting, makes me want to see more of it :-) but then again, like others already said - please dont slow down gameplay by introducing it! if i want to make a lot of missions... it would be annoying to have to search for the agent in his/her faraway office in future expansions every time i want a mission...
but i also wondered... wandering inside the stations would mean we have to get out of and back into our capsules every time...?! for female chars a horror with hairdryers :-D and we'll have to reenter the capsules, i hope without any infective deseases, defective wire connections, used-up capsule fluid..?!
otherwise i just imagine 5 eggs sitting in a bar and having a tube of wodka together :-D being polished by station crew

Dirlewanger
Posted - 2011.02.18 10:44:00 - [420]
 

Regarding crews - there aren't. No consequence. They could be very useful things to the game, even serving as a money sink - wages everyone? They would even add to the immersion by having basic flags. Level in skills, gained through experience. Small growing bonus. Gunnery officer starts at +1, goes to +5% targetting or range, that sort of thing. Nothing that implants and stuff don't do already. Cargo officer can get you +10% load if he's top-rank.

Get your ship blown up and some may get tired and seek employment elsewhere, they'd generate contracts and transport as they go back to a trade hub or wherever.

You got mods, you got rigs, you got slots in the rigs for ammo and scripts, how hard can an extra "rig" called a crew member be? That would add to the CORE game and also to the incarna thing.
As is, EVE ships have got no crew regardless of how much they fluff their stories.

For crissakes even spectrum games (Tai-pan to name an old one) had crew and you aactually had to beat them in the head to make them join your pirate ship!

So please I'd like that crew folly out of the conversation.

Back to Incarna:
Its as simple as this. When I dock and undock again, I want it to take not an extra second than it does with it. Same with market, inventory and stuff. The 1st 2-3 times would be nice looking, everything else is a time waste, and if I'm in a hurry to redock and refit and get back out I'll be really hating it.

If the fluff's gonna take time, please give me an option to turn it off completely. I'll even take a text interface instead.


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